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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

The OZX Grumman Goose HD Redux Now Released!

for the ones that are "suffering" from the sound problem attached a lil update file so you can correct the boo boo :D

seems the attachment thingy doesn't wanna play ball with me so here a link for the file =>sound update OZx Goose
 
The graphics side of things is really nice! :applause:

And the flight model is MUCH better! However, I'm having a few issues after about 2 hours of flying/testing.

1) Roll authority seems too low based on real Grumman Goose videos.
2) Above about 160 mph, the propeller gauge shows the props overspeed and go far beyond redline, and the props will not respond to any control input until you slow down again.
3) I assume this is a transfered issue from MS. Even with the sound fix posted here, I still get the same problem with the mid range sounds playing continuously in the background inside the VC. The sound in this thing (from Microsoft's doing, that is) seems really buggy...
4) Probably the biggest issue: I cannot fly the missions anymore because when cargo is loaded, it must be defaulting to a very far forward CG. Even with FULL aft trim, I need LOTS of backpressure just to hold level flight. Also, the water run is about 5 times longer than it used to be (again, just when cargo is loaded in a mission).

All in all, there are elements that are much improved in the FM, but it seems there are also elements that make it less flyable than it used to be. Anyone else have these issues too?

Sorry, dont mean to only say negative things. I still cant get over how much better the plane looks with a high res makeover! Very nice!

Negative?? You have a strange sense of negative.. ::chuckles:: truthfully, this is very constructive feedback and i appreciate it..
I'd like to start by saying that if anything was brought forward from the original FM, it's in the FSX engine itself. The FM was built from scratch.
You can still fly missions, but i'm afraid your gonna need to do more than just load a mission and fly.. The goose is a balancing act with 27 longitudinal stations. You'll find entries that are commented out in the aircraft.cfg file for every single unused station. Just load your cargo in any empty station and balance it against the CG. I am sorry. That part of flying this aircraft is quite real.. I cant do it either.. I'm terrible at balancing.

You may be correct about aileron authority. it may be a little light, but i made a decision to base the fm on numbers generated from reverse engineering the design. That gave me about a three second arc from level to 90 degrees in a bank. Perhaps i made a mistake. I'm not a genius, just someone who does their best.

On the props, i'm curious which plane and which panel combination your using. The different versions of the aircraft use two seperate sets of gauges. This is becausethe 450 horsepower version has a maximum rpm of 2300, and the 650 hp version has an rpm limit of 3700. If you use the standard gauge set with the hp version, youwill see over revving al the time. The props themselves are three blade thwenty three section hartzell props and have enough weight and momentum to totally overdrive the standard gauges. it's important to note that the two flight models are completely unique to their respective aircraft. only the airframe remained the same.

Please let me know and i'll do what i can to help you get it flying without red lining it..

Pam
 
@butchm ..

max_number_of_stations = 36
station_load.0 = 340, 0.897, 0.0, -1.008
station_load.1 = 0, 10.767, 0, 0
station_load.2 = 15, 8.97, 0, -2.245
station_load.3 = 15, 7.633, 0, -2.247
station_load.4 = 0, 0, 0, 0
station_load.5 = 0, 0, 0, 0
station_load.6 = 10, 4.939, 0, 1.974
station_load.7 = 0, 0, 0, 0
station_load.8 = 0, 0, 0, 0
station_load.9 = 0, 0, 0, 0
station_load.10 = 0, 0, 0, 0
station_load.11 = 0, -13.9, 0.0, 0.0
station_load.12 = 0, -6.051, 0,0
station_load.13 = 0, -5.555, 0,0
station_load.14 = 0, -8.585, 0,0
station_load.15 = 175, -12.625,0,0
station_load.16 = 115, -14.645,0,0

station_name.0 = "Pilot-Copilot"
station_name.1 = "Nose Compartment"
station_name.2 = "Front Chain Locker"
station_name.3 = "Rear Chain Locker"
station_name.4 = "Pass #1 Couch"
station_name.5 = "Pass #2 Couch"
station_name.6 = "Hatch"
station_name.7 = "Pass #3 Left Seat"
station_name.8 = "Pass #4 Left Seat"
station_name.9 = "Pass #5 Right Seat"
station_name.10 = "Pass #6 Right Seat"
station_name.11 = "Rear Baggage"
station_name.12 = "Aux Seat"
station_name.13 = "Aux Seat"
station_name.14 = "Aux Seat"
station_name.15 = "Water Tank"
station_name.16 = "Lavatory"


This however, is just the begining. This realistic loading throws the performance out of whack.. I cant even get 1800 RPM on a takeroff roll.. and it's now way under-powered. I'll keep tinkering..

@piperarcherpilot ... Those sound issues are a pain.. I tried the sound.cfg edit last year.. no go. So i've just replaced the whole sound folder, with that of the P-51.. I think it's actually a bug in the mdl file.

ok. now your messing with my work.. Bad form.. So since you guys are such experts. here's the grumman blueprints i worked from. You'll find station listings as well..

goose3-1.jpg


goose2-1.jpg


goose4-1.jpg


goose5-1.jpg


the next time you think your working with "real" numbers, you might want to check it out..
Pam
 
Lovely shots mate, thank you for that, @ the above posts, too technical for me, lol I won't even comment ;)
 
Fantastic job all round:ernae::applause::applause::applause:
And the file from CC_17 solved the sound problem completely for me:engel016:

gooseozx-1.jpg



gooseozx-2.jpg


gooseozx-3.jpg
 
Oh, I should probably elaborate a bit CC is OZx' installer builder/mechanic/all around nice guy :)
 
No worries mate! Glad you are enjoying it, it is such fun to see other people have a ball with something that was just 'our baby' ya know what I mean ?
 
the next time you think your working with "real" numbers, you might want to check it out..
Pam<!-- / message -->

I don't doubt intended accuracy.. this is an open-ended project.. I didn't change a SINGLE station coordinate (arm).. I just re-ordered them (like making the pilots first), and then cleaned up the all the syntax errors .. ( // ).. and then used the 'station_name' method for naming. It's really all the same (except I had to change empty/max weights too.. else it was literally un-loadable).. only now you can actually load it at the payload screen. Whereas before, it was near jibberish.

