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Some C-47 V3 Feedback

Just my 2 cents worth....

I have noticed that there is no real difference between the F9 and F11 view keys...!? F10 is the left engine view which is great! F12 is the right engine view which is great too! But I do not understand F11 being the same as F9?

Could the outside locked spot view be added to the F11 key instead of having another interior view please? Or if someone knows which entry in the aircraft.cfg file I can change to get an lock spot view (rather than spending a lot of time hitting the A or S key) that would be much appreciated.

Cheers,

Tim.


I would also like to know how to change the F11 key to Outside Spot Locked.

Thanks.
 
And greedy as I sometimes am I would love to see a version with short air intakes, although I realise that this would cause many changes to the textures.

Cheers,
Huub

Huub, there is a reason for the long and short intakes. C-47/DC-3s fitted with the short intakes are powered by Wright Cyclone engines whereas aircraft fitted with long intakes are powered by P&W engines. Because the P&W engines are twin row 14 cylinder this necessitated a longer cowling hence the longer intake.
 
Btw.

Sometimes I have TAIL WHEEL ..... twisted from the beginning . :dizzy:

Any idea why, I cant center its? It looks like a bug. On/off tail wheel = the same issue (P3Dv3).

Nowy-1JPG_apxahhe.jpg
 
Accusim Yes or No?

Any views on whether to have Accusim ON or OFF for this model?
I am undecided but have begin to discover that it is not a good idea on some sim models and actually messes them up. Guess there is only one way to find out!
 
Any views on whether to have Accusim ON or OFF for this model?
I am undecided but have begin to discover that it is not a good idea on some sim models and actually messes them up. Guess there is only one way to find out!

You, of course, mean Accu-Feel. Accusim is only available on the A2A aircraft. Accu-Feel is the addon for
non-Accusim aircraft.

Paul
 
The tailwheel issue is not a bug. It's "twisted" because it is free castoring unless you have the tailwheel lock on, which you should once you are straight on the runway and ready for takeoff, but not when taxiing. In the shot you provide, a tailwheel will look just like that after turning the plane. Once you start moving, it will turn straight. It just follows the motion of the tail across the ground.

i don't think Accufeel causes any problems. Try it both ways and see which you prefer.
 
The tailwheel issue is not a bug. It's "twisted" because it is free castoring unless you have the tailwheel lock on, which you should once you are straight on the runway and ready for takeoff, but not when taxiing. In the shot you provide, a tailwheel will look just like that after turning the plane. Once you start moving, it will turn straight. It just follows the motion of the tail across the ground.

i don't think Accufeel causes any problems. Try it both ways and see which you prefer.

You have right but ..... the tailwheel wasn't blocked here and whole taxi/rolling/start it was in this postion - so it looks like issue.
I'll check it again and back here with this info.

This kind of behavior You have in A2A T-6 Texan for example and no any problem here. When You start taxi and rolling the tailwheel backs to the center posiotion. It's normal. Ok I'll check it again.
 
Yes, please do check again, as I have never had any problem with the tailwheel animation centering itself upon taxi. I've done a number of taxi tests in external view during beta testing.
 
Sometimes I have TAIL WHEEL ..... twisted from the beginning.

Hi, checked again.

Sorry but it looks like the issue or animation issue (P3Dv3) for me. Here the aircraft was in the move (taxi and take off). The tailwheel is again twisted in whole rolling and take off but in VC tailwheel was unlocked (OFF).
When I reload aircraft (Menu>vehicle>choice again) is ok.

Nowy-12jp_apnxspp.jpg


Nowy-1JPG_apnxspx.jpg
 
Sorry for the cross-post, yet i fear it will be become snowed under in the original post.

Original post:
=========

Started on my first repaint, of the ZU-8 VIP livery of the RNLAF. These have anti-glare black painted on the inside of there engines, there i ran into a mapping problem.
mapping-problem-engine.png


Don't know how easy this is to fix?

Regards,

Marcel

PS
Just find out that the cowl-flaps are also mapped in a way you can not make a different inside and outside repaint of the engines. Hope this also can be fixed, else i've to become very creative with this repaint ;-)
 
I think the tailwheel issue is probably sim rather than model related. I fly in P3Dv3.3.5 also and can't replicate this. The fact that reloading the aircraft fixed it indicates to me that the sim itself was a little buggy.
 
checklist feedback

First of all, I find it amazing that there hasn't been a lot of comment about the virtual "co-pilot" checklist and soundfiles.

This is one of the finest and most useful features of this release or any release. Payware developers should take notice and incorporate a similar feature in their future releases of crew served aircraft.

