EMB120 Version 1.2

Aircanuck

Charter Member
Nice to have an ole friend back,

Eagle Rotorcraft have brought out their EMB120 native to FSX with a kicked up sound pack and other value added items.... go pick up over at Simviation.

One minor word of caution, when the navigation lights are on they are positioned no where near the wingtips.

Cheers for now
 
Lovely little aircraft! Sounds great, flies steady, and nice liveries!

My light configuration:


[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit
light.0 = 3, 1.30, -28.60, 2.90, fx_navredh ,
light.1 = 3, 1.30, 28.60, 2.90, fx_navgreh ,
light.2 = 3, -35.50, 0.00, 14.50, fx_navwhi ,
light.3 = 2, 1.10, -29.00, 2.90, fx_strobeh,
light.4 = 2, 1.10, 29.00, 2.90, fx_strobeh,
light.5 = 1, 0.55, 0.00, 6.60, fx_beaconh ,
light.6 = 1, 2.45, 0.00, -1.25, fx_beaconh ,
light.7 = 4, 4.91, 0.00, 1.64, fx_vclight,

Regards, Stuart
 
Thanks for that Stuart! I have also noticed that with Brakes off it will gradually pick up speed to at least 50kts. I was back taxiing and had to slow it at that point so I didn't head out into the boonies, lol
 
FSX And Turboprops like the E120

I found a fix for the speed up taxiing problem. It is an entry correction in the aircraft.cfg because FSX and FS9 has turboprop taxi speed way too fast. Constantly braking down the taxiways until you get to the runway is very unrealistic IMHO. I've flown a lot of hours (passenger not pilot) in the ol' E120's in and out of Fresno, CA in the day and they never did that or passengers would have tossed their cookies it was enough of a vibrator as it was in the cabin. BTW, here is that post from the Flightsim Forum:

The 'Taxi Speed' issue exists in BOTH FSX and FS9; I found an old newsletter from Lionheart Designs that describes the issue, and a possible fix...
(from the article by William Orvis):

Something has been occurring between Flight Simulator, new Joysticks with reverse thrust option, and thrust settings. Some people have been reporting in with issues concerning startup in turboprops, not just by LHC, but others as well, though not all. What happens is when you start the turboprop, it runs out of control with a wild flare up, then returns to normal idle RPM and thrust. This is only with new reverse thrust joysticks and FSX when on the water. We tracked the issue down to several points.

I am happy to announce that there is a fix, and its super simple. Go to your turboprops folder, such as the Epic_LT. Look for the 'aircraft.cfg' file and right click on it. Choose 'Open With' and find Windows Notepad. Open it with that. Navigate down to 'Beta_min=15'. You can get there quickly by clicking Control/F and punching in 'Beta_min' and 'FIND' will get you there fast. Next, note that its at setting 15. This was standard in FS2004 and is also on the ground in FSX, but on startups with turboprops, FS does a wild thing (both FS9 and FSX) as it can spike the throttle high, when you have a joystick that has the reverse thrust' notch in it, giving the engine 10 to 20% throttle during the start mode (flare up). Its worse on the water, as FSX now has a very low drag setting on Floats, so the plane will rocket forward. We think that's why the Cessna Caravan wasn't offered as a float plane in FSX was the start issue. So... Back on track, take the setting of Beta_min and change it from 15 to perhaps 5, even 1. Some preferred less then one, such as 0.5 setting (for float planes). I suggest a setting of 3. This will be good and keep you from running forward.
My own computer does not have this issue, but others have reported it. I recommend it for those that like to do 'cold dark' startups on the water.
I found that this took care of the taxi issue and found Beta_min=15 in every turboprop aircraft.cfg I guess that was what MS's designers recommended to the aircraft designers in error. It may be fine for turbojets but not turboprops.
:snowman: Mother's advice to young children: "DON'T EAT YELLOW SNOW!" LOL.

 
Lovely little aircraft! Sounds great, flies steady, and nice liveries!

My light configuration:


[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit
light.0 = 3, 1.30, -28.60, 2.90, fx_navredh ,
light.1 = 3, 1.30, 28.60, 2.90, fx_navgreh ,
light.2 = 3, -35.50, 0.00, 14.50, fx_navwhi ,
light.3 = 2, 1.10, -29.00, 2.90, fx_strobeh,
light.4 = 2, 1.10, 29.00, 2.90, fx_strobeh,
light.5 = 1, 0.55, 0.00, 6.60, fx_beaconh ,
light.6 = 1, 2.45, 0.00, -1.25, fx_beaconh ,
light.7 = 4, 4.91, 0.00, 1.64, fx_vclight,

Regards, Stuart

.... much better, cheers ! :applause:
 
Now that we have the nav lights in their proper position any chance one is able to tone down their brightness.


