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FSX S2F3 Stoof update

That is looking great! Just shoot me a PM and I'll get right on it. Will be uploading the S2F-1 shortly as well so I will be here.

Thanks :jump:
 
Looks very nice, Eurostar. Thanks for your hard work... It will be nice to have this aircraft for FSX.. :salute::applause::medals::icon29:
 
Thanks gents and yes it will be a whole package. VC was a very piece a cake to do since it is a clone of the exterior minus the pilots, so I did not have to redo any materials. I am going to start gathering testers as suggested by Uncle Milton and he will have the final release authority. Soon:ernae:

View attachment 68860View attachment 68861
 
Fantastic job !! Thank you so much for this conversion :applause:

By the way, since you're working in the VC, have you checked the origin of the clickability problem ? Some buttons cannot be clicked when the camera is in the default location. You have to move the camera forward and up if you want to click the overhead panel buttons for example. It's like an invisible 3D object blocks the access to the button until you pass through it. Did you notice anything while you were converting the VC ?
 
Fantastic job !! Thank you so much for this conversion :applause:

By the way, since you're working in the VC, have you checked the origin of the clickability problem ? Some buttons cannot be clicked when the camera is in the default location. You have to move the camera forward and up if you want to click the overhead panel buttons for example. It's like an invisible 3D object blocks the access to the button until you pass through it. Did you notice anything while you were converting the VC ?


I think this issue was discovered and resolved a few years ago by Fr. Bill Leaming. I forget exactly what the cause was but think the resolution was to reset the scales for the animated parts.

Maybe Bill will pop in with the answer soon.
 
i was speaking to a man at the museum at McClellan airpark last friday,he was a "transplant" from florida,and had flown "stoofs" off carriers in the Navy,i told him about this project for FS9/FSX and he was intrested,but for the life of me i cant remember his name,at the time i was going to take a picture of him and his name tag ( he was a docient) and he said he spent all most his entire flying carear in the S2,he flew other planes,but put many many hours in it,and he had something to do with the big museum down there that has all the grumman planes,he said they had one of every grumman built plane in that collection...forget where he said it was other than florida,my short term memory sucks
 
We had contact with a Navy S2 pilot during the original FD development, which was quite helpful.

Cheers. T
 
The first beta copy has been sent out to the beta testers as chosen by Uncle Milton. We will keep you updated when a final release is near:ernae:
 
Beta Testing Feedback #1

euroastar,

First, thank you so much for taking on these projects. The S2F-3 is looking awesome :)

1. I have added a documentation folder and updated the docs to reflect the your native conversion and the related changes.

2. The Flight Model will need to be updated to reflect the latest FSX version and I will do that here with Fliger's help.

3. I have attached screenshots to better explain the minor issues I have found so far.

Let me know if you have questions.
 
Hi Uncle Milton,

Thanks for the first feedback.

1.) For the flaps, what is the degrees in which the flaps are extended?

2.) Prop disk fixed

3.) Searchlight switch was animated, it wasn't tagged or assigned an FSX animation. Then again, I didn't spot it until you showed it in the screenshot:icon_lol:

4.) Specular shine on the engine is easily fixed, just have to adjust the material in gmax

5.) Other smaller issues easily fixed.

I will try to have these fixes done and revised files sent out by later today or maybe this evening:ernae:
 
Hi Uncle Milton,

Thanks for the first feedback.

1.) For the flaps, what is the degrees in which the flaps are extended?

2.) Prop disk fixed

3.) Searchlight switch was animated, it wasn't tagged or assigned an FSX animation. Then again, I didn't spot it until you showed it in the screenshot:icon_lol:

4.) Specular shine on the engine is easily fixed, just have to adjust the material in gmax

5.) Other smaller issues easily fixed.

I will try to have these fixes done and revised files sent out by later today or maybe this evening:ernae:

The flap positions are 0, 15, 30, and 45.

Thanks :)
 
Ditto on the trimtabs. Thanks

Also, would you move the pilot and co-pilot upwards about 4-5" in the exterior model. They seem a bit low. I did this in later models but not this one.

Also, please consider putting a bottom floor in the bombay. Wasn't necessary when the doors did not open. Nothing fancy, just block the see-through.
 
Trimtabs: Do they move up to down or reverse? Will fix the seats. Do any of the other models have the floor I can drop in the stoof?
 
Trimtabs: Do they move up to down or reverse?
Trim tabs are animated in the opposite direction to the control surface, i.e. if the elevator is in the down position at frame zero the trim tab will be in the up position and vice versa.

I have attached a screenshot of the model I am currently developing in FSX with the animation slider set to frame zero.
 
Trimtabs: Do they move up to down or reverse? Will fix the seats. Do any of the other models have the floor I can drop in the stoof?

The easiest way might be to:

In the exterior model, clone the part vcfloor.
Collapse the stack of the clone.
Convert to emesh and flip the polys.
Link to the vcfloor part.
 
I think this issue was discovered and resolved a few years ago by Fr. Bill Leaming. I forget exactly what the cause was but think the resolution was to reset the scales for the animated parts.

Maybe Bill will pop in with the answer soon.
The two possibilities that spring to mind are:

  1. The eyepoint is "inside" the seat and/or headrest. Shifting forward slightly moves the eyepoint "outside" the seat/headrest.
  2. There is a non-uniform scale applied to one of more of the "clickable objects." Open the Dope Sheet and check the Scale entries for any "unclickable objects." Correct scaling will read: X=100.0 Y=100.0 Z=100.0
 
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