The aircraft has been released here, avsim and simviation. And yes, it works quite well in P3DV5
You. are.a.star - euorstar 350! Thanks so much for your time and effort and sharing this.
We just posted part one of the how to on uploading new files to the Library. Part 1 covers adding new files. Part 2 will cover making changes to your the uploads you own.
Questions or comments please post them in the regular forums. Which forum is that... Well it is the one you spend the most time in.
Thanks the Staff
Library How toThe aircraft has been released here, avsim and simviation. And yes, it works quite well in P3DV5
Thanks GE, these Milton AC's in native 64bit have very soft nose gear oleo.
First, thanks euorstar 350 for a really nice conversion!
Regarding the nose wheel compression (for me the wheel actually sank deep into the pavement), the following change to the contact points solved most of the problem.
// point.0= 1, 15.705, 0.000, -5.530, 1575, 0, 0.620, 25.000, 0.196, 4.000, 0.950, 5.000, 4.000, 0, 202.5, 219.9
point.0= 1, 15.705, 0.000, -5.500, 1575, 0, 0.620, 35.000, 0.100, 4.000, 0.750, 5.000, 4.000, 0, 202.5, 219.9
P.S thanks gray eagle for the link on these parameters.
FYI
Don
there is a little less nose dive but some bounce back - like a coil expanding from compression effect at least for me.
Yes, there is some bounce back, but hardly noticeable if anti-skid brakes are toggled on. It's definitely more noticeable with anti-skid toggled off.
I'll experiment some more. If I find something better I'll post it.
One other thing. I tried to examine the model with MCX, but it failed to load with a message that "the author does not want you to view the model".
Hey, Butch! Do the wheel(s) bounce when standing still or only when moving? May not be only a "contact point" problem.
//0 Class <0=none,1=wheel, 2=scrape, 3=float>
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
//14 Airspeed limit for retraction (KIAS)
//15 Airspeed that gear gets damage at (KIAS)
Have you done any changes to //8, //9, or //10 for compression and damping? You may have to increase or decrease the numbers more than you have.
Reminds me of a sign outside of a car tire store! "Let us tire, brake and shock you"!
Hi all,
I'm glad everyone is enjoying the new aircraft. Because the models are locked, they can't be opened in MCX (more on that) for further adjustments. For those interested in having the unlocked models and the sounds I forgot to include, I'm including the download link.
I hope I haven't ruffled any feathers because of the locked models
Hi George
Thanks for sharing the unblocked model. I replaced the attached lights in the model, which were moved to strange positions during conversion from FS9.
Landing lights are no at exact positions on the main gear strut.
Also the beacon is on the lower tail
And also added fslspotlights ...
I still have no idea how to correct the panel bleeding through the inside model. Hope everyone enjoys this fix.
You can get it here https://drive.google.com/file/d/1xsY1umeiXKWCEMNO-hzXclXe2UECdOnM/view?usp=sharing
Dan
That "fix" killed the red beacon on the tip of the tail (no beacon)
Reverted to having both upper and lower red beacons.