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FSX Native Mallard G-73 Beta Test

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In the vc, its all about panning.

Yes I get that, I was confused with seeing the view entries and not being able to use the A key to look at the different camera views, sorry for my confusion LOL. I did download the LDR Mallard as you suggested, it's also quite nice, but I stole the camera views from it for the G-73 Beta which worked out quite well.
Thank you for your trouble and my dementia. Also thanks for your contribution to this hobby! :)
 
Yes I get that, I was confused with seeing the view entries and not being able to use the A key to look at the different camera views, sorry for my confusion LOL. I did download the LDR Mallard as you suggested, it's also quite nice, but I stole the camera views from it for the G-73 Beta which worked out quite well.
Thank you for your trouble and my dementia. Also thanks for your contribution to this hobby! :)

No problem; we are all in some stage of learning, and of forgetfulness. :)
 
My small contribution

Great addition Milton and Team. Thanks very much.

My flying style is to start with Ctrl-E, taxi and takeoff and then check in with Seattle Control. If you want ground control and the nearby ATC to recognize you properly, here's what I did.

First, I changed the [General] section to look like this:

[General]
atc_type=Grumman
atc_model=G73

visual_damage=0
atc_heavy=0
performance=
editable=1
category=airplane

Specifically, I added the lines highlighted in red. The type and model are standard for FSXA. Once airborne you will be recognized as a Grumman Mallard. The existing entry (atc_type=G-73) is not recognized by FSXA, so that needs to be replaced.

Second, I modified each of the [fltsim.xx] entries. I completed the "atc_id=" line with the tail number (or whatever you wish) as shown below, highlighted in red:

[fltsim.7]
title=Mallard N2974 Chalks
sim=MallardMS
model=Modfsx
panel=
sound=
texture=N2974
ui_manufacturer=Grumman
ui_type=G-73 Mallard Modern
ui_variation=N2974
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe and Team"
atc_airline=
atc_id=N2974
kb_checklists=G-73_check
kb_reference=Mallard_ref
description=Model by Milton Shupe; FDE by Airwrench and me; sounds by Nigel Richards, Textures by Toni Hiltunen

This change in combination with the changes to the [General] section will enable FSXA to recognize me as Grumman N2974 to ground control.

For me these minor tweaks adds to the realism of a really need aircraft. Thanks again. :very_drunk:
 
Great addition Milton and Team. Thanks very much.

My flying style is to start with Ctrl-E, taxi and takeoff and then check in with Seattle Control. If you want ground control and the nearby ATC to recognize you properly, here's what I did.

First, I changed the [General] section to look like this:

[General]
atc_type=Grumman
atc_model=G73

visual_damage=0
atc_heavy=0
performance=
editable=1
category=airplane

Specifically, I added the lines highlighted in red. The type and model are standard for FSXA. Once airborne you will be recognized as a Grumman Mallard. The existing entry (atc_type=G-73) is not recognized by FSXA, so that needs to be replaced.

Second, I modified each of the [fltsim.xx] entries. I completed the "atc_id=" line with the tail number (or whatever you wish) as shown below, highlighted in red:

[fltsim.7]
title=Mallard N2974 Chalks
sim=MallardMS
model=Modfsx
panel=
sound=
texture=N2974
ui_manufacturer=Grumman
ui_type=G-73 Mallard Modern
ui_variation=N2974
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe and Team"
atc_airline=
atc_id=N2974
kb_checklists=G-73_check
kb_reference=Mallard_ref
description=Model by Milton Shupe; FDE by Airwrench and me; sounds by Nigel Richards, Textures by Toni Hiltunen

This change in combination with the changes to the [General] section will enable FSXA to recognize me as Grumman N2974 to ground control.

For me these minor tweaks adds to the realism of a really need aircraft. Thanks again. :very_drunk:

Thanks; will make changes as suggested. :)
 
That would be the effect I use to "enhance" (LOL) the lack of a decent wake effect. Oh well.
Shame it just does not seem possible to do a reasonable wake effect. At least in my 16 years of modelling, I have not seen a realistic one.

Milton I would have to agree but I think the issue is that all flying boats (and amphibians) have different hull shapes and that will create a different wake for each aeroplane plus the wave size etc. I am not sure how you could recreate such a variable dynamic by just using a few textures. I am using McCoy water effects for my flying boats (Ver 2) but no one size fits all so you have to tailor the various effects to the model, in some it looks right and in others not so good.

I have this latest version installed but currently on a round the world run in the Constellation so no feedback as yet but it looks great. Again thanks for your work and passion.
 
So far, we have seen no major issues with the beta release.

I have tweaked the [fltsim] sections per recommendations, and changed the water spray effect to the default one in the aircraft.cfg.
I will change the installation to give P3Dv2.3+ version users the option of deleting the transom water fall after a water takeoff.

If there are any further reports, please get them posted as I plan to release this as "Gold" later this week.

