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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Kodiak Released

Bill, thank you for the reply.

on the flap switch not moving into position as selected

fs9 version works fine but in FX it does not move...sorry but you did not mention that...is there a quik fix

and yes Henry I could stick my head out the window LOL
 
Bill....I have Flight 1 UT USA and Alaska / Canada. This is the first download. Thanks for sending me something.
My username is mustang51. I'll send my email address if needed.
Bob
 
Bill, thank you for the reply.

on the flap switch not moving into position as selected

fs9 version works fine but in FX it does not move...sorry but you did not mention that...is there a quik fix

and yes Henry I could stick my head out the window LOL

Hey DoubleCool,

There is no quick fix. Its a model issue. The switch object must have lost its animation attachment. I had this going with many many parts. Note that the doors on the belly pod open in FS9 but not in FSX. In FSX, the attach points wouldnt work. I worked on that for nearly a week. One would hinge backwards, one would blink to position, and one worked fine. I kept resetting their animation tracks and movements, tried other animation tags, to no avail... So I ended up having to lock them shut.

I have never had so many problems with a model. It was crazy. Normally they come together smoothly.

I'll get the flaps working. I'll even give the cargo doors another go.


By the way, there is a Flaps position indicator on the center MFD screen. If you look at the ECIAS (engine window on left side), you'll see at the bottom right a small scaler that is the flaps. It has the one, two, three, and zero positions on it. Very small to see though. Just click on the 'zoom up' section to bring the MFD to full size to check it out.



Bill
 
Kodiak Paint Kit is ready

Hey guys,

I have the new paintkit up and ready for download. I will link it into the webpage soon.

These feature;
* 2048 pixels size
* All Shading, Components, Base Layers, Stripes, Rivets, Panel lines seperated by layers, but numbers of layers reduced for simplicity and ease of painting.
* All layers labelled.
* Dirt, wear and tear, and weathering (3) are on seperate layers and can be tuned with opacity.
* Seperate exhaust layer as well, tuneable, can be turned off
* Bump Maps included and in layers
* Fuselage Specular Alpha included
* 3 Exterior Textures include Yellow, Red, and Red Cross texture layers, as well as base white
* Rivets layers can be turned off for FSX paint schemes (on for FS9 paint schemes.. )

If you have any questions on these, please ask.

Download link is here;
Kodiak Exterior Paint Kit
http://lionheartworld.net/schloss/Kodiak_Exterior_Paintkit.zip

Bill
LHC
 
Thanks for the paintkit Bill, d/ling now. I'll get the hi res panel for when I upgrade, flies smooth for now, no need to jinx that, LOL.

To bad you didn't include the FS9 scenery with this version, even in library form, one of us could have made it work.
 
Hey Michael,

Thanks for the idea. If anyone wishes the library components, I can email it to them.


:ernae:


Bill
 
Bill

Curious as to what font you used for the text on the Kodiak.

VCN-1

oops.. I'll bet that was in word format when I shipped that out..

My apologies....

I'll look it up and also see about locking the font, recompiling, and reuploading.

I never thought about that, fonts not being on another computer..



Bill
 
VCN-1,

That font is called Eurostile and its in Bold mode.

A freeware version to Eurostile is Eurasia Extended. Very nice Font, almost better in quality, but it is heavy, not a regular thin font.

Note, after I wrote out the font, I then 'squashed it slightly. The Original Kodiak font looks wide and so thats how I adapted it to look original.

Caution; Lately, some of the freeware font sights have had issues. I almost got a lock on virus at one site, but I was running in Mac OSX mode. EXE's dont work on them. :d


Bill
 
A couple of things ... maybe my bad:

1. When in 2D cockpit, calling up the throttle quadrant window makes the main panel disappear. I have to use the "w" key to restore it.

2. My prop will not adjust in any panel or by using my DH yoke throttle. DH yoke moves prop control in VC and popup window, but gauge shows prop stays at max RPM.

3. The only door that opens is the cargo door. Shift E or shift E plus any number just toggles. I tried finding click points on the handles in the VC but no joy. I'm too old to climb over all that cargo to get out.

Any ideas? :help:

The aircraft looks great, inside and out. I am even more impressed by its handling. I just dropped in to a 950 foot long strip, and there was gravel left, even without reversing the prop. I do notice the slow refresh on the map. Maybe I have to wind the crank on my computer a little faster.

-Dave
 
i really love the glass panel. i definitely have a new favorite model. if this had come out first i would have never bought the carenados, no kiddin.
it seems as though it likesto carry a little speed on approach but man, when you reverse that prop you better be buckled in! :applause:
i wanna take it to courcheval and see how it does there.
 
