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SOH A-26 Invader FSX Converted Files Download

Also, I was reminded that a couple of the most amazing repaints produced for this aircraft in FS9, by Damian Radice, were made to be applied to the early gun nose variant that I released with the "Margie" repaint I did, so it is important to me to get that early gun nose variant reproduced for FSX as well.

Enjoying some time with one of Damian's repaints:

invader_1.jpg


invader_2.jpg


invader_4.jpg


invader_3.jpg


invader_5.jpg
 
This looks great John.

We have one of these in Tatoi, my club's base, owned by a local shipowner and TV channel owner. It is in flying condition but rarely flies. I might try a repaint for this. Does this model also include a multigun nose version like this one? Correction: I now see in your first post that indeed a gun nose is included.

View attachment 64942View attachment 64943
 
Thanks for doing the conversion John, much appreciated.
And thanks to Milton & everyone else involved in the original release.

:salute:
 
Hi,

Very beautiful plane, but I can't stear it while taxien on the runway.

What to do?
:isadizzy:

Kind regards,
langereis
 
We have one of these in Tatoi, my club's base, owned by a local shipowner and TV channel owner.

Guns and passengers..? interesting combo! :icon_lol:

The (Formerly?) Swedish 'Sugerland Express' has a similar configuration.

Anyway, thanks John!
 
I have just made a test flight. I have to confess that I didn't remember this plane being so good. Perhaps I had tried an early version or something like this, but in my memory this plane had a basic and non-interractive (not clickable) virtual cockpit.
Here instead, I got into a fully (almost) functionnal VC with everything I needed ! :jump: What a pleasant surprise !

The flight around Bowerman was great and the plane behaved quite nicely. I would simply have five remarks:

1- I could not start the engines. Perhaps I need to ****, but basically I tried to switch them on exactely like in the B-17 or P-47 Accusim
- Batteries ON
- Props RPM 70%
- Mixture full rich
- magnetos BOTH
- Enegizer ON (here I get no sounds or anything like that, so I don't know if it was really working or not...)
- Starter ON (no noise, no reaction, just like if I had no more batteries... nevertheless, I had Volts and the nav lights were still working...
I had to cheat and use the keyboard Magnetos commands: M key, then '+' maintained. Both engines started successfully in this way.


2- On final, the last crank of flaps seemed to disrupt my lift... but this one I'll have to check again, perhaps it's just my speed that dropped a bit too much.

3- Cabin lights (not istrument lights) didn't work, but perhaps they work only at night ?

4- taxying was fine once I understood how to use the separate throttles. Was it like this in the real plane as well ? (no front wheel steering and no differential brakes?) EDIT: ah ok, answer is right above my post :D

5- the windows are a bit too milky, as you can see in the screenshot below. Are the INSIDE windows linked to a texture or not ? If yes, then I can solve it simply by editing the Alpha Channel myself. If not, some material edition would be needed.

daube_image1773.jpg


A great plane in any case, I think I'm going to fly this one quite a lot. Also, I think I will add the freeware 3D landing lights too, that should be fun :)
Thanks again John for the conversion, and thanks to the SOH team who did the original plane :ernae:
 
Ferry_Vo

Thanks for your quick response. That did the trick!
:salute:
Kind Regards,
Langereis

Bedankt en groeten vanuit Apeldoorn!!!
 
FSX does a few things differently and I will revisit this plane to tweak a few items from the FS9 version. As noted above, the plane steers by differential braking and rudder as did the original. The way this works in FS is the braking is applied to either side in proportion to the rudder deflection. If you do happen to have dual throttles, even better! Though not as obvious as having nose wheel steering, once you get used to it you will find the takeoff runs much easier with less over controlling.

Currently revising the cyl head and oil temps and may have to adjust the low AOA lift a snitch to help the takeoff rotation (this was a bit of an issue with the FS9 version as well). A myriad of other small issues as well.

