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Mr Ito new aircraft at Flightsim

Navtech

Charter Member
FS2002/FS2004 Mitsubishi Ki-15
[SIZE=-1] [ Download | View ] [/SIZE]
Name: ki15kami.zip
Size: 2,273,504 Date: 04-18-2014 Downloads: 122

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ki15kami.gif

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FS2002/FS2004 Mitsubishi Ki-15 "Babs" kamikaze version. The Mitsubishi Ki-15 (Kyunana-shiki sireibu teisatsuki) was a Japanese reconnaissance aircraft and a light attack bomber of the Second Sino-Japanese War and Pacific War. It began as a fast civilian mail plane. It was a single-engine, low-wing, cantilever monoplane with a fixed tailwheel undercarriage; it carried a crew of two. It served with both the Imperial Japanese Army and Navy (as the C5M). During World War II it was nicknamed "Babs" by the Allies. Kamikaze (Kamikaze-go, registration J-BAAI) was a Ki-15 aircraft, sponsored by the newspaper Asahi Shimbun. It became famous on April 9, 1937 as the first Japanese-built aircraft to fly from Japan to Europe. The flight from Tokyo to London took 51 hours, 17 minutes and 23 seconds and was piloted by Masaaki Iinuma (1912-1941), with Kenji Tsukagoshi (1900-1943) serving as navigator. By Kazunori








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Beautiful retro-1930's bird. Nice to see Ito-san's still crankin' out new planes. :applause:
+1 to that! :ernaehrung004:
Downloaded and took for a short hop. Other from on-the-ground jitters it flies about right; at 2000' and 'not all the way floored' it's doing about 200mph. Handles great. I'm sure the jitters are a contact/scrape point issue. If one of our FDE gurus took a look at it I'm sure that can be fixed (hint hint wink wink nudge nudge)
 
I'm sure the jitters are a contact/scrape point issue.

The contact points are actually pretty good, about the best I've seen on one of Ito's planes; the rudder scrape point is way off though. Give these a try, see if they sort the problem; they're a bit "quick & dirty", there may be other adjustments needed, but at least it is a start.

[contact_points]
static_pitch = 15.578
static_cg_height = 4.3
tailwheel_lock = 0
gear_system_type = 0
max_number_of_points = 7
point.0 = 1, -12.491, 0, -1.129, 1574.80315, 0, 0.45, 34.98, 0.230157, 2.5, 0.73723, 0, 0, 0, 0, 0
point.1 = 1, 7.298, -4.567, -6.75, 1574.80315, 1, 1.25, 0, 0.230443, 2.5, 0.738167, 0, 0, 2, 0, 0
point.2 = 1, 7.298, 4.567, -6.75, 1574.80315, 2, 1.25, 0, 0.230443, 2.5, 0.738167, 0, 0, 3, 0, 0
point.3 = 2, 0.166667, -19.833333, 1.25, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.4 = 2, 0.166667, 19.833333, 1.25, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.5 = 2, -14.16667, 0, 0.5, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.6 = 2, 6.916667, 0, -0.916667, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
 
Thanks for the input,
Tried the new contact points; still a bit jittery; changed a few parameters and got something that took away most of the jitters. Not perfect but hey I'm not either :)

point.0 = 1, -12.491, 0, -1.3, 1574.80315, 0, 0.6, 34.98, 0.45, 2.5, 0.752, 0, 0, 0, 0, 0
point.1 = 1, 7.25, -5, -6.8, 1574.80315, 1, 1.25, 0, 0.9, 2.5, 0.752, 0, 0, 2, 0, 0
point.2 = 1, 7.25, 5, -6.8, 1574.80315, 2, 1.25, 0, 0.9, 2.5, 0.752, 0, 0, 3, 0, 0
point.3 = 2, 0.167, -16.833, 0.5, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.4 = 2, 0.167, 16.833, 0.5, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.5 = 2, -14.5, 0, 0.7, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.6 = 2, 6.9167, 0, -0.9167, 1574.80315, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

Now if I can get it to stop creeping forward at idle.:running:
Flight dynamics still seem right, but I have not taken it up to 'normal' cruising altitudes yet (say, over 10-15000')
I put in the Cyclone sound from the FDG2 Dauntless--very loud but somehow fitting. After all from what I read it's a slightly bigger license-built version of the Cyclone or Jupiter with some improvements.
Still looking for a good propblur--any 2-bladed BananaBob props out there?:wiggle:
 
Wow! I like this plane!:jump:
Strange.I'm not having jitters and creeping.I guess I'm fortunate.
 