The "Gold" release will contain some different liveries (thank you Wellis) and some updates to those I keep from the beta test release.
 
The only item I have has to do with the nav lights not staying on, but that may be a local issue. I have deleted and reloaded my Shader Cache file but the problem persists. Lights work initially and are visible in external views while panning and zooming in and out..but after a few minutes of flight they are gone - with only the tail light and landing lights working.
I have the batt and generator switches on and have tried using the master -L- key vs the VC switches and it makes no difference.
I'm just wondering if that has been noted by other FSX-A users..or is this local to my machine, settings, or files ?
 
The only item I have has to do with the nav lights not staying on, but that may be a local issue. I have deleted and reloaded my Shader Cache file but the problem persists. Lights work initially and are visible in external views while panning and zooming in and out..but after a few minutes of flight they are gone - with only the tail light and landing lights working.
I have the batt and generator switches on and have tried using the master -L- key vs the VC switches and it makes no difference.
I'm just wondering if that has been noted by other FSX-A users..or is this local to my machine, settings, or files ?

I have not noticed this issue in FSX-A but will double check. Maybe others could weigh in on this.
 
I have not noticed this issue in FSX-A but will double check. Maybe others could weigh in on this.

I just did a 45 minute flight and noticed no problem with the NAV lights. I'm using Boxed FSX with SP2.

Milton, I have seen nothing to report so far using this aircraft. Since I changed the wake and spray effects to the ones used by the Goose Redux, there is no splash or water globules seen from the VC on either takeoff or landing.
 
I just did a 45 minute flight and noticed no problem with the NAV lights. I'm using Boxed FSX with SP2.

now I am curious..are you running in DX10 with Steve's Fixer? if so are you converting the AC lights with the program ? Converting ORBX lights with it?

are you using the FTX lighting freeware?
 
now I am curious..are you running in DX10 with Steve's Fixer? if so are you converting the AC lights with the program ? Converting ORBX lights with it?

are you using the FTX lighting freeware?

Uhmmm, NO.........NO......NO..........Nope! Everything is straight forward download, install, and run. I'm running WinXP 32 bit, Can't use ORBX, and don't have DX10 capability.
 
No problem with lights here. Running FSXA, Orbx PNW scenery.

Did have a question for Milton on engine RPMs. I noticed that the max. RPM I can get is 2200, yet the gauge limits are at 2500 (yellow) and 2700 (red). I assume that's normal?
 
No problem with lights here. Running FSXA, Orbx PNW scenery.

Did have a question for Milton on engine RPMs. I noticed that the max. RPM I can get is 2200, yet the gauge limits are at 2500 (yellow) and 2700 (red). I assume that's normal?

No, was looking at that engine RPM myself; strange behavior.

EDIT: Tested 30 minutes without light issues.

EDIT2: My bad! See the Operating Limitations document in the Docs folder. Take off = 2250 RPMs; the gauge face is incorrect in that the yellow/red band need to move to 2200 RPMs.
 
No, was looking at that engine RPM myself; strange behavior.

EDIT: Tested 30 minutes without light issues.

I also was noticing the RPM gauge. Thought is was Prop RPM. I never use full power for takeoff but noticed it's at about 2300RPM and I lower it to around 2200 for climb out and then down to around 2000 at cruise. Possibly needs a few taps with the adjusting hammer?
 
No problem with lights here. Running FSXA, Orbx PNW scenery.

Did have a question for Milton on engine RPMs. I noticed that the max. RPM I can get is 2200, yet the gauge limits are at 2500 (yellow) and 2700 (red). I assume that's normal?

Grumman manuals on hand say 2250 RPM and 36" MAP at sea level for takeoff
max cont: 2200/34" MAP seal level
max cont: 2200/32.5" MAP at 5000 MSL
 
Grumman manuals on hand say 2250 RPM and 36" MAP at sea level for takeoff
max cont: 2200/34" MAP seal level
max cont: 2200/32.5" MAP at 5000 MSL

Correct :)

My bad! See the Operating Limitations document in the Docs folder. Take off = 2250 RPMs; the gauge face is incorrect in that the yellow/red band need to move to 2200 RPMs.
 
I mistakenly included ToniJH's Chalks Blue/White livery in the FSX Native Mallard beta and failed to give him credit. I did not realize what I had done until tonight.

It is a livery that everyone should have, but I am embarrassed to have made that oversight.

The livery will not be included in the Final Release but it is in the library here and I recommend that you download it.
 
Thank you Milton for doing this conversion. Great on frames, beautiful model, and downright pure enjoyment. :applause:

Just a couple items to report in this beta version:
1. Radios and various warning lights remaining on with engines, battery and avionics switches, off.
2. After water landing and engines at full idle - aircraft seems to take much longer than it should to come to a stop.

Thanks again.

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FSXA / Win7 SP1 64bit
 
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