A couple of things ... maybe my bad:

1. When in 2D cockpit, calling up the throttle quadrant window makes the main panel disappear. I have to use the "w" key to restore it.

2. My prop will not adjust in any panel or by using my DH yoke throttle. DH yoke moves prop control in VC and popup window, but gauge shows prop stays at max RPM.

3. The only door that opens is the cargo door. Shift E or shift E plus any number just toggles. I tried finding click points on the handles in the VC but no joy. I'm too old to climb over all that cargo to get out.

Any ideas? :help:

The aircraft looks great, inside and out. I am even more impressed by its handling. I just dropped in to a 950 foot long strip, and there was gravel left, even without reversing the prop. I do notice the slow refresh on the map. Maybe I have to wind the crank on my computer a little faster.

-Dave



Hey Dave,

Issue one; Ive never had that happen. I'll try to see if I can replicate it, but it hasnt happened on my rig yet.

Issue two; That is a bug. It was noticed the night of launch, of course.
:faint:
This will be in the next update, which should be soon. This will be the first update for Build 2.0.

Issue three; Reload the aircraft and again check the doors. For some reason, door one, which is the rear clamshell door, will open, but not the front doors. This is an intermittent issue (doesnt happen all the time) but does happen frequently. When we find out why this is happening, we will put it in the next available update.

I was told by one source that it could be a gauge causing the issue on the secondary door. But why would that effect the second door and not the first? Very odd..

Temporary fix, when getting into the plane for a flight, emmediately reload it, and the doors will function fine.


Bill
 
A couple of things ... maybe my bad:

1. When in 2D cockpit, calling up the throttle quadrant window makes the main panel disappear. I have to use the "w" key to restore it.

2. My prop will not adjust in any panel or by using my DH yoke throttle. DH yoke moves prop control in VC and popup window, but gauge shows prop stays at max RPM.

3. The only door that opens is the cargo door. Shift E or shift E plus any number just toggles. I tried finding click points on the handles in the VC but no joy. I'm too old to climb over all that cargo to get out.

Any ideas? :help:

The aircraft looks great, inside and out. I am even more impressed by its handling. I just dropped in to a 950 foot long strip, and there was gravel left, even without reversing the prop. I do notice the slow refresh on the map. Maybe I have to wind the crank on my computer a little faster.

-Dave



Dave,

It does in fact turn off the main panel when selecting popup panels in FSX 2D panel mode.

I'll see about fixing that and getting it into the next update.

I cross checked it with the Maule to see if it was a FSX bug, and the Maule 'did' close the panel screen view when selecting the 'approach panel' (minimum view) version, but if you didnt select that one, and you selected the other popups, it never turned off the 2D panel main view.



Bill
 
Thanks for the high res textures and paint kit!!!:woot:

I'll look at painting her Sunday when I get home from camping :ernae:
 
Hey Dave,

Issue three; Reload the aircraft and again check the doors. For some reason, door one, which is the rear clamshell door, will open, but not the front doors. This is an intermittent issue (doesnt happen all the time) but does happen frequently. When we find out why this is happening, we will put it in the next available update.

I was told by one source that it could be a gauge causing the issue on the secondary door. But why would that effect the second door and not the first? Very odd..

Temporary fix, when getting into the plane for a flight, emmediately reload it, and the doors will function fine.

Bill

This sounds like the old problem of a gauge that is sending key events continuously to the sim thereby interrupting commands like opening the second exit that require two keystrokes. Apparently, if such a gauge sends a key event or equivalent between the first keystroke (Shift E for example) and the second one (2 for the second exit), the sim cannot interpret the '2' correctly and simply acts on the first keystroke and opens or closes the first exit again. This can interfere with any command sequence that utilizes two keystorkes, of course, such as pushback. Sometimes, redefining exit keys so that two keys can be hit very close together ('D' and '2' for example) can improve the success rate if the errant gauge cannot be redesigned.

Hope this makes sense.

Rick
 
This sounds like the old problem of a gauge that is sending key events continuously to the sim thereby interrupting commands like opening the second exit that require two keystrokes. Apparently, if such a gauge sends a key event or equivalent between the first keystroke (Shift E for example) and the second one (2 for the second exit), the sim cannot interpret the '2' correctly and simply acts on the first keystroke and opens or closes the first exit again. This can interfere with any command sequence that utilizes two keystorkes, of course, such as pushback. Sometimes, redefining exit keys so that two keys can be hit very close together ('D' and '2' for example) can improve the success rate if the errant gauge cannot be redesigned.

Hope this makes sense.

Rick


Rick,

That does make alot of sense. I'll see if I can track the problem. Thanks for the explanation.



Bill
 
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