Deltasim PTBoat flight model update 1.

Basically what we need is a whole new model. one where i can build the fde up from ground level. preferably a 72 footer mid war version with compressed air tubes no bofors and no rockets or deck gun. the deltasim model has embedded code in it that i cant defeat and working around it can be "challenging"..
 
Thanks Pam, I await your expertise.

:;chuckles:: i'm not certain i would call it expertise.. more like ummmm.. I drank what??? ::lol::

OH.. by tyhe way.. I gave it a keel.. it didnt have one :;lol:; doesnt donut quite so badly any more :)
 
Version 2 (which didn't work for Tom) works fine for me. Steering has improved quite a lot, as long I do it gently.

Cheers,
Huub
 
Version 2 (which didn't work for Tom) works fine for me. Steering has improved quite a lot, as long I do it gently.

Cheers,
Huub

Thasnks Huub..
What i need to do is find the happy medium between version 2 and version 3.. Ive got an idea.. I can paste the Geometry section with the keel figured in here and you can paste it to your config file replacing the geometry section thats there now..

[airplane_geometry]
wing_area=244
wing_span=47
wing_root_chord=20
wing_dihedral=60
wing_incidence=8
wing_twist=0
oswald_efficiency_factor=0.17
wing_winglets_flag=1
wing_sweep=35
wing_pos_apex_lon=15.57
wing_pos_apex_vert=-6.35
htail_area=880
htail_span=30
htail_pos_lon= 27
htail_pos_vert= 0
htail_incidence=8
htail_sweep= 9
vtail_area= 40
vtail_span= 73
vtail_sweep= -15
vtail_pos_lon= 31
vtail_pos_vert= -4.45
elevator_area=20
aileron_area= 200
rudder_area= 175 //242
elevator_up_limit= 40
elevator_down_limit= 40
aileron_up_limit= 40.000
aileron_down_limit= 40.000
rudder_limit= 360.000
elevator_trim_limit= 22
spoiler_limit= 20.000
spoilerons_available=1
aileron_to_spoileron_gain=1.000000
min_ailerons_for_spoilerons=0.000000
min_flaps_for_spoilerons=0.000000
spoiler_handle_available=1
auto_spoiler_available=0
spoiler_extension_time=0.200000
positive_g_limit_flaps_up=4.000000
positive_g_limit_flaps_down=2.000000
negative_g_limit_flaps_up=-1.500000
negative_g_limit_flaps_down=-1.500000


I just noticed more things in there i dont like the looks of :;sigh:: please bear with me. I'll make it right yet.. I promise..
Pam
 
yeahhh, i'm going to keep working on this as i can. its far far far from right and will take time to build up. i promise i'll keep sending updates as i reach points worth uploading.. Just please bear with me..
Thanks
Pam
 
Pam, I got the update installed so I can keep up with the XO. Now I'm working on the guns through the CS Weapon software. Have to move the mounts in the vertical by 1.5 meters, if I can do it right making a head on run at the beach with guns blazing will be possible. Also have to see if I can get the port 50's to fire to the side. The SDK instructions are not that easy for an idiot like me to understand.:isadizzy: At least I got better sounds for the 20mm and Fifty cals.
 
Take your time with it :).. youll get it right.. I located a PBR ( mike boat )That ive started work on. Its a port over and not exactly a great port over ( i can only work on it for about ten minutes at a time before i turn bright red and get steam pouring out my ears ), but it has aim-able bow guns ( twin 50s ). you can use what you learn from the pt boat on that one too :).. That way we can do not only WWII reenactments, but viet reenactments. that way we can round out what we do mostly ( still cant do infantry ) and all we need is scenery for nam that shoots back like Mark and toms does.. It'd be interesting to put a random number generstor on the pbrs where once you enter an active area, your number keeps getting regenerted and if your numbers up, well, your numbers up..
 
Back
Top