Warwick Carter T-6

falcon409

Moderator
Staff member
I seem to have a problem with the T-6 as you can see from the image. This was a straight download of the base FSX model, along with an update that was mentioned. I wondered why it took so much throttle to get it moving....until I checked the external view, lol. I know many of you have this airplane and so I've posted the "contact points" section below to see if anyone spots a difference between what I have and what you show in your cfg file. Thanks!



[contact_points]
static_pitch = 12.200
static_cg_height = 5.100
tailwheel_lock =1
gear_system_type =1
emergency_extension_type=1
max_number_of_points =11
point.0= 1, -16.553, 0.000, -1.900, 2300, 0, 0.542, 360.000, 45.0, 2.830, 0.600, 0.000, 0.000, 0
point.1= 1, 2.270, -4.300, -6.15, 1875, 1, 1.100, 0.000, 0.500, 1.600, 0.423, 4.600, 4.100, 2, 132.1, 150.3
point.2= 1, 2.270, 4.300, -6.15, 1875, 1, 1.100, 0.000, 0.500, 1.600, 0.423, 3.100, 5.300, 2, 132.1, 150.3
point.3= 2, -0.038, -20.824, -1.083, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
point.4= 2, -0.001, 21.144, -0.972, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
point.5= 2, -20.048, 0.000, 0.973, 2300, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.6= 2, 8.212, 0.000, -4.500, 2000, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.7= 2, 5.827, 0.000, -2.544, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.8= 2, -1.916, 0.000, -2.375, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.9= 2, -8.212, 0.000, -1.692, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.10= 2, -15.007, 0.000, -0.674, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
 
I don't know if I have installed all the updates... but anyways, here is how it looks like on my computer:

[contact_points]
static_pitch = 12.200
static_cg_height = 5.100
tailwheel_lock =1
gear_system_type =1
emergency_extension_type=1
max_number_of_points =11
point.0= 1, -16.553, 0.000, -1.900, 2300, 0, 0.542, 360.000, 0.180, 2.830, 0.600, 0.000, 0.000, 0
point.1= 1, 2.270, -4.300, -6.15, 1875, 1, 1.100, 0.000, 0.500, 1.600, 0.423, 4.600, 4.100, 2, 132.1, 150.3
point.2= 1, 2.270, 4.300, -6.15, 1875, 1, 1.100, 0.000, 0.500, 1.600, 0.423, 3.100, 5.300, 2, 132.1, 150.3
point.3= 2, -0.038, -20.824, -1.083, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
point.4= 2, -0.001, 21.144, -0.972, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
point.5= 2, -20.048, 0.000, 0.973, 2300, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.6= 2, 8.212, 0.000, -4.500, 2000, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.7= 2, 5.827, 0.000, -2.544, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.8= 2, -1.916, 0.000, -2.375, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.9= 2, -8.212, 0.000, -1.692, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
point.10= 2, -15.007, 0.000, -0.674, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
 
Thanks Daube, but it appears that mine is in line with yours, so it isn't the contact points. Weird!:dizzy:
 
Guess I'll check through the download sites to see if anything was ever posted as a fix. One note, which really shouldn't affect this particular problem, this is in P3D_V1.4. I don't have FSX Installed any more. . .but the P3D Forum is dead most of the time, so I stay here to have someone to chat with, lol.
 
I don't have this yet but you might try (anyway) applying the brakes and see if she goes. I saw a plane once that inadvertently a minus sign in front of the brake scalar, which was immobile with brakes off and magically accelerated if the brakes were applied. Other ideas, you might try commenting out every skid point? I am sure it has to be an inadvertent typo somewhere as Wozza's planes are always first rate! I should get this and take a peek.....

Cheers: Tom
 
Found it Tom. I guess I looked at that first contact point so long the numbers ran together. I had copied Daube's info and replaced what I had, then went back to double check and inadvertently added an extra set of digits. Once I deleted those, the tailwheel sets on solid ground. Thanks for all the help everyone, I do appreciate it. Terrific airplane, by the way. . .and John's detailed liveries really set it off.
 
The model is by David Eckert (famous of course for his Stearman and B-26 models) and Warwick Carter (need I say more...), and with a pilot model from Michael Flahault (Flight Replicas) - so that there already has a lot going for it. Warwick Carter is of course a master when it comes to coding, and this model has some unique advanced code for engine starting - requiring the use of the wobble pump to pump up the fuel pressure (just as in the real aircraft), and using the primer properly (too much will cause a fire, too little will not start the engine - all dependent on the engine temp). Many have said that the stock flight dynamics make the aircraft feel too sluggish performance wise, but I made some modifications which are available which up the engine performance to produce closer performance numbers to the real thing. It's also got a nice set of code for the canopy, allowing you to slide it open as far or as least as you want (after first unlocking the canopy, as per the real deal). When you see it and fly it in the sim, it looks and feels big, just like the real thing, requiring a bit of 'muscle' to throw it around in the sky.

