#1411010 - 10/31/06 10:55 AM
FSX Grumman Goose issues amoung many others
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Joined: Mar 2006
Posts: 2,896
bogusheadbox
Opinionated Aussie Bloke
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Opinionated Aussie Bloke
Senior Member
Joined: Mar 2006
Posts: 2,896
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I am starting to wonder if i have a corrupt install and i would be grateful if some others can verify if these issues persist with your installation. With regards to the missions. If you fly the mission in the cessna where your engine cuts out and you have to either glide over the mountain ridge or turn back to the previous airport. Then (in my case) load up Innusbruk NDB approach mission. I find that my engines still have failures and stop. I checked this in free flight and my engines stopped as soon as i loaded in and nothing i could do would restart them. Then only way i could fix this issue is to close down MSFX and restart which would give me back engine controll. Another issue i am seeing is with the grumman goose. In the 3d pit view, the tailwheel lock lever has unlocked at the top. If your lever is in the unlocked position and you hover your mouse over it, it says that the tailwheel is locked (and vice versa). But if i jump into the 2d pit view, the lever is in the opposite position as the 3d view and correctly announces the tailwheel Locked or unlocked. Also with the goose i have found that if you put on the landing lights (best seen at night ) they turn the opposite direction to your steering. E.g. I turn left, the landing lights turn right and i can't see a bloody thing. Also another issue with my goose (and this may be me) is that no matter whether i use the tail lock or not / ease of throttle or not / full opposite rudder or not.... My goose will always, without fail skid horribly to the left on take off. Other issues i have found is the learjet 3d pit. For the life of me, i cannot find the switch with turns off the engines. Another jet engine issue i have is that in the area 51 mission. I cannot start the engines whilst in the 3d view. But if i jump into the 2d view no matter if i have the ignition on or off or use it at all, all i do is flick the fuel cock and the engine starts automatically. SO is my install a bit bung or are these just faults of the game ??? (i am asking as i only want to reinstall if i really have to) Thanks.
Fighterops...
The only TRUE Stealth crowd funded game.
Devs said there was stuff there, but you just couldn't see it.
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#1411011 - 11/01/06 11:19 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Apr 2003
Posts: 1,820
Aralez
Member
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Member
Joined: Apr 2003
Posts: 1,820
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The first happened to me, too. Albeit in my case the tanks were empty, must be a problem in how FSX handles game-save-states. I started a new free flight after a flight with the glider and had no fuel.
The buttons in the wrong direction are bugs, several airplanes do have these problems. Not very accurate, Mcrosoft. In the DC-3 night panel several buttons have the "day" texture (Master Battery etc) and some buttons in the DC-3 VC are in the false positon, too. IIRC the same bug is in one of the Big Jet's cockpit, too.
The goose is very lively, and the torque-effect you describe is probably correct (as in real life), but i haven't tested the Goose very much..
Same for the learjet, haven't flown it too much, because the learjet-handling is terribly sluggish imo, but maybe it is that way in real life...
The last problem is a problem with the VC iirc, there was a fix available on AVSIM. Look for a file called: FSX VC View Enhancement.zip
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#1411012 - 11/02/06 10:37 AM
Re: FSX Grumman Goose issues amoung many others
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Joined: Mar 2006
Posts: 2,896
bogusheadbox
Opinionated Aussie Bloke
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Opinionated Aussie Bloke
Senior Member
Joined: Mar 2006
Posts: 2,896
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Thanks for that Aralez,
Good to know that its a known issue and not a duff install.
I will search for that VC fix you mentioned.
As you mentioned a possible fault with a big plane 3d pit. I did notice on the 737 (have not checked any of the others) 3d pit, the automatic break switch won't move. You have to go into the 2d pit to see what postition you have selected it too.
Thanks anyway for the answer.
Fighterops...
The only TRUE Stealth crowd funded game.
Devs said there was stuff there, but you just couldn't see it.
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#1411014 - 11/06/06 08:15 AM
Re: FSX Grumman Goose issues amoung many others
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Joined: Oct 1999
Posts: 22,854
Rick.50cal
Lifer
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Lifer
Joined: Oct 1999
Posts: 22,854
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I'll get onto adjusting the contact points of this Goose, and also that cargo truck mentioned in another thread... sometime this week...
