Grumman Albatross v2

Thumbs

Well, I forgot the thumbs (for FSX). I got 16 in this zip (are there more?). They are re-sized and the variation name is in pic. Enjoy. And YES, always back up your 'old' aircraft.cfg. Simply right click on 'aircraft.cfg' (file name), choose 'COPY' from drop down, then right click on any blank spot, then choose 'PASTE' from drop down. You now have a 'Copy of Aircraft.cfg' (backup). Cheers.
Chuck B
Napamule

PS: The N43GL thumbnail is same as 'Miss Nancy'.
 
Looking at the screenies, the cockpit windscreen doesn't look correct. It looks to be that the windscreens' vertical dimension is too large. It should be the same "height" as the side windows which you can see are not as high.

Simply an observation; I'm grateful for the author(s) making the download available.

- H52
 
i am having trouble getting the landing lights to shine ahead of the plane ..am i missing something..agn..

rgds
t creed
 
i am having trouble getting the landing lights to shine ahead of the plane ..am i missing something..agn..

You haven't missed anything...

The folding underwing landing light animation has been left out in these modernised FDE's.
Just add the following lines to your contact points in the aircraft cfg, replacing 'x' with the next highest number:

point.x= 5, -20.000, -30.000, -10.000, 3000.000, 0.000, 0.000, 25.000, 0.000, 0.000, 1.000, 1.100, 1.500, 0.000, 0.000, 0.000
point.x= 5, -20.000, 30.000, -10.000, 3000.000, 0.000, 0.000, 25.000, 0.000, 0.000, 1.000, 1.100, 1.500, 0.000, 0.000, 0.000

To activate use the water rudder function. (Default shift+w)

View attachment 66029


Regards,

Stuart
 
thanks Stuart..!!!! :salute:, i looked and looked and thought i "goofed up" somewhere...cheers..!!

rgds
t creed
 
I had a nagging doubt that I was forgetting something. I did not try/fly at night (obviously). I thought I read it somewhere (in forums) about lights not dropping but I forget where. At any rate, do yourself a favor and remove the 'turning radius' (25.000) from the two 'point.x=5' lines, as the turning when in water is 'built in' into the floats (point.x=4 lines). Using the water rudder with 'turning radius' will upset the whole business of how it behaves when turning when on the water. So if it does not behave 'right' when making turns when on water, then you know what is causing it to flip/crash/lose control. You DO need the 'point.5' (water rudder) lines, but you don't need any 'turning radus' entry for the rudder.

So the lines s/b:
point.x= 5, -20.000, -30.000, -10.000, 3000.000, 0.000, 0.000, 0.000, 0.000, 0.000, 1.000, 1.100, 1.500, 0.000, 0.000, 0.000
point.x= 5, -20.000, 30.000, -10.000, 3000.000, 0.000, 0.000, 0.000, 0.000, 0.000, 1.000, 1.100, 1.500, 0.000, 0.000, 0.000


Chuck B
Napamule
 
I'm not very knowledgable when it comes to animations and contact points.

I was surprised to learn that a contact point entry was required to enable an animation.

I learn something new here almost every day.
 
On the subject of contact points: I just loaded the Albatross with Chuck's new FDE and the left main tire is flat. The contact points seem symetrical, but the left gear is noticeably lower than the right and the aircraft is leaning. I tried a couple different airports to try and verify it's not a scenery issue.

Has anyone else seen this?

Edit: I took out the latest contact point edit (for the water rudder/landing lights) and it 'fixed' the problem. The lights didn't work for me anyway so I'll just leave it like this for now.

I guess I must be totally clueless about contact points.

Edit: Just noticed that the 'scrapes' are commented out so I renumbered the water rudder points and the aircraft sits on it's gear OK. The landing lights still don't work for me, is there something else that needs editting?
 
The landing lights still don't work for me, is there something else that needs editing?

Have you changed the water rudder key assignment?

I installed the original Greg Pepper & Michael Verlin update, containing revised gauges and panel cfg. Not the aircraft cfg or air file though, as I'm also using Chuck's.
Maybe it is necessary to get the landing lights to swivel.


Category: Flight Simulator 2004 - Original Aircraft
Grumman HU-16 Albatross, v2.0 - Supplement Number 2

File Description:
This package corrects a number of issues that have surfaced since the initial release of this aircraft. A revised aircraft configuration file is included to fix problems with the scrape points and underwing retractable landing lights. A modified panel configuration file and Switch panel bitmap are included to add a switch for the retractable landing lights. Missing gauges for some of the switches are included as well. Also included are two additional liveries, one to update the NAvy rescue 911 repaint uploaded yesterday. This was based on photos of a bogus livery. Also added are textures for a fictitious private livery. PLEASE READ THE INSTRUCTIONS CAREFULLY BEFORE ATTEMPTING INSTALLATION!



 
Not meaning to split hairs here, that is an update to version 2.0.

I'm using the recently released v2.1, with the gauges included. I had v2.0 previously but superceded it with v2.1 with Chuck's FDE.

I normally use "shift+W" for water rudder, do you use something else? To me it looks like the landing lights not only don't swivel, but don't even light up. Is there a special switch on the panel or in the vc that I'm not finding? I've been testing using the "L" key and "shift+W".

