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D18S Amphib Next ...

Are there any plans to upgrade the VC wall textures, they're a bit dated looking.

Alky, you are welcome Sir. :) This was a straight conversion; no upgrades. I am not a texture artist so for that we must appeal to the more artistic among us.

Hi Milton
Did a 30 minute flight with the beta wheeled version. Looks like another winner. Flies very well in P3D V3.4. Only thing I found so far is the tail wheel lever which highlights with the mouse but for me at least does not move.
Thanks for doing this airplane.
Warren

Thank you Warren; I will check that. :wavey:
 
Hello Milton,

First report shows few left over from Amphib in panel.cfg

- "Warn_Water Rudder" have to be replaced by "Tailwheel Lock" (Windows00, Vcockpit01 and Vcockpit03])

- gauge63=ST2112!MALLARD_LOGIC, 0,0,1,1 to be removed (Vcockpit01)

Aircraft.cfg
Nav1 as no Standby (different from Amphib ?)

The "xpndr radio.xml" is still the old one

I enjoyed my maiden fligths.
A big thank you

kR1JJzn.jpg
 
Hi Milton
Did a 30 minute flight with the beta wheeled version. Looks like another winner. Flies very well in P3D V3.4. Only thing I found so far is the tail wheel lever which highlights with the mouse but for me at least does not move.
Thanks for doing this airplane.
Warren

Warren, et al,

In the panel.cfg, vcockpit03 section, replace gauge03 with the following:

gauge03=ST_D18!Tailwheel Lock, 401,189,230,215

In Window06, replace gauge07 with the following:

gauge07=ST_D18!Tailwheel Lock, 238,784,112,99

Thanks for the heads up.
 
Hello Milton,

First report shows few left over from Amphib in panel.cfg

- "Warn_Water Rudder" have to be replaced by "Tailwheel Lock" (Windows00, Vcockpit01 and Vcockpit03])

- gauge63=ST2112!MALLARD_LOGIC, 0,0,1,1 to be removed (Vcockpit01)

Aircraft.cfg
Nav1 as no Standby (different from Amphib ?)

The "xpndr radio.xml" is still the old one

I enjoyed my maiden fligths.
A big thank you

kR1JJzn.jpg

Yes, looks like I used the amphib panel.cfg by mistake. Thank you. :banghead:
 
Aaaaah! Just when you think it can't get any better - life becomes a Beech!

Always my all-time, favourite flyer - the bringer of order, sanity and 'being there' when you need it most.

And now FSX Native!

Keep on, keeping on excellence - Milton.:)
 
[fltsim.1]

title=Beech D18S CAFNM Cargo
sim=D18S
model=cargo
panel=vc
sound=
texture=
kb_checklists=Beech18_check
kb_reference=Beech18_ref
atc_id=N700MS
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer=Beechcraft MSA
ui_type="Cargo"
ui_variation="CAFNM"
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe"
description="CAFNM Cargo Textures by Damian Radice"
atc_heavy=0
atc_airline=
atc_flight_number=
description=


texture=CAFNM is missing?:ernaehrung004:
 
[fltsim.3]
title=Beech D18S Globe Passenger
sim=D18S
model=vc
panel=vc
sound=
texture=globe
kb_checklists=Beech18_check
kb_reference=Beech18_ref
atc_id=BP-URS BP_URS does not work for p3d
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer=Beechcraft MSA
ui_type="Passenger"
ui_variation="Globe Passenger"
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe"
description=Fictional repaint for Bush Pilots by Urs "Maloney" Burkhardt
atc_heavy=0
atc_airline=
atc_flight_number=
description=

:ernaehrung004:
 
[fltsim.1]

title=Beech D18S CAFNM Cargo
sim=D18S
model=cargo
panel=vc
sound=
texture=
kb_checklists=Beech18_check
kb_reference=Beech18_ref
atc_id=N700MS
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer=Beechcraft MSA
ui_type="Cargo"
ui_variation="CAFNM"
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe"
description="CAFNM Cargo Textures by Damian Radice"
atc_heavy=0
atc_airline=
atc_flight_number=
description=


texture=CAFNM is missing?:ernaehrung004:

