Air Boat Issues
OK. Here is what I wanted to put in an update. Should clear up several things. I hope you like.
For the boat sinking, we needed new cnt pts (floats) and changes to the values for compression. (Yes, floats have 'compression'). I fiddled with them and here is a set that seems to 'act right'. Nothing to do with model or weight or balance. All cnt pts.
For the engine start, we need a 'full power' (Electrical) section in the aircraft cfg. Nothing to do with air file. Copy this and paste into aircraft cfg. Now go do start. And here is a tip: If the prop keeps spinning (forever) the trick I use to stop it is to hit F1 (full throttle). That seems to act like prop brake. Try it. Life if too short to be sitting there for 3 minutes watching a prop spin-down. (Ask me how I know -hehe).
If you are going to use a different panel, you need to add the (GPWS) section I include in this update. I used another panel and I did hear 'Don't Sink' (which to me is the most irritating feature of Flt Sims. Hate that sh*t with a passion.
I think the boats look best without the spray? I include the modified (Effects) so it does not spray water all over. The spray goes thru the bottom of boat and doesn't look right. Right? Right! But, I LIKE the splash sound that goes with it, so I put up with splash thru metal and get nice effect (ie: crash sound). It's a trade off. I include 'fx_McCoy2Low' in (Effects) folder (under (Docs & PIcs)). Your choice.
You said you saw a dog in VC. Well, I used the panel from the Bubba Blue for the Gator Bait boat, that's why. It is added to panel cfg. If you downloaded 'the other' version (M. A. Richards version) named 'FSX_Air_Boat.zip' you can install THAT panel for your Gator Bait boat and no dog will show in VC. Don't know about 'shift+1' as I don't ever do that (yeah right-just kidding).
And if you go 2D or VC and click the AP 'on' and then 'off' you will hear the dog (a Doberman) panting (slobber and all). It's a hidden 'egg'. It's so 'Micro-Soft-ish'. (So how's the FDEs? Exactly).
As far as TEXTURE, I did notice he included '*.psd' files. Those are Photo Shop type and not used by FSX. I removed them and it made no difference. I did not do anything else. I get good textures day and night. So if you did the 'dxt' thing, then more power to you. Me? I see no need. I get good frames so why bother.
There are 2 files that might perplex you (it did me). One is the 'panel.vo' file. That is nothing more than a 'panel.cfg' file, dated back to 2006 and modified 2010. You can delete it. The other is 'Air Boat 1 Gator Bait.jpg.backup'. That is a jpg with text saying 'No Thumbnail Found' with sky background. You can't 'use' it, so you can delete that one too. That's 'junk' files left in due to 'bad work ethic'.
A reminder: you have SPOILER that works as a 'water brake'. It 'almost' stops you when you extend it. To do 'full stop' you turn (aprox) into the wind. Sim limitation? You also have regular brakes, differential brakes and parking brake (so sue me).
So, had enough? No? Then bring it on (hehe) and we can re-invent this sucker to where even the author won't recognize it (ha). All in a days work for me so nothing new. Hope these changes work for you. But keep me posted. I might have missed a thing or two. I always do. Cheers.
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[contact_points] // for Gator Bait AND Bubba Bluee, 13Oct14
point.0=1, 6.250, -4.600, -4.820, 14500, 0, 1.000, 42.0, 0.400, 2.5, 0.900, 1.000, 1.000, 0.000
point.1=1, 6.250, 4.600, -4.820, 14500, 0, 1.000, 42.0, 0.400, 2.5, 0.900, 1.000, 1.000, 0.000
point.2=1, -8.550, -4.200, -4.800, 14500, 1, 1.000, 0.0, 0.400, 2.5, 0.900, 1.000, 1.000, 2.000
point.3=1, -8.550, 4.200, -4.800, 14500, 2, 1.000, 0.0, 0.400, 2.5, 0.900, 1.000, 1.000, 3.000
point.4=4, 6.000, -4.400, -4.620, 14500, 0, 0.512, 0.0, 0.100, 4.5, 1.000, 0.000, 0.000, 1.000
point.5=4, 6.000, 4.400, -4.620, 14500, 0, 0.512, 0.0, 0.100, 4.5, 1.000, 0.000, 0.000, 1.000
point.6=4, -8.300, -4.000, -4.600, 14500, 0, 0.512, 40.0, 0.100, 4.5, 1.000, 0.000, 0.000, 1.000
point.7=4, -8.300, 4.000, -4.600, 14500, 0, 0.512, 40.0, 0.100, 4.5, 1.000, 0.000, 0.000, 1.000
max_number_of_points=14
static_pitch=0.000
static_cg_height=4.180 //o=0.000000
gear_system_type=0
[electrical]
max_battery_voltage = 24
generator_alternator_voltage = 28
max_generator_alternator_amps = 160
electric_always_available = 1
flap_motor = 0, 5, 17
gear_motor = 0, 5, 17
autopilot = 0, 5, 17
avionics_bus = 0, 10, 17
avionics = 1, 5, 17
pitot_heat = 0, 2, 17
additional_system = 0, 20, 17
marker_beacon = 1, 2, 17
gear_warning = 0, 2, 17
fuel_pump = 0, 5, 17
starter1 = 0, 20, 17
starter2 = 0, 20, 17
starter3 = 0, 20, 17
starter4 = 0, 20, 17
light_nav = 0, 5, 17
light_beacon = 0, 5, 17
light_landing = 0, 5, 17
light_taxi = 0, 5, 17
light_strobe = 0, 5, 17
light_panel = 0, 5, 17
prop_sync = 0, 15, 17
auto_feather = 0, 15, 17
auto_brakes = 0, 15, 17
standby_vacuum = 0, 15, 17
hydraulic_pump = 0, 2, 17
fuel_transfer_pump = 0, 5, 17
propeller_deice = 0, 5, 17
light_recognition = 0, 5, 17
light_wing = 0, 5, 17
light_logo = 0, 5, 17
[EFFECTS]
wake=fx_wake
water=fx_spray.boo //ok=fx_McCoy2Low
dirt=fx_tchdrt.boo
concrete=fx_sparks.boo
touchdown= fx_tchdwn_s,1.boo
[GPWS]
//This Diables the 'don't sink', 'too low-flaps', etc call outs
//Courtesy of & Thanks to Rob Barendgret.
max_warning_height= 0
sink_rate_fpm= -9999
excessive_sink_rate_fpm= -9999
climbout_sink_rate_fpm= -9999
flap_and_gear_sink_rate_fpm= -9999
Chuck B
Napamule