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Aeroplaneheaven Helldiver Released!

Helldiver Flaps

I too am having the same problem. Can't see if it's effecting the flying but I can't see them coming down in any screen view.
BUD
 
It's interesting to see how we all have slightly different perspectives on the same aircraft.

I can confirm the lack of animated landing flaps. I also noted aircraft.cfg entries for the leading flaps and was wondering if these were somehow animated as well?

What caught my attention is the flight dynamics. For such a large aircraft it is quite docile. On takeoff I was airborne in a short distance. Whenever the manifold pressure is about 40, it feels like a JATO rocket is pushing me along. When I try to cruise with reduced MP and Prop pitch, my speed drops to almost stall speed. Best way to keep level flight with the autopilot is an MP of 30 or greater. Quite a handful.

Textures inside and out are great. And on my system the sounds are great, too.

Only thing I have yet to figure out is the purpose of the Nav1/Vor1 frequency setting. There is no ILS gauge, but according to the manual it does link with the autopilot. Not sure how that comes together, so its back to the manual.

Lots of fun. No complaints. Just a general commentary. Thanks Baz and crew. :very_drunk:
 
Hi everyone, glad you're enjoying the Beast. I will take a look at the flaps but they were all working perfectly on last test. be sure to use the correct procedure and select with the right lever first while the flap control is in neutral - this is very important. Then use the flap control, pushing it back into neutral once you have the angle required showing on the indicator. The flaps will then stop at wherever it was you returned the lever. Glass is tricky. Because we use a special alpha for perforated flaps, it can interfere with glass materials. We are working on it. Sounds I am not sure we would do a lot with as with different settings on sound systems, equalisers and just good old volume controls there are so many results. Also, it depends on where the sliders are in the sim. Anyway, as usual, all irritations will be scratched in due course.:engel016:
 
Regarding the flaps procedure, I followed them right off the bat but no luck in multiple attempts. As mentioned before, I can hear the flap/hydraulic sounds and it seems that the aerodynamic effect is working but no visual movement. Question, are these animations (both the landing flaps and dive flaps) assigned to a particular FSX key control (other than the normal Flaps and Spoiler assignments?).
 
Hmm interesting. I've got the prob now. I'll be back with more after this short break....:engel016:
 
It's interesting to see how we all have slightly different perspectives on the same aircraft.

I can confirm the lack of animated landing flaps. I also noted aircraft.cfg entries for the leading flaps and was wondering if these were somehow animated as well?

What caught my attention is the flight dynamics. For such a large aircraft it is quite docile. On takeoff I was airborne in a short distance. Whenever the manifold pressure is about 40, it feels like a JATO rocket is pushing me along. When I try to cruise with reduced MP and Prop pitch, my speed drops to almost stall speed. Best way to keep level flight with the autopilot is an MP of 30 or greater. Quite a handful.

Textures inside and out are great. And on my system the sounds are great, too.

Only thing I have yet to figure out is the purpose of the Nav1/Vor1 frequency setting. There is no ILS gauge, but according to the manual it does link with the autopilot. Not sure how that comes together, so its back to the manual.

Lots of fun. No complaints. Just a general commentary. Thanks Baz and crew. :very_drunk:

Hi WH,

The "Beast" was indeed a handful for a pilot. At 40-43 inches she'll take off pretty quickly, the lift off that enormous wing is considerable but then for unassisted carrier takeoffs she needed it with a full ordnance load.

Here's an interesting video you may find useful if you can stand the hammy acting!

https://www.youtube.com/watch?v=33LJWjfCPX4
 
Short flight. I agree sounds could be better (and matched better).
VC is nice, but... no collimated gunsight (come on guys, we know, You can do this!) it looks a little odd in 3D cockpit in 2017 model, not from FS2004 ;- D.
3D of model very well done, crg. Few interesting animations also.

Helldiver_aaraasa.jpg

The sounds seem like they are right from the F3F product.
 
Love the aircraft:applause:. No problem with the sounds and when the landing flap issue is solved all will be good. The dive brakes do show in spot view.

 
Hey Baz. I saw your reply on the glass/dive flap texture issue. What is different between the pilot's canopy and gunner's canopy glass textures? The flaps looks A-OK from the gunner's viewpoint. (I like the separate animations for the gunner turning and gun deployment BTW!) I'll have to look into how to use my flaps. I just figured it didn't have any! Great bird, thanks!
 
Helldiver

Thank you, I have waited for this plane so long, all I can say is it is GREAT!! Thanks again for your work and time, for all of us to enjoy this great masterpiece. Lee
 
looking at the paintkit

is it me or are there no panel lines on the main fus "AH_hellfuseA_T.psd" in the paintkit??????

Image7.png




all 3 other .psds have panel lines but the main fuse doesnt

the pic above my post confirms there are panel lines in the release textures but not the paint kit

Baz are you going to update the paintkit?
 
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Carrier Work screens. BTW, one thing I would advise to users who intend to fly the Helldiver from AI Carriers, edit the landing gear contact points vertical speed damage setting to a significantly higher number (several times higher). The mains are fairly solid when trapping but as the model stops the nose tends to pitch down and when the tailwheel settles, it will usually fail and the model will fall backwards through the deck resulting in an crash. Minor detail to fix on otherwise flawless operations from AI Carriers.

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