Have you looked at the [Weight And Balance] paragraph ? Surely that's an oversight..

ok. now your messing with my work.. Bad form.. So since you guys are such experts. here's the grumman blueprints i worked from. You'll find station listings as well..

Form was the problem. I suppose I am an "expert".. I've released a few, Native FSX models (C177RG, C310, Saab 340).. and I'm a R/W pilot with lots of multi-engine time.. I know how daunting it can be to get good flight-dynamics within the FSX flight-model. I spend nearly as much time in WordPad, as I do Gmax and PSP, when building a model..

:isadizzy:
 
I'm sure we all want the fuel tank fix to 110 gal in the XML code! Can you post it or email it on request? Thanks a lot,

Steve in Kansas
 
I'm sure we all want the fuel tank fix to 110 gal in the XML code! Can you post it or email it on request? Thanks a lot,

Steve in Kansas


It's just the gauge XML.. not the tanks themselves.. you have to edit them in the aircraft.cfg file..


It's a small CAB file, that requires a panel.cfg edit .. I'm working on an airspeed indicator for it too.. the current one reads in MPH.. I prefer KIAS.. as that's how you find most published numbers.. including the nifty, VC panel, placard on this model..

I'll figure out how to get it out to people, when I'm finished.. :jump:
 
Yeah, I already edited the tanks down to 110 gals...Do we need to make any kind of weight adjustment anywhere to compensate for less fuel? This tweaking is fun!

Steve in Kansas
 
Guys, I have no idea how to make those changes. Any 'For Dummies' type instructions for more accuracy much appreciated.

:jump::jump:
 
Negative?? You have a strange sense of negative.. ::chuckles:: truthfully, this is very constructive feedback and i appreciate it..
I'd like to start by saying that if anything was brought forward from the original FM, it's in the FSX engine itself. The FM was built from scratch.
You can still fly missions, but i'm afraid your gonna need to do more than just load a mission and fly.. The goose is a balancing act with 27 longitudinal stations. You'll find entries that are commented out in the aircraft.cfg file for every single unused station. Just load your cargo in any empty station and balance it against the CG. I am sorry. That part of flying this aircraft is quite real.. I cant do it either.. I'm terrible at balancing.

You may be correct about aileron authority. it may be a little light, but i made a decision to base the fm on numbers generated from reverse engineering the design. That gave me about a three second arc from level to 90 degrees in a bank. Perhaps i made a mistake. I'm not a genius, just someone who does their best.

On the props, i'm curious which plane and which panel combination your using. The different versions of the aircraft use two seperate sets of gauges. This is becausethe 450 horsepower version has a maximum rpm of 2300, and the 650 hp version has an rpm limit of 3700. If you use the standard gauge set with the hp version, youwill see over revving al the time. The props themselves are three blade thwenty three section hartzell props and have enough weight and momentum to totally overdrive the standard gauges. it's important to note that the two flight models are completely unique to their respective aircraft. only the airframe remained the same.

Please let me know and i'll do what i can to help you get it flying without red lining it..

Pam

Hi Pam:

I just realized, maybe it makes a difference, but I am flying with all the realism sliders full right - did you build the FM tweaked so some should be pulled back?

Well, first off, I'm a fan of your work with the IRIS guys, and I honestly dont mean to pick at it too much so please dont think I am. But...

I havent really flown the High HP model much. All my above comments were on the 450hp model. I dont know how to better explain them than I have; the propellers lose governing ability at about 160 mph. It seems to me that this means they cant get coarse enough to cope with the increased airflow and just overspeed. I spend several hours last night playing with the engine and props section of the bird and I think I have a nice work around. I'll PM you with the new entries - maybe its something you can use? Just trying to be helpful.

As for the missions, I didnt know there was a way to tell it where to load the cargo. It seems the mission tries to put it whereever it wasnts, and I dont know theres a way to influence that short of editing the weights section manually after each load/unload.
 
Thanks for the prop and the sound update! With the HD repaints and all the improvements it's a totally new airplane. Amazing :applause:
 
I don't doubt intended accuracy.. this is an open-ended project.. I didn't change a SINGLE station coordinate (arm).. I just re-ordered them (like making the pilots first), and then cleaned up the all the syntax errors .. ( // ).. and then used the 'station_name' method for naming. It's really all the same (except I had to change empty/max weights too.. else it was literally un-loadable).. only now you can actually load it at the payload screen. Whereas before, it was near jibberish.

Have you looked at the [Weight And Balance] paragraph ? Surely that's an oversight..



Form was the problem. I suppose I am an "expert".. I've released a few, Native FSX models (C177RG, C310, Saab 340).. and I'm a R/W pilot with lots of multi-engine time.. I know how daunting it can be to get good flight-dynamics within the FSX flight-model. I spend nearly as much time in WordPad, as I do Gmax and PSP, when building a model..

:isadizzy:

Well, i may owe you one hell of an apology.. I'm seeing an old pre-release problem we had in the development cycle popping up on other forums and i'm trying to get things here at home finished up as quickly as possible ( i have a housing inspection tomorrow and am majorly busy ) so i can make some checks and get the actual release fde uploaded..
bear with me please,,
Thanks
Pam
 
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