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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

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..
 
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