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Sikorsky S-58 FSX native alpha test (mebe the Wessex, too)

Good to see someone playing with Brian's Wessex, a favorite of mine for year's, i fly it in FSX already, with the usual prop issue's ( although ive seen worse in port-over's ) and occasional daylight through the exhaust stack's :biggrin-new:

I visit CBFS regularly with no problems and thats the best place to ask about Brian, try this addy---
https://cbfsim.co.uk/cbfs_bb

Good luck, cheers ian

PS, The Beverly's a big hit with me :encouragement:

Hi Ian,

I do have Brian's Wessex archived somewhere. Seem to remember i used it with Antii and Dirk's autopilot gauge in FS9. What do I need to do to it for FSX and hopefully P3D compatibilty?

Keith
 
Welp, so far, these conversions seem to run acceptably in P3D, up to V.4. Pete at simviation runs them through P3D, so far, haven't fallen into any compatibility issues. I guess it'll be a case of 'suck it and see'. I saw some alpha channel things in that screen cap Jeansy posted, a quick jab of a few DXTBMP buttons should fix that. Initially, the fuselage map had a mirrored alpha, an easy fix. I suppose that if it's got FSX gauges, it should work.
 
Hi Ian,

I do have Brian's Wessex archived somewhere. Seem to remember i used it with Antii and Dirk's autopilot gauge in FS9. What do I need to do to it for FSX and hopefully P3D compatibilty?

Keith

It pretty much work's out off the box, i try a few Glass and rotor texture's, think i settle'd on the Alpha/Virtavia freeware S55 for the rotor, i also change'd the texture's over to DDS format, think i got a marginal frame rate in-cress but you could probably use it as-is.
Some of the RN models, you can see daylight through the exhaust stacks which make flying it a bit odd. Try it and see if you like it.
cheers ian
 
Seem to remember i used it with Antii and Dirk's autopilot gauge in FS9. What do I need to do to it for FSX and hopefully P3D compatibilty?
I have that autopilot installed in any number of choppers, and it works just as well in FSX:SE as it did in FS9. Just make sure you install the latest version, and follow the instructions precisely. There is a really nice instructional PDF, and videos available, too.
Once you get the basics down Pat, so to speak, it's not difficult. Best thing is that you can customize the settings for each aircraft. The settings will obviously be different for a B206 and a UH60.
There's an update out there someplace that adds a vertical and horizontal movement to the system, for when it's in the hover. A couple of dials down below the main unit. You can dial in the motion you want very exactly. Great for picking up Hoist loads. You may need a hoist/sling camera view to be able to see the cable when it's extended, however.

Does this help any? I think I can dig up the zipfile name for you if you need. I think...
Pat☺
 
Laz, I am having mostly good success running your conversions to FSX native models in P3Dv4. What will preclude that is where the files include 32 bit dll's or gauges ending with ".gau" I encountered this - only once so far - with your conversion of Wolfi's SB2C. No worries though as want this for AI in my P3D Solomons set up and I won't need the panel files. Again, keep those MDX conversions coming. Won't ask if you take requests (think I just did though, lol!).
 
Panels...those are easy to fix up, so I don't worry about 'em much.
The poor old Wessex...:dejection: at this point, and probably for the foreseeable future, is looking like a non-starter. Many of the folding rotor head bits are on the same hierarchy node as cockpit seats and other interior bits, with no way to break those out. It's not impossible, it would simply require a rather involved rebuild- a new rotor head, pitch links, seats, cockpit frames and overhead consoles. Haven't binned it, but...it's right at the point where it's almost easier to start from scratch. Never say never, though it's going to take more ambition than's available in the bunker at this point, damn me.
 
Many of the folding rotor head bits are on the same hierarchy node as cockpit seats and other interior bits, with no way to break those out.

The problem here is that inanimate parts of the same material are merged together when exported to a FSX mdl. This wasn't as easy to resolve as I had anticipated!
As ever easy in theory.
1. Delete all of the materials except the one you want, in this case also the other 'sideb' material.
2. In the hierarchy editor delete the remaining animated parts. Don't worry about empty nodes, they will be lost.
3. Save as a .X file in case you make any mistakes.
4. Now delete the unwanted rotor head parts.
5. Export as a FSX mdl for merging back later.

Please note, this is only possible with some fs9 mdls, but hopefully useful anyway.
 
Yeah, used that method a few times to sort things out. Not sure if the Cab's will yield to that, there's a lot of stuff on that node, and the folding rotor head must have the rotor still visibility condition- that node has cockpit and consoles, tail fold bulkheads, a lot of stuff...but! Some good news. The RAF Wessex's are a straight-ahead job- no blade fold.
This is good, and I'm trying to get in touch with Mr. Franklin. Some Wessex's are better than no Wessex's!
From a start with the RAF machines, it is then quite doable to butch out a new folding rotor head, isolate the folding blades- they're on a unique node! merge those and the new folding head into the RAF machine interior node, and (probably) combine with the RN Cab's hulls. That's the mid-range plan. It looks doable, but the RAF machines would be enormously welcome, and would sub in for the Cab's quite nicely. I be monkeying with that over the-ahem-'early winter, politically incorrect, offensive to leftists and genocidal religionists of the eurabian union's new state religion December non-celebratory non-holiday period formerly known as XXXXXXmas'...:rolleyes:
 
Thanks for this great conversion Lazarus! (P.s. the word 'Lazarus' in Dutch is slang for being drunk:very_drunk:)
Now if someone has the time to do a Royal Netherlands navy paint I would be even more happy:jump:

Cheers,
Randy

Well, if there is a Paintkit I'm willing to do it.
I already did a quick and dirty repaint of the Alphasim S-55.






:very_drunk:

Cees
 
Any Further Progress on this model? I've been Busy is all...

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(The Numbers have been corrected on nose of '63)
any news would be appreciated

Kind Regards,

Hooky
 

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Hooky,

Do you have a paintkit for this model? Or can you point me in the direction where to download this kit?

Cees
 
Hooky,

Do you have a paintkit for this model? Or can you point me in the direction where to download this kit?

Cees

I'm Afraid not Cees, at least I don't know of one. These were made using the Original textures underneath as a basis and working from there. Its an awkward way of working (with lots of trial, error and swearing involved) but I'm reasonably pleased with the results, I used the same Technique for the paints I made for the FS9 version years ago. I'm sorry I can't be of more help.

Hooky
 
Lookin' good, Hooky. Never seen a paint kit, though. I'm a MS Paint sort of graphics hack.
Haven't been doing much hobby stuff this year; had to turn the flame thrower on the marxist infestation eating our civilization - a large chore! Fortunately, it is also a lucrative task; the market for conservative-libertarian scribbling has exploded as the leftoids lost the initiative and the soyboys/mooks/trigglypuffs made themselves such easy ( large, slow, dumb ) targets. Good times, and street fightin', too. :pirate:
All the projects are stashed on BU drives. can't say when I'll feel the urge for passive recreating. Some day, once these pussy-hatted dorks have been chipped down to size.
 
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