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Flight Réplicas Douglas Dc-4 and B-24 free Released

@ftl818,
The last problem you mention can also be due to the value of htail_incidence. The value of this parameter can change a lot of things.

@Hollister56,
This point regarding the reflection of glasses on gauges and scratches on windshields finds its solution in the way textures are generated.

On the Aeronca, I had some experiments on this subject and it did not please the person who asked me for this plane. The only solution I found is to create several texture sets and allow the user to choose.
Unfortunately with FS24, it is in this case essential that the end user knows how to redo a new layout.son unless the authors offers specialized repaints:
- one with scratches and
- another without scratches
but this will disproportionately increase the size of the addons :(
 
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Unfortunately with FS24, it is in this case essential that the end user knows how to redo a new layout.son unless the authors offers specialized repaints:
I believe you mean using the program MSFSLayoutGenerator tool?
but this will disproportionately increase the size of the addons
I personally would not mind this, but it would be extra work for the creator and that might not be something they are interested in doing? Actually, they can just not make scratches at all, but that would probably not please everyone.

You know the old saying, "you can please some of the people some of the time, but you can't please all of the people all of the time."

Ed
 
Yes !
Yes !!!

For your question about AP, I found the SDK 24 documentation about this:

It list all the parameters what can be used in this section. Decreasing values for "heading/banking" parameters should decrease effects that I have seen in the sim.
 
Testing some parameters, probably not how it should be done in MS2020....

In the flightmodel.cfg added:
cruise_lift_scalar = 1.25 ;1
parasite_drag_scalar = 1
induced_drag_scalar = 0.7 ;1 1.5

In the engines.cfg prop section:

thrust_scalar=1.2

She now flies better horizontal @ cruise 200Mph. 2230 RPM, 31 inches, mixture leaned.



cruise_200Mph.jpg
 
The repaint "THIS IS IT" by JanKees with my modified COMP textures. I think it looks even better this way. For private use only.

1762522787982.png
 
Testing some parameters, probably not how it should be done in MS2020....

In the flightmodel.cfg added:
cruise_lift_scalar = 1.25 ;1
parasite_drag_scalar = 1
induced_drag_scalar = 0.7 ;1 1.5

In the engines.cfg prop section:

thrust_scalar=1.2

She now flies better horizontal @ cruise 200Mph. 2230 RPM, 31 inches, mixture leaned.



View attachment 175769
Hi, what section of the flightmodel cfg do i add these lines please ?
 
Did you look/read thought this information? I think you might find your answer here, it is very interesting information.D

In the flightmodel.cfg added: [Flight_Tuning]

cruise_lift_scalar = 1.25 ;1
parasite_drag_scalar = 1
induced_drag_scalar = 0.7 ;1 1.5


Good Luck
 
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Just copy and paste this in Flight_Tuning.

In the flightmodel.cfg added: [Flight_Tuning]

cruise_lift_scalar = 1.25 ;1
parasite_drag_scalar = 1
induced_drag_scalar = 0.7 ;1 1.5
 
Further testing of less shiny COMP textures. Now with reduced shine to simulate dull oxidised aluminium. Maybe less nice but probably more realistic. Climbing out to operational altitude with full fuel and bomb load. 75% rated power. I noticed that the fuel booster pumps must be kept on at all times. While in the manual the booster pumps were to be switched off after take-off. The engines have their own pumps.

1762784663502.png
 
Very nice texture, the dull aluminium is very well rendered ;)

Thanks to ask this question about fuel boost pump.
Last year when I was programming the Stearman, I asked myself the same question; I found some answers in this post
=> https://www.eaa.org/eaa/aircraft-bu...-articles/fuel-systems/basic-fuel-pump-system
=> https://www.kemsoracing.com/blogs/n...6zRm3dY-c-jmOdobA2_D6xF9CR7TI2XAa763PQ-JGQvpV


Reading other publications, it seems that the custom (this is what I understood ...) is to leave the pump running so that in case of need or in emergency, the pilot does not have to waste time to start it.
If other more seasoned people have information, it would be interesting to have their point of view.
 