Cheers
 
Last edited:
I found a fix for the speed up taxiing problem. ---


Good info. Turboshaft modeling in any fltsim program is a constant headache in general, with wild windup torque/prop RPM overshoots, etc in various models. Ground idle is usually overpowering as you have noted.

Best technique on takeoff is to hold brakes, apply about 80% throttle and let the prop RPM hit max and settle down before going to takeoff thrust - prevents overtorque/overspeed in most instances.

I've flown several real turboshaft aircraft such as the OV-1, Beech King Air, P-3C and C-130. Their engine accel is smooth and predictable on the ground and in the air.
 
I found a fix for the speed up taxiing problem. ...'Beta_min=15'... take the setting of Beta_min and change it from 15 to perhaps 5, even 1. Some preferred less then one, such as 0.5 setting (for float planes). I suggest a setting of 3.

Great find. Thanks for passing it on. I used 3 and it works perfectly for my OV-1. Mike71 is correct. The OV-1 was very smooth in accel, especially with a competent guy in the left seat! I've flown with what IMO were both!

It works great! Thanks again for sharing.

Steve
 
For anyone having problems with the landing gear contact points, this may help:

[contact_points]

point.0=1, 13.00, 0.00, -4.66, 1181, 0, 0.596, 39.9, 0.200, 2.70, 0.952, 4.8, 4.8, 0, 184, 184
point.1=1, -1.67, -8.58, -5.32, 1574, 1, 0.596, 0.0, 0.642, 1.68, 0.815, 4.5, 5.2, 2, 184, 184
point.2=1, -1.67, 8.58, -5.32, 1574, 2, 0.596, 0.0, 0.642, 1.69, 0.815, 4.8, 4.9, 3, 184, 184
point.3=2, -3.33, -23.92, -3.00, 787, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 5, 0.0, 0.0
point.4=2, -3.33, 23.92, -3.00, 787, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 6, 0.0, 0.0
point.5=2, -22.67, 0.00, 0.00, 787, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 9, 0.0, 0.0
point.6=2, 23.08, 0.00, -1.50, 787, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 4, 0.0, 0.0

static_pitch = -1.0
static_cg_height = 4.85
gear_system_type = 1 //Hydraulic
 
Hi Aircanuck. Try changing fx_navredh to fx_navredm and fx_navgreh to fxc_navgrem.

Nice aircraft by the way. Thanks for posting.

Hello bob407,

Unfortunately no go ! the green nav light has now disappeared completely and the red nav light remains the same intensity.

Cheers
 
Hello bob407,

Unfortunately no go ! the green nav light has now disappeared completely and the red nav light remains the same intensity.

Cheers

Check to see if you have fx_navreds and fx_navgres in your effects folder and try using those.
 
For anyone having problems with the landing gear contact points, this may help:


Thanks for the updated contact points. It's sitting much better.

Because I've got ORBX scenery installed I wasn't sure whether it was the aircraft or the scenery causing it to 'float'.

Many thanks again.

Pete.
 
Quick heads up , we now have a freight hauler version of this gem available over at Simviation .

Under the banner "Swift Air" .....

Merry Christmas to all :santahat:
 
Here are the Shockwave lights cfg I'm using .....

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit 5=landing


light.0 = 3, 1.40, -29.00, 2.80, fx_shockwave_navred,
light.1 = 3, 1.40, 29.00, 2.80, fx_shockwave_navgre,
light.2 = 3, -39.80, 0.00, 16.00, fx_shockwave_navwhit,


light.3 = 2, 0.70, -29.10, 2.80, fx_shockwave_strobe,
light.4 = 2, 0.70, 29.10, 2.80, fx_shockwave_strobe,
light.5 = 2, -35.59, 0.00, 14.70, fx_shockwave_strobe,


light.6 = 1, 0.45, 0.00, 6.75, fx_shockwave_beacon_rotating_red,
light.7 = 1, 2.50, 0.00, -1.30, fx_shockwave_beacon_rotating_red,


light.8 = 4, 17.92, 0.00, 5.26, fx_shockwave_vclight,


light.9 = 5, +3.55, +12.0, 0.8, fx_shockwave_landing_light_small_xenon,
light.10 = 5, +3.55, -12.0, 0.8, fx_shockwave_landing_light_small_xenon,


light.11 = 10, -19.70, -0.48, 5.36, fx_shockwave_vclight
//light.12 = 3, 14.19, 0, 6.59, fx_shockwave_vclight
 
One last question about lights, is there a fix to stop the rotating beacon on top of the fuselage from illuminating the interior of the cockpit when its on ?

No more .... I promise !


Regards :santahat:
 
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