I'll try installing the panel update and see what happens.

edit: Installed the panel update, still no lights or animation. Oh well, guess I can live without them.
 
by adding the above lines to the contact points does enable the landing lights to pivot, but
you also make a change to the .."max_number_of_points=17".. under the contact points section just above the string of numbers to reflect the additional lines added...with either model/config...i believe this will take care of it..:isadizzy:


rgds
t creed
 
by adding the above lines to the contact points does enable the landing lights to pivot, but
you also make a change to the .."max_number_of_points=17".. under the contact points section just above the string of numbers to reflect the additional lines added...with either model/config...i believe this will take care of it..:isadizzy:


rgds
t creed

Sorry I never mentioned this. I just took it for granted :running:
 
I just noticed that there is a "panel.cfg" file in the gauges folder, along with the gauges.... Is is really nessessary to put a panel.cfg into the FS9 gauges folder with all of those gauges?

I guess I'm not real clear about the contact points, in relation to how it's supposed to make the landing lights work either. But that's not surprising... when it comes to contact points... I'm lost.:isadizzy:

BB686:USA-flag:
 
Thanks for all the help, they're working now.

One little niggle is the light effect doesn't quite line up with the structure. No biggie really, it's just that after all that fooling around I was looking at them pretty close.

Since the effect seems modelled in I guess you can't adjust it?
 
Model Related

The lights working off the 'Water Rudder' is implemented by modeler by choice. He could of used a switch on panel to do 'Water Rudder' up/down. But he opted to use the water rudder which REQUIRES the 'point.x=5, ..' lines to enable the annimation. That's all.

The lines also will enable the actual rudders (if they were there) to extend/retract (but they are not there as it doesn't have pontoons, where the rudders would be attached). The annimation needs the 'point.x-5', with ANY lon, lat, vertical values (does NOT have to correspond to where the actual lights are position ref wise), plus the 'extension' and 'retraction' entries in seconds. That's all that's needed to make 'Shift+W' work to extend lights.

That is, IF you assigned it in 'Controls\Assignments' menu. The water rudder might not be set up, so do check that it IS assigned to a key (joy,etc), or, the default 'Shift+W' key combo.

Taking one item at a time when working with cnt pts helps. As does aligning up the clumns vertically so as to spot any 'errant' entry/ommision (typo). There is a definite order to it. And after working on them for 10 years (almost on a daily basis-as I too hate to see them 'flat' tires (hehe) I am still learning). The SDK helps a lot.

Oh, Mr Verlin & company just put out a 'New & Improved' FDEs for the v 2.1 Grumman so all this might just be irrelevant. Or is it? (If you look there are 2 'MOI' sections (ie: duplicate section). Not critical as sim engine will use the 1st instance of that section, and ignore the 2nd instance. Just saying. So by looking I can see he opted to re-install the 'AirWrench' sction (AS IF!), so it's back to the future! But he DID use my suggested MOI values (+ or - X%). I'm glad for that. But look out, as the brakes suck (again). I guess I should just mind my own business and not do any FDE's, except for Ito models, perhaps for the general public. It might not be 'politically correct'? File for Verlin's NEW FDEs (at FSCom) is 'hu-16_2_1_fde_rev.zip'. So good or bad I recommend you use HIS FDE's and ****-can mine, for the sake of tranquility. I enjoy simming 24/7 (am retired now) and I do HATE any/all forms of stress. Let's not disgusted.
Chuck B
Napamule
 
FDE Revisions

Just to keep things on a friendly basis: Unfortunately, Greg Pepper is no longer with us. He entrusted me with the files for this aircraft. I claim no special expertise with regard to modeling FDE's I've done the best I can with this aircraft. The revisions I've made within the last week include fixing the hull and nose gear contacts, and restoring the landing lights. I find AirWrench to be a useful tool. The flight model I have now is, in my opinion, an improvement over the FDE that was uploaded with 2.0 5 years ago. The other modifications I've made are strictly confined to the liveries.

These files are freeware and are not proprietary. If someone feels that they can improve on what I've done, I raise no objection or complaint. If it will add to Greg's wonderful model, I welcome it.

Michael Verlin
 
texures not showing

I downloaded the new FDE's from FlightSim.com and although the landing lights and everything work ok ,of the 19 textures 6 will not show up. I checked the config file and they are there ,and checked line by line but couldn't see any thing different,except for the 1943 texture is named "USN old wartime livery"In the sim it's just U.S.Navy 1943. I don't think the Albatross was even around then.
Anyway the 6 textures that don't show are U.S. Navy 1943, U.S.Navy Adak,U.S. Navy Brunswick,U.S. NavyKodiak 920, and U'S. Navy Kwajalein and U.S. Navy Iwakumi. This is how they are named in the sim.
In the config file they all have Rescue after U'S Navy but so do the ones that show up.
Any ideas how to get these textures to show? Thanks
 
Anyway the 6 textures that don't show are U.S. Navy 1943, U.S.Navy Adak,U.S. Navy Brunswick,U.S. NavyKodiak 920, and U'S. Navy Kwajalein and U.S. Navy Iwakumi. This is how they are named in the sim.
In the config file they all have Rescue after U'S Navy but so do the ones that show up.
Any ideas how to get these textures to show? Thanks

The Brunswick and Kwajalein textures are available as separate downloads at Avsim. However, you are correct that a number of other textures listed in the aircraft.cfg are not present (ie: there is no corresponding folder). On my system, the following are missing:

usn.1943
usn.920
usn.adak
usn.iwakuni

Cheers,
 
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