POLITICS, WAR, ECONOMY, CONTROVERSY! and other heated discussions and debates in the PWEC sub-forum at the bottom of this forum main page. See you there!
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#1411016 - 11/07/06 03:47 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Mar 2006
Posts: 193
senneville
Member
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Member
Joined: Mar 2006
Posts: 193
canada
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It should be a shock for the wing floaters they never had contact with water yet:)
Intel i5 2005k Asus p8p67 pro 4 gb ram window7-64
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#1411019 - 11/08/06 12:49 AM
Re: FSX Grumman Goose issues amoung many others
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Joined: Apr 2003
Posts: 1,820
Aralez
Member
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Member
Joined: Apr 2003
Posts: 1,820
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The hole in the Learjet cockpit is a known bug, iirc it was in FS9, too.
That leaning of the Goose makes me seasick.
Some addon-planes do have those features you want (passengers, co-pilots and you can look in the cabin or "walk" through it), sadly the FSX default planes don't. I agree, MS should have put a bit more work in them, even a simple cabin would have been enough, atm you simply "fall" out of the aircraft, if you move back your POV enough.
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#1411020 - 11/08/06 04:53 AM
Re: FSX Grumman Goose issues amoung many others
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Joined: Oct 1999
Posts: 22,854
Rick.50cal
Lifer
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Lifer
Joined: Oct 1999
Posts: 22,854
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Hmm... well my first attempt at fixing the floats aren't working... sorry. Nice plane though, having fun flying it about.
POLITICS, WAR, ECONOMY, CONTROVERSY! and other heated discussions and debates in the PWEC sub-forum at the bottom of this forum main page. See you there!
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#1411022 - 11/10/06 03:45 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Jun 2001
Posts: 151
TheJedi
Member
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Member
Joined: Jun 2001
Posts: 151
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Hm, you have a point there. But as water landings are much more likely than belly landing (who would do an emergency landing on the belly if he could find some water to land?), I think it's safe to change the contact point 1 or 2 feet up. Edit: Hm, strange thing. I succeeded at getting it lower into the water (hull float contact points changed), but afterwards, when trying to take-off from the water, at a certain speed, it resulted in a water crash (SPLASH!). I also tried to change the wing floats, as I though they were the ones who made problems. Didn't help. I don't know which contact point is conflicting with the change, but if we can find it, it should be possible to get the Goose deeper into the water and working. Static, it looked like this (wave low, wave high):
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#1411026 - 11/10/06 06:09 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Jun 2001
Posts: 151
TheJedi
Member
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Member
Joined: Jun 2001
Posts: 151
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I found another info that might lead others to finding the problem: The Goose with original contact points behaves the same, if you try to take off from the water with the landing gear extended. Perhaps it's an issue with the gear? Still, it might be braking the wing floats that causes this. They do not lift out of the water that easily with modified contact points. I hope someone can help with this. I'll try some values later, perhaps I'll hit the right combination.
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#1411027 - 11/10/06 07:03 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Jun 2001
Posts: 151
TheJedi
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Member
Joined: Jun 2001
Posts: 151
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Update: It seems I got it working now, did about 10 starts and landings in water. As I have the localized version of the aircraft.cfg, here only the values to be changed. Find this file: Microsoft Flight Simulator X\SimObjects\Airplanes\Grumman_Goose_G21A\aircraft.cfg In this file find: [contact_points]
;/0 Class
;/1 Longitudinal Position (feet)
;/2 Lateral Position (feet)
;/3 Vertical Position (feet)
;/4 Impact Damage Threshold (Feet Per Minute)
;/5 Brake Map (0=None, 1=Left, 2=Right)
;/6 Wheel Radius (feet)
;/7 Steer Angle (degrees)
;/8 Static Compression (feet) (0 if rigid)
;/9 Max/Static Compression Ratio
;/10 Damping Ratio (0=Undamped, 1=Critically Damped)
;/11 Extension Time (seconds)
;/12 Retraction Time (seconds)
;/13 Sound Type
;/14 Airspeed limit for retraction (KIAS)
