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HMS Bounty for FSX/P3D Going Beta Today

This may get lost in this thread, but of the folks running the latest version of P3D_V2.5. . .how many are also running FSTramp?
 
This may get lost in this thread, but of the folks running the latest version of P3D_V2.5. . .how many are also running FSTramp?

I know of one other user but will have to verify what version. I'll get back to you.

EDIT: The other user with FSTramp and has no issues on the P3D 2.4 version running the Bounty. Must be a 2.5 related issue only. Anyone else using 2.5 with FSTramp?

Milton
 
Recapping beta testers use of the Bounty in P3D as has been reported to me:

The package works with no reported issues in P3D up through v2.3.

In version 2.4 and 2.5 Tacpac must be disabled (not sure what the conflict is - could be anything)

In version 2.5, FSTramp must be disabled (again, not sure of the reasons - could be anything)

In V2.5 if FSRecorder is running, the Bounty stops sailing.

If you have experiences different than the above, please share with us.

As regards the supported sims (FS9 and FSX all versions), no issues have been reported.
 
This may get lost in this thread, but of the folks running the latest version of P3D_V2.5. . .how many are also running FSTramp?

I don't have FSTramp in P3D ( I tried the demo in FSX) but I would like to have it. I will download it tomorrow and try it with the Bounty Beta 3 and post my results. That is if the demo is still available.
 
I don't have FSTramp in P3D ( I tried the demo in FSX) but I would like to have it. I will download it tomorrow and try it with the Bounty Beta 3 and post my results. That is if the demo is still available.

Thanks Paul; that will be greatly appreciated. :)
 
I know this doesn't apply here, but FWIW FSTramp, FSX Accel and the Bounty work together on my rig.
 
I believe Ed is referring to FSTramp interfering with P3D 2.5 and creating problems in the Bounty.

For me the "stuck in the water" issue was related to Tacpack and P3D. Once deactivated, the Bounty sails splendidly. No problems with Tacpack on in FSX.

It seems that external apps like Tacpack or FSTramp in P3D 2.5 create issues with some of the ship's gauges or whatever else. Unfortunately I can't dwelve deeper that this atm. Just happy I can ride the (P)3d waves in this beauty!
 
I can confirm FSTramp as a problem in relation to the Bounty gauges. After install of FSTramp in P3D v2.5 I sailed about a quarter mile and then the ship stalled dead in the water. Nothing I did would get it started again.
 
I can confirm FSTramp as a problem in relation to the Bounty gauges. After install of FSTramp in P3D v2.5 I sailed about a quarter mile and then the ship stalled dead in the water. Nothing I did would get it started again.

Well, that is a good confirmation for what Ed is experiencing.

Now, whether the issue is with P3D v2.5, FSTramp, or the Bounty is to be determined at some future date but your efforts here are greatly appreciated.

Thank you Paul :)
 
Well, that is a good confirmation for what Ed is experiencing.
Now, whether the issue is with P3D v2.5, FSTramp, or the Bounty is to be determined at some future date but your efforts here are greatly appreciated.
Thank you Paul :)
Yep, thanks Paul. . .good news, in a way. . .at least I know now that it does show up in that combination for other users.
 
Recapping beta testers use of the Bounty in P3D as has been reported to me:

The package works with no reported issues in P3D up through v2.3.

In version 2.4 and 2.5 Tacpac must be disabled (not sure what the conflict is - could be anything)

In version 2.5, FSTramp must be disabled (again, not sure of the reasons - could be anything)

In V2.5 if FSRecorder is running, the Bounty stops sailing.

If you have experiences different than the above, please share with us.

As regards the supported sims (FS9 and FSX all versions), no issues have been reported.

Just to add to the complications... I tried the beta v3 in P3D v2.4 with both tacpack and FSTramp. With the beta v2, the Bounty would move iff tacpack was disabled, and FSTramp seemed to have no impact. However, with the beta v3, the Bounty remains motionless whether tacpack is enabled or disabled. I haven't tested it yet with FSTramp disabled, but I'll do that tonight.
 
Just to add to the complications... I tried the beta v3 in P3D v2.4 with both tacpack and FSTramp. With the beta v2, the Bounty would move iff tacpack was disabled, and FSTramp seemed to have no impact. However, with the beta v3, the Bounty remains motionless whether tacpack is enabled or disabled. I haven't tested it yet with FSTramp disabled, but I'll do that tonight.

Thank you for that information. I look forward to this evening's test results.

I think this is good testimony that P3D v2.4 and v2.5 can be problematic for the Bounty depending on add-ons.
 
Question for beta testers using P3D

As I'm curious to the actual crosswind behaviour in P3D 2.* (whatever version), can someone please try the following ?