Further testing of less shiny COMP textures. Now with reduced shine to simulate dull oxidised aluminium. Maybe less nice but probably more realistic. Climbing out to operational altitude with full fuel and bomb load. 75% rated power. I noticed that the fuel booster pumps must be kept on at all times. While in the manual the booster pumps were to be switched off after take-off. The engines have their own pumps.

View attachment 175942
There is a mistake in runway.flt, where the engine driven pumps aren’t running when spawning. This will be fixed in the next version - v18. We can also include your nice new comp textures!
 
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There is a mistake in runway.flt, where the engine driven parts aren’t running when spawning. This will be fixed in the next version - v18. We can also include your nice new comp textures!
Thanks,

So the bare metal J models will be more shiny. I'll send you the dull Brother version. Perhaps it would be nice to have Angel shiny and Brother dull.

Paul
 
OK I think we can call this a v18 Release Candidate. Before I pester @SeeRyFly to upload it to flightsim.to I thought it would be worth sharing here to see what you all think.


Release notes:
  • Added engine priming functionality. Prime engines for 2-5 seconds. Overpriming can gradually be corrected by opening the throttles, but may take a while.
  • Added more realistic starter switch. Hold switch up to energize, then down to crank.
  • Fixed .FLT files to ensure the correct fuel pumps are running appropriately to the spawn condition.
  • Updated engine and flight model CFG to get closer to real performance data (thanks to ftl818)
  • Added cockpit vibrations driven by a mix of engine RPM and ground roll. This did necessitate some changes to the mixture and throttle lever code, so hopefully everything still works OK for everyone!
  • Updated COMP textures for That's All Brother metal finish aircraft (thanks to ftl818)
Let me know any feedback, good or bad. For example, have I over/under done the cockpit vibrations?!
 
After a first try this morning, the general impression is very good: it’s the Irish Angle that I liked the most.

1762858158437.png
The flight model is convincing, the aircraft’s movements well reflect the heaviness of the plane following the impulses on the yokes.
Regarding these, the vibrations are well rendered, I would have even increased the amplitude a bit. On the levers, it is much less noticeable (they are at the back of the cockpit in dimly lit areas). Of course, the first thing I did was to go read the code before starting the plane :engel016:
Why do you keep two animations for the Yoke: PartInfo and ModelBehavior ? (lever_stick_l_r animation)

I will not make any remarks regarding the levers or switches that are not yet usable with the mouse for the good reason that the plane is WIP but there are still things to be done given the potential that modeling offers in terms of details and "usable" functions.
The reflections of glasses on the instruments are a bit strong IMO

A very good impression in general.
 
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Thanks for the feedback! I was studying some onboard cockpit videos of B24 Witchcraft during startup and flight. The levers were surprisingly tight despite there being a fair bit of vibration evident from the camera shake. Still I might give them a little more amplitude as you suggested.
Why do you keep two animations for the Yoke: PartInfo and ModelBehavior ? (lever_stick_l_r animation)
That's just some missing code cleanup - there are a few other similar doubled-up areas of code I noticed after uploading that RC yesterday.

I'm also adding some more cockpit camera positions and a basic checklist. I might hold V18 until those are done, it should be pretty straightforward.

Once V18 is out, next on my list is to explore superchargers. Although there are two entirely different systems in the D and J variant, so I've got double the work!

I also want to make the mixture levers work as per the aircraft rather than the current inverse arrangement, and add detents. I think it might be better to have click up/down on the mixture levers to move them between detents (like in the DC-6), rather dragging them. What do you reckon?

And there are indeed lots of other cockpit switches and levers I'd like to make operational eventually. I might also look at simulating the hydraulic and electrical systems in more detail. There's PLENTY to do, so I think this will be WIP for quite a while yet. :)

If anybody wants to take a shot at overhauling the cockpit textures (mostly Comps and Normals) I'd be very grateful. It's something I've been meaning to do but have been sucked in to getting the functional aspects of the aircraft working, so I keep putting off the texture updates. I'll get to them myself eventually, but this aircraft is open for community contributions!
 
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While going through the textures I noticed that Irish angel is not my latest version. In the present version the metal is still blotchy. On purpose? To be sure I'll resend the latest version. Same for the native D model textures.

Paul
 
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