Here are also some past threads on the subject:

http://www.sim-outhouse.com/sohforums/showthread.php?64318-Texan-Joyriding
http://www.sim-outhouse.com/sohforums/showthread.php?78879-More-Wozza-T-6-Repaint-WIP
 
Thanks for the info, John. I'm off to download in now!

Be sure to have a look at the read-me file contained, in order to find out how to start the engine and open the canopy properly, as well as some other details. If you download the original aircraft from Flightsim.com, there are also a couple updates available for it, there as well, which you will want to have. If you download it from Simviation, I believe those updates are already included.

There are a vast number of repaints available at sites such as the Library here and at Flightsim.com. For the vast majority of those repaints, including my own, you will need to have the updates for the original aircraft installed, otherwise the cowling textures will not display properly.
 
Okay, let's see. I have fsds_t6_ver1.1.zip, t6texmod.zip, cockpitsounds_t6.zip, cockpitsounds_v2.zip, jt_woz_t6_fdeup.zip and your repaint jt_at6_n3405.zip since this one most closely resembles what I remember seeing in the early 1960's flying around RCAF Station Comox.
 
Same deal here. I've double and triple checked the instructions and my .cfg entries and file placement, and still no dice. Not sure where I'm going wrong.
Yep, I've done the same and if there's a discrepancy. . .I don't see it.
 
To get the cockpit sounds to work properly, you have to have Doug Dawson's sound gauge installed into your main FSX Gauges folder.

The aircraft is just super, by the way.
 
Here is a more detailed description of installing the cockpit sounds for the Warwick Carter T-6:

1. Copy the dsd_fsx_xml_sound.gau from Doug Dawson's file dsd_fsx_xml_sound_v437.zip into your FSX Gauges folder.
2. Copy the CockpitSounds folder from the file cockpitsounds_v2.zip into your FSX Gauges folder.
3. Copy the contents of the CockpitSounds folder from the file cockpitsounds_t6.zip into your FSX Gauges\CockpitSounds folder (created in step 2).
4. Add the two lines as mentioned in the Readme_T6.txt (in the file cockpitsounds_t6.zip) to your panel.cfg file found in the SimObjects\Airplanes\FSDS_T-6\panel folder.
5. Done.
 
The model is by David Eckert (famous of course for his Stearman and B-26 models) and Warwick Carter (need I say more...), and with a pilot model from Michael Flahault (Flight Replicas) - so that there already has a lot going for it. Warwick Carter is of course a master when it comes to coding, and this model has some unique advanced code for engine starting - requiring the use of the wobble pump to pump up the fuel pressure (just as in the real aircraft), and using the primer properly (too much will cause a fire, too little will not start the engine - all dependent on the engine temp). Many have said that the stock flight dynamics make the aircraft feel too sluggish performance wise, but I made some modifications which are available which up the engine performance to produce closer performance numbers to the real thing. It's also got a nice set of code for the canopy, allowing you to slide it open as far or as least as you want (after first unlocking the canopy, as per the real deal). When you see it and fly it in the sim, it looks and feels big, just like the real thing, requiring a bit of 'muscle' to throw it around in the sky.

Here are also some past threads on the subject:

http://www.sim-outhouse.com/sohforums/showthread.php?64318-Texan-Joyriding
http://www.sim-outhouse.com/sohforums/showthread.php?78879-More-Wozza-T-6-Repaint-WIP

Love it to bits, best T-6 available in my opinion for the simulators. Had a few problems cosmetically with the Alphasim version, but feel at home with the Eckert (never knew that) and Carter version. Brings back a lot of good memories.

Best ever T-6 was the sadly aborted Aeroworx example on which I was a beta-tester. Was so good, so lifelike, but then sadly shelved just before release. Must remember to try it in FSX one day (probably have the usual cloud and cockpit problems), but a wonderful machine. Had to think every time from start to finish (and at times that hurt!) :)

Happy Landings,

Martin
 
Martin, I still think of that Aeroworx model from time to time, and wish I would have kept the screenshots that were posted of it way back when, so as to compare with today's standards. I remember it being in an over-all silver factory-finish scheme as the base scheme, and that I believe the textures were photoreal. It's awesome that you were part of the beta team and have it kept it all these years!
 
Back
Top