The voices are fantastically appropriate for the DC3/C47. I even like my nagging co-pilot Ernie (Gann?). However I wish he'd configure the cowl flaps himself on final as I have my hands full. I haven't heard the Stewardess (Flight Attendants hadn't been invented) yet but in my mind I can hear her saying "Can I get you boys some coffee?" midflight.

Can we be presumptuous enough at this point (I don't want to appear ungrateful for all the hard work so far) to suggest a couple more entries for the voice checklist?

We could start a thread devoted to this if there is enough assent and interest.

For example, I think "Tailwheel - LOCKED" in the before take-off and pre-landing checklist is a must.

Obie
 
This seems to be the thread for reporting any issues, so I will add another one. Sometimes the loading panel (Shift 2) shows the pilot and copilot weights at 170 and sometimes the aircraft loads with these two entries blank and grayed out. When that happens, there is no way to add/change their missing weights. The only fix seems to be a restart of FSX. I cannot see a pattern. It just seems to be a random issue.

Bill
 
First of all, I find it amazing that there hasn't been a lot of comment about the virtual "co-pilot" checklist and soundfiles.

This is one of the finest and most useful features of this release or any release.
Obie


We were also wondering and thought perhaps that many people hadn't noticed it?
 
No Startup Smoke in FSX in DX10 mode

Greetings!

First..

What a masterpiece,, Guys!!!

I fly in dx10 mode in FSX,, but i havent the famous startup smoke effect.. In dx9 mode, it works fine..
anyone else have this issue?

kind regrads

Janick
 
For the team.
First well done.
Second I have found the model to be accurate in all flight regimes and all the VC instrument indications correct for various attitudes and powers settings. On a lower speed PC with Rex Weather and FPS locked at 22 there were slight texture load delays but only when switching views but no hit or lag caused by the model/textures in themselves. I had no texture or graphic issues. Apart from the known U/S areas (lighting/sperry AP) I have experienced no problems and the fidelity of both sound and performance is excellent.

Navigation equipment is all working (except the O/H) and the Bus/Gen Voltage Reading selector is currently inoperative. The aircraft navigation equipment performs well and is stable and accurate. The ILS is operative BUT there are no marker beacons or ILS HI/LO switch and the com/vol control box appears not to do anything although switch sounds are heard.

Control of systems etc via the SHIFT+4 control and master configuration panel is fine, full AP simulation and control including APP coupling is operative but noting the manual and release type that is day VFR only (ILS was flown in day VFR couple on AP then manually and checked).

Not sure if the vacuum system is operative, AI can be adjusted (Mouse scroll works for me) but appears to give erroneous readings, I cannot confirm the operation of vacuum from the instrumentation at present.
 
Greetings!

First..

What a masterpiece,, Guys!!!

I fly in dx10 mode in FSX,, but i havent the famous startup smoke effect.. In dx9 mode, it works fine..
anyone else have this issue?

kind regrads

Janick

If you have the Direct X 10 fixer, then you must convert the effect before it becomes visible.
If you do not, it will remain invisible, except from some very acute angles.
 
I flew with two others in multi-player. The person who landed first had shut down his engines, and reported that he was seeing myself and another taxying with stationary props. We were seeing his props turning. Upon investigation, it appears that whatever our own props were doing, the others appeared to be doing the same.


I'm aware that multi-player throws up anomalies at times, but has anybody else experienced this I wonder?


Dennis.


ps. Apologies if this has been mentioned before, but with the C47 threads becoming longer and more varied, it would be easy to miss.
 
Me too +1 :encouragement:
A nice variation of the DC_3/C47. I did some research on those antennas and found out interesting info concerning the side mounted antennas on the nose:

The "Rebecca" system was mounted on the C-47 Skytrain. "Rebecca" was the receiver for the "Eureka" system that paratroopers used on the ground during an airborne landing. The PPN-1 or PPN-2 "Eureka" was a beacon that put out a signal for the C-47s to follow. Almost every C-47 that flew in Normandy and later had the AN-147 and AN-148 Antennas mounted on the nose for "Rebecca".

After reading the above, I get the impression that the AN-147/148 antennas were exclusive to the Army version of the C-47; not so much the civilian version (DC-3) as they weren't interested
in using that kind of electronics that was developed for military use.

Just some info I wanted to share. It is different to see a DC-3 with "Whiskers" :biggrin-new:


Like Adam, I would really love to see a version of this model without the antennas. And greedy as I sometimes am I would love to see a version with short air intakes, although I realise that this would cause many changes to the textures.

Cheers,
Huub
 
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