My apologies; change the textures= statement as follows:

texture=CAFNM
 
[fltsim.3]
title=Beech D18S Globe Passenger
sim=D18S
model=vc
panel=vc
sound=
texture=globe
kb_checklists=Beech18_check
kb_reference=Beech18_ref
atc_id=BP-URS BP_URS does not work for p3d
atc_id_color = 0xffffffff
atc_parking_types = RAMP
atc_parking_code = 1
ui_manufacturer=Beechcraft MSA
ui_type="Passenger"
ui_variation="Globe Passenger"
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe"
description=Fictional repaint for Bush Pilots by Urs "Maloney" Burkhardt
atc_heavy=0
atc_airline=
atc_flight_number=
description=

:ernaehrung004:

Will change; thank you; good catch.
 
The new paint kit I've been working on is getting there. First in sim shot of all the pieces together. Still some issues, but it's getting there. When done, it'll be for both wheeled and float versions in passenger and cargo flavors. Next up is polishing the metal now that I know it works with "scruffy".

(And of course I redid the old Merc Air cargo paint "for testing purposes")
 

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The new paint kit I've been working on is getting there. First in sim shot of all the pieces together. Still some issues, but it's getting there. When done, it'll be for both wheeled and float versions in passenger and cargo flavors. Next up is polishing the metal now that I know it works with "scruffy".

(And of course I redid the old Merc Air cargo paint "for testing purposes")

Thank you Willy; that is really nice of you to do this. :applause:
 
Hello,

I need advices/instructions for landing. So far, they always bounce. I wonder what I am doing wrong ?
Looks like at the very end, the plane stalls.

I feel bad (and my passengers are unhappy)

Gérard
 
Hi
Landing is a lot more art than science - meaning that there are few foolproof instructions to make everything work out.
Make sure that you are operating the airplane in a good weight configuration - well below full gross - you might try no passengers and half fuel. I try to set up an approach in the Beech with mixtures rich, props full forward (100%), speed a little less than 100kts and a descent of about 500 FPM using at least 1 notch of flap. At around 500 feet AGL (above ground or in this case water level) I try to set up a speed of 80 - 85kts, a descent rate of 300FPM and one notch less than full flap. You will need a bit of power to maintain this approach speed. At a point where you feel the water is beginning to rush up ease back on the control column while watching the 80 kt airspeed. The airplane should settle onto the water. I find that in Prepar3D that if I am not close to a shoreline that it can be hard to judge the height above water so it might be appropriate to do your initial work parallel to a shore.
I'm sure there other techniques and I may have forgotten some points but this summary should help a bit.
Best of luck.
Warren
 
Hi
Landing is a lot more art than science - meaning that there are few foolproof instructions to make everything work out.
...
Warren

Thank for your suggestions.

I should had mentionned that my difficulties are with the wheel version, not the amphib...

I will follow your advices and try to make progress :)

As you underline, my main difficulty is to evaluate my height above the runway...
 
Sorry for the misunderstanding. I saw the Amphib discussion and thought you were referring to that configuration. Most of the technique should apply to both machines. The "ground beginning to rush up" is the center point in a good landing flair at least for non jet aircraft but in my judgement is easier to apply in the real world and more difficult to sense in the sim. You might try ensuring that you have an accurate altimeter setting and that you learn to judge when you are about 100 AGL. Maintain your speed and ensure that your descent rate is 300 FPM or less and begin an easy flair. 100 ft is to me a bit high for the flair but if you maintain the configuration mentioned it should be close. You might also choose an airport with a long runway so that if you are high or a little misaligned the approach and landing can be corrected.
Hope this helps
Warren
 
Thanks for basically taking the wheeled version off my hands (and list), Milton. At this point, finishing my conversions of the models was nothing but a chore to me.
 
Thanks for basically taking the wheeled version off my hands (and list), Milton. At this point, finishing my conversions of the models was nothing but a chore to me.

Bjoern,

David Carroll's conversion is a different aircraft, different mapping. There was no intention to take it off your hands.

There are over 100 painted liveries available for my original mapping version and I thought it right to address that.

We were certainly looking forward to the work and features you talked about. Sad to see that fall by the wayside.
 
Just in time too! I was about to get dangerous with this one.....

attachment.php


attachment.php


Now to figure which Beech to paint to get the ball rolling. I've been saving up a lot of reference stuff for this one.
 

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