T
 
Daube,

Thank you for the feedback on the interior/VC glass! The opacity is controlled via the alpha channel connected to the VC_Glass_T texture, so making it darker will make the windows clearer from the VC. I noticed them a bit too 'cloudy' this morning too, after flying the aircraft in early hours - it isn't as present during the middle of the day. I'll provide an adjusted VC_Glass_T texture when I upload the files to the SOH library. Regarding the start-up procedure, I remember the aircraft has a gauge that comes into play, to allow you to start the engines in an authentic manner, with the energizer/starter switches. I'll have to check that out and try it out myself - I've been more of a sucker for the Ctrl-E as of late, something that the "2+ year ago me" would have been kicking myself about. : )

When I upload the files to SOH, the models will have bump map support, but the bump maps will be very, very subtle, as I don't really feel the models/textures are in the best format for bump maps, at least at this time. However, by doing this, it does allow others to make their own bump maps, if they wish, to whatever degree of intensity they desire. Also, if larger resolution textures are made, more detailed bump maps can also be made at that time.

Also, with the SOH files, I'll be providing FSX versions of the models I originally made, using Milton's source files, for the "Rude Invader", "Margie", and "CIA" repaints back when this aircraft was originally released for FS9.

When I upload the files to SOH, hopefully tomorrow, or Thursday at the latest, I'll make a post to this thread.
 
FSX does a few things differently and I will revisit this plane to tweak a few items from the FS9 version. As noted above, the plane steers by differential braking and rudder as did the original. The way this works in FS is the braking is applied to either side in proportion to the rudder deflection. If you do happen to have dual throttles, even better! Though not as obvious as having nose wheel steering, once you get used to it you will find the takeoff runs much easier with less over controlling.

Currently revising the cyl head and oil temps and may have to adjust the low AOA lift a snitch to help the takeoff rotation (this was a bit of an issue with the FS9 version as well). A myriad of other small issues as well.

T

That sounds great, Tom! I've always been a fan of the nose steering on the SOH A-26 - very accurate/realistic. I know it will be great to 'see and feel' the updated flight dynamics!
 
Be careful not to knock the flight dynamics too far... the fs9 one I thought was fairly accurate... the A-26 not being an aircraft one 'rotates' on takeoff, but fly it off the runway at a shallow angle... The highspeed wing has fairly unique handling with a beast of that weight.

John; I'm working on a set of updated plain metal background textures for the 26 in 2048x2048 if you'd like those for the more detailed bumpmaps at a later point?

Daube: yep, the last notch will do that, its more drag than lift... she's a quirky plane to land, try to maintain around 130mph on final, with 110-115 over the keys, landing fairly flat with little flare, and a touch of power to arrest the descent.
 
Wiredly enough the cfg file I had on my computer was missing the {Differential_Braking_Scale =1.0} line.... So yet another thing to add!

T
 
I have just made a test flight. I have to confess that I didn't remember this plane being so good. Perhaps I had tried an early version or something like this, but in my memory this plane had a basic and non-interractive (not clickable) virtual cockpit.
Here instead, I got into a fully (almost) functionnal VC with everything I needed ! :jump: What a pleasant surprise !

The flight around Bowerman was great and the plane behaved quite nicely. I would simply have five remarks:

1- I could not start the engines. Perhaps I need to ****, but basically I tried to switch them on exactely like in the B-17 or P-47 Accusim
- Batteries ON
- Props RPM 70%
- Mixture full rich
- magnetos BOTH
- Enegizer ON (here I get no sounds or anything like that, so I don't know if it was really working or not...)
- Starter ON (no noise, no reaction, just like if I had no more batteries... nevertheless, I had Volts and the nav lights were still working...
I had to cheat and use the keyboard Magnetos commands: M key, then '+' maintained. Both engines started successfully in this way.

There is a word text document in the panel folder of the original FS9 A26
Here is what it says:

"The included optional A26_engine_start.gau from D. Dawson has been
modified so the engines can be started using the overhead panel.
Speaking of which, that is a two step process. First engage the desired
engine, then click and hold the starter switch for that engine.

To activate the engine start gauge, remove the // from window00 gauge 31
and ensure you have the latest FSUIPC installed."

Look in the panel folder........

Rick
 
Thanks John, Firekitten and Rick for your explanations.
Indeed the glass was linked to a texture. I have darkened the Alpha channel.
Also, the flaps behavior as described here corresponds to what I experienced during my test flight. I'll have to be carefull about that :D
Concerning the starter gauge, it looks like I had to ****. As written here, there was a gauge to uncomment in the panel.cfg. I have done that, but unfortunately it seems that it's making my sim crash upon aircraft loading, may it be in game or on freeflight creation screen. I noticed that before the uncomment, the aircraft was taking ages to load (more than 5 seconds) before finally appearing on the preview window. Perhaps this is linked ?
 
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