Beautiful aircraft. As the default Cessna sound file isn't quite right, what are folks out there using as a more realistic replacement?
 
Glad you asked...in fact that was the first thing I worked on. Fortunately the Outhouse has several options:
Lawdog's F2A3 sound (http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=48&id=13657)
Lawdog's SBD sound (http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=48&id=13665)
This one is an oldie but goodie by Mike Hambly (http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=30418)
There is a T-28 sound file out there (http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=110&id=13157) but I don't think it has enough oomph.

I used the sound files from the Donationware/FDG2 SBD Dauntless which I believe are Lawdog's SBD sounds. They are very loud but somehow appropriate. The engine used in the Kamikaze was essentially a punched out version of the Wright Cyclone (Nakajima Ha-8). What surprises me is that it puts out significantly more horsepower at altitude than on the ground which was a key component of its extremely fast speed (nearly 300mph at 13000').:dizzy:
(the real thing put out more power at altitude; not sure about the sim version and quite frankly I'm not sure if FS9 can model this)
 
The engine used in the Kamikaze was essentially a punched out version of the Wright Cyclone (Nakajima Ha-8). What surprises me is that it puts out significantly more horsepower at altitude than on the ground which was a key component of its extremely fast speed (nearly 300mph at 13000').:dizzy:
(the real thing put out more power at altitude; not sure about the sim version and quite frankly I'm not sure if FS9 can model this)
I just tried a high speed run at altitude, running 90 degrees to the wind to minimize its effects. I got 200 kts groundspeed at 13100'. I'm just wondering if there is a way to model more horsepower at altitude to get to 259kts. Any ideas?
 
I just tried a high speed run at altitude, running 90 degrees to the wind to minimize its effects. I got 200 kts groundspeed at 13100'. I'm just wondering if there is a way to model more horsepower at altitude to get to 259kts. Any ideas?

Hi Drzook,
I haven't flown this ship that high yet but checked the aircraft cfg and found "critical_altitude= 0.000000" in the [piston_engine] section. Try setting it to 12000.00 or 13000.00 and see if that gets the numbers closer.
 
I set the critical altitude to 13000 but no joy. Still getting 200kts groundspeed with no wind.:banghead:
I'm thinking maybe screwing with the drag figures but it's getting late; will give it a go tomorrow.
 
I set the critical altitude to 13000 but no joy. Still getting 200kts groundspeed with no wind.:banghead:
I'm thinking maybe screwing with the drag figures but it's getting late; will give it a go tomorrow.

Try this.
Back up your aircraft cfg, and change the four values to the left of the // marks as follows:

[piston_engine]
max_rpm_mechanical_efficiency_scalar=1.000000
idle_rpm_mechanical_efficiency_scalar=1.000000
max_rpm_friction_scalar=1.000000
idle_rpm_friction_scalar=1.000000
cylinder_displacement=165.000000
compression_ratio=8.000000
number_of_cylinders=9
max_rated_rpm=5000
max_rated_hp=750//700
fuel_metering_type=1
cooling_type=0
normalized_starter_torque=0.300000
turbocharged=1//0
max_design_mp=29.80//0.0000
min_design_mp=0.000000
critical_altitude=13100.0//0.00000
emergency_boost_type=0
emergency_boost_mp_offset=0.000000
emergency_boost_gain_offset=0.000000
fuel_air_auto_mixture=0
auto_ignition=0

At 13,100', I observed the following airspeeds:
204 kts IAS,
260 kts TAS,
300 MPH TAS.
 
Hurricane you are the man!!! I never thought of whether or not the engine was supercharged. :ernaehrung004:
 
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