- Load the Bounty, and set a pure crosswind (90 degrees from the right, relative to the ship) of 25 Knots, non-gusting.
- Set the General Realism slider in the menu fully right.
- Open the Test window (Shift-3).
- If not already so: set "flaps" fully up (F5), so the value of MastAngle reads -50
- Raise the anchor, deploy all sails and let the Bounty get up to speed some 30 sec. or so..

Question-1: can you please post a screenshot of the Test window now ?

Question-2: if you set the General Realism slider fully left, does the value of RelWind change ?? (in FSX, it would become 0)

Thanks, Rob
 
Thank you for that information. I look forward to this evening's test results.

I think this is good testimony that P3D v2.4 and v2.5 can be problematic for the Bounty depending on add-ons.

It looks like FSTramp is contributing to the problems with the Bounty v3 and P3D v2.4. With both FSTramp and Tacpack disabled, the Bounty moves okay. With FSTramp enabled, the Bounty did briefly move, but then came to a halt (the previous time I tried this, it didn't move at all). I also noticed that some of the sails seemed to be oscillating with FSTramp enabled but tacplack disabled, the sails in question being all the longitudinally rigged sails. I didn't notice these problems with FSTramp and the beta v2 of the Bounty, although it is possible that I didn't let the ship run for long enough, only a couple of minutes.
 
It looks like FSTramp is contributing to the problems with the Bounty v3 and P3D v2.4. With both FSTramp and Tacpack disabled, the Bounty moves okay. With FSTramp enabled, the Bounty did briefly move, but then came to a halt (the previous time I tried this, it didn't move at all). I also noticed that some of the sails seemed to be oscillating with FSTramp enabled but tacplack disabled, the sails in question being all the longitudinally rigged sails. I didn't notice these problems with FSTramp and the beta v2 of the Bounty, although it is possible that I didn't let the ship run for long enough, only a couple of minutes.

Thanks for this test and followup.

By oscillating, are your referring to the stays/jibs/spankers left/right sides switching as they will do if you are in the "running" directly with the wind, or are you talking about them showing/hiding alternatively. They are meant to change when winds shift from port to starboard but if the winds are directly behind you, the will "flutter" back and forth.
 
As I'm curious to the actual crosswind behaviour in P3D 2.* (whatever version), can someone please try the following ?

- Load the Bounty, and set a pure crosswind (90 degrees from the right, relative to the ship) of 25 Knots, non-gusting.
- Set the General Realism slider in the menu fully right.
- Open the Test window (Shift-3).
- If not already so: set "flaps" fully up (F5), so the value of MastAngle reads -50
- Raise the anchor, deploy all sails and let the Bounty get up to speed some 30 sec. or so..

Question-1: can you please post a screenshot of the Test window now ?

Question-2: if you set the General Realism slider fully left, does the value of RelWind change ?? (in FSX, it would become 0)

Thanks, Rob
Here ya go Rob, fresh from P3D 2.5:
Realism_on_and_off_zpsra2qch56.jpg


The values to the left are with General realism slider all the way right, the ones to the right are with the slider to the left. As you can see, RelWind does indeed change to 0 (and the ship no longer banks.).

- JP
 
This proves that FSX and P3D treat realism settings in a similar way. Realism setting must be set at least to "Medium" to get wind effects and lateral forces. Realism set to "Hard" is preferred for the Bounty package for best lateral effects of bank/roll and lateral drift from course.
 
Recapping beta testers use of the Bounty in P3D as has been reported to me:

The package works with no reported issues in P3D up through v2.3.

In version 2.4 and 2.5 Tacpac must be disabled (not sure what the conflict is - could be anything)

In version 2.5, FSTramp must be disabled (again, not sure of the reasons - could be anything)

In V2.5 if FSRecorder is running, the Bounty stops sailing.

If you have experiences different than the above, please share with us.

As regards the supported sims (FS9 and FSX all versions), no issues have been reported.

As a result of Dave's test, I must revise this as follows:

In P3D, versions 2.4 and 2.5, FSTramp and TacPac must be disabled for this package.

Thanks to ED, Paul, and Dave for these clarifications and reports, and to all testers for shaking this package down. We are very appreciative.
 
Thanks for this test and followup.

By oscillating, are your referring to the stays/jibs/spankers left/right sides switching as they will do if you are in the "running" directly with the wind, or are you talking about them showing/hiding alternatively. They are meant to change when winds shift from port to starboard but if the winds are directly behind you, the will "flutter" back and forth.

Sorry, lousy word to use. Yes I did mean that the longitudinally rigged sails were fluttering back and forth. In all cases I had a tail wind, but I only noticed the fluttering when the Bounty had problems moving (ie when FSTramp and/or tacpack was enabled). I had thought that the cause of this flutter was the wind direction, but the frequency of this flutter was pretty high (less than once a second).
 
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