;/15 Airspeed that gear gets damage at (KIAS)
;/GEAR
point.0=1, -20.4, 0.00, -2.9, 1600, 0, 0.52, 90, 0.42, 4.0, 0.90, 5.0, 4.0, 0, 195, 250
point.1=1, -0.8, -3.75, -5.0, 1600, 1, 1.25, 0, 0.50, 2.5, 0.85, 6.0, 5.0, 2, 195, 250
point.2=1, -0.8, 3.75, -5.0, 1600, 2, 1.25, 0, 0.50, 2.5, 0.85, 7.0, 6.0, 3, 195, 250
;/FLOATS
point.3=4, 5.1, -1.8, -3.9, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.4=4, 5.1, 1.8, -3.9, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.5=4, -15.3, -1.8, -2.1, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.6=4, -15.3, 1.8, -2.1, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
;/Wing Floats
point.7=4, -2.1,-20.5, -0.8, 1500, 0, 0.0, 0, 0.50, 2.5, 0.70, 12.0, 12.0, 5, 0, 0
point.8=4, -2.1, 20.5, -0.8, 1500, 0, 0.0, 0, 0.50, 2.5, 0.70, 14.0, 14.0, 5, 0, 0
point.9=5, -6.5, 0.0, -6.0, 0, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
;/Scrapes
point.10=2, -2.0, -25.5, 4.5, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.11=2, -2.0, 25.5, 4.5, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.12=2, -25.5, 0.0, 11.4, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.13=2, 10.0, 0.0, 0.0, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.14=2, -25.0, 0.0, 1.8, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0 Make a backup and then exchange the float lines with these: ;/FLOATS
point.3=4, 5.1, -1.8, -2.8, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.4=4, 5.1, 1.8, -2.8, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.5=4, -15.3, -1.8, -1.7, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.6=4, -15.3, 1.8, -1.7, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0 This will give you this (Note: All pictures from the tweaked variant, the waves make the difference. Took screenshots each at maximum and minimum immersion): It would be great if someone could do some beta-testing with this. Seems to work though. This might be ok, too. Did only a few landings: ;/FLOATS
point.3=4, 5.1, -1.8, -2.7, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.4=4, 5.1, 1.8, -2.7, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.5=4, -15.3, -1.8, -1.6, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.6=4, -15.3, 1.8, -1.6, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0 This second set of values puts the plane about another 2 inches down. As I could start and land fine, it seems this time it's in the right range. Also, as it's only the float contact points on the main hull, whose exact coordinates originally were located 2 or 3 feet below the aircraft, these values shouldn't change too much concerning belly landing. But still, if anyone has more insight about the topic, please enlighten us!
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#1411028 - 11/10/06 08:58 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Apr 2003
Posts: 1,820
Aralez
Member
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Member
Joined: Apr 2003
Posts: 1,820
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Gee, i gonna test that right after this post. edit: Works like a charm! And the plane handles much better on the water, many thanks TheJedi, this is awesome. (Remember to upload it to AVSIM, too )
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#1411029 - 11/10/06 11:00 PM
Re: FSX Grumman Goose issues amoung many others
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Joined: Jun 2001
Posts: 151
TheJedi
Member
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Member
Joined: Jun 2001
Posts: 151
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No problems starting and landing? Updates: I have a new version... tried it around Hawaii without problems. This one is my favourite so far. Put it down to the second version PLUS changed the wing floats to take effect earlier (the exact opposite of the hull float tweak ). This is how it looks: Seems to work fine so far. These are the lines to be changed in the file: ;/FLOATS
point.3=4, 5.1, -1.8, -2.7, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.4=4, 5.1, 1.8, -2.7, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.5=4, -15.3, -1.8, -1.6, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.6=4, -15.3, 1.8, -1.6, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
;/Wing Floats
point.7=4, -2.1,-20.5, -1.0, 1500, 0, 0.0, 0, 0.50, 2.5, 0.70, 12.0, 12.0, 5, 0, 0
point.8=4, -2.1, 20.5, -1.0, 1500, 0, 0.0, 0, 0.50, 2.5, 0.70, 14.0, 14.0, 5, 0, 0
point.9=5, -6.5, 0.0, -6.0, 0, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0 Concerning uploading at AVSIM: It would be mainly a txt-file concerning the same info as here. Which file and what to edit. That's also because every localized aircraft.cfg has it's own plane descriptions and if someone installed aditional skins for the aircraft, they would have to edit that file already for that. So, is uploading a "walkthrough" worth it?
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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