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Native A-20 Havoc for FSX / Prepar3D

(A little in-theme interlude...)

While reading up on the 47th BG in North Africa & Italy, I came across this video at Youtube. A little over five minutes, the first half is shot from the gunner's position, looks to me like they're over Sicily, or the East Coast of a very Southern Italy. Check out the weaving, the flak, and what looks like a decent impact mark right on the leading edge of the horizontal stabilizer. That little crater isn't present at the beginning of the show, but it is a couple of minutes in.

The second half is an inspection of an A-20 (Pauline, No.44) that's returned home with a lot (LOT) of flak damage. Early in the video, you can see No.44 flying right next to the camera ship. They're all collecting metal.

One tough plane. Greatest respect for the young fellows who were aboard her.

https://www.youtube.com/watch?v=-fzhALr6x-I
 
The smoke effect can be added to any airplane via the aircraft.cfg,
The effect is activated with a small xml-gauge I ran across here on SOH years ago. It still works very nicely in FSX and P3D, up to V4.

Link:
http://www.sim-outhouse.com/sohforums/local_links.php?linkid=14821&catid=118

The instructions are straightforward. The effect switches on above 60% throttle, so at TO and Climb Power, the effect is switched on. As power is rolled back to cruise, the smoke turns off. Trick.

The nice feature about this little gauge is the ability to point the gauge to any smoke effects you have installed in your Effects folder. This allows the user to point to a smoke effect most appropriate to the airplane model he is flying.

The SDK also allows the end user to create their own smoke effects if they so desire.

Thank-you, Gordon, for the quick reply and the link.

Everything works fine, but I too found the smoke effect included in this link a bit too 'thin' for my taste ........

Dwm2017-10-0919-54-16-08.jpg


.... so I modified it with another one (fx_smoke_f6) which gives much better result IMHO .....

Dwm2017-10-0919-54-19-21.jpg


Probably more similar to yours in the video. :encouragement:

Cheers,
MZ.
 
VC lights for the pilot and gunner.
The bombardier bleeds thru so not so good...

Code:
light.9 =   4, 7.41, 0, 1.09, fx_vclight    // Pilot
//light.10 = 4, 12.00, 0, -0.00, fx_vclight  // Bombardier
light.11 = 4, -8.96, 0, 1.46, fx_vclight   //Gunner

Tried this effect and seems to work well.
Brightens up the VC especially when flying with the sun in your face.
It does not seem to change things much at night and VC remains dimly lit - probably a good thing for outward visibility.
A nice addition IMHO. Note how it brings out the depth of the gauges, rivets etc. :encouragement:

Dwm2017-10-0919-54-09-43.jpg

Dwm2017-10-0919-54-12-71.jpg
 
Anyone know of a fix for this light bleedthru ?

I just noticed that the left wing light bleeds through the wing when viewed from the VC.

 
Ground Steering Aid for Joystick Users

I could be wrong, but it seems this AC is set up for ground steering via differential brakes as per the [contact points] section of the config file.
This can sometimes make it a bit more difficult for those with a regular joystick controller.
Those with joystick controllers, might wish to try this for easier, (although perhaps not as realistic) ground steering -

In the aircraft config, find this section :

[contact_points]
max_number_of_points =3

static_pitch= 4.01
static_cg_height= 6.800
gear_system_type =1
tailwheel_lock=0
point.0= 1, 10.833, 0.000, -7.678, 1800, 0, 0.916, 180.000, 0.220, 2.500, 0.900, 3.000, 3.000, 0, 150.0, 236.0
point.1= 1, -2.762, -8.244, -7.403, 1800, 1, 1.833, 0.000, 0.833, 1.499, 0.900, 9.000, 9.000, 2, 150.0, 236.0
point.2= 1, -2.762, 8.244, -7.403, 1800, 2, 1.833, 0.000, 0.833, 1.499, 0.900, 10.000, 10.000, 3, 150.0, 236.0

...and try changing the 180.000 above to 45.000.

Position 8 in line 'point.0=' refers to the steering angle, or the maximum angle (positive and negative) that a wheel can pivot (degrees), with 180.000 denoting free-castoring.
 
... I modified it with another one (fx_smoke_f6) which gives much better result IMHO .....

Dwm2017-10-0919-54-19-21.jpg

Big improvement.

HU for everyone:
Any smoke effect in your effects folder can be used with this tweak. Just be sure to use effects designed for engine or prop smoke.
 
A little firepower

While still trying to work out some issues with this aircraft, I thought adding a little "bang for the buck" would be worthwhile. I still need to add the two lower guns but it still looks OK.
Sorry for dropping the brass on the ground!
 

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I could be wrong, but it seems this AC is set up for ground steering via differential brakes as per the [contact points] section of the config file.
This can sometimes make it a bit more difficult for those with a regular joystick controller.
Those with joystick controllers, might wish to try this for easier, (although perhaps not as realistic) ground steering -

In the aircraft config, find this section :

[contact_points]
max_number_of_points =3

static_pitch= 4.01
static_cg_height= 6.800
gear_system_type =1
tailwheel_lock=0
point.0= 1, 10.833, 0.000, -7.678, 1800, 0, 0.916, 180.000, 0.220, 2.500, 0.900, 3.000, 3.000, 0, 150.0, 236.0
point.1= 1, -2.762, -8.244, -7.403, 1800, 1, 1.833, 0.000, 0.833, 1.499, 0.900, 9.000, 9.000, 2, 150.0, 236.0
point.2= 1, -2.762, 8.244, -7.403, 1800, 2, 1.833, 0.000, 0.833, 1.499, 0.900, 10.000, 10.000, 3, 150.0, 236.0

...and try changing the 180.000 above to 45.000.

Position 8 in line 'point.0=' refers to the steering angle, or the maximum angle (positive and negative) that a wheel can pivot (degrees), with 180.000 denoting free-castoring.

Good point MZee. Just as a matter of interest, the RW aircraft, although castoring, was limited to 35 degrees nose wheel turn. So, the 45 could be changed to 35.
 
I just noticed that the left wing light bleeds through the wing when viewed from the VC.



That taxi light was temporary has been eliminated as it did not "light the ground".

The final release coming shortly replaces that with a proper light and it works just right.
 
While still trying to work out some issues with this aircraft, I thought adding a little "bang for the buck" would be worthwhile. I still need to add the two lower guns but it still looks OK.
Sorry for dropping the brass on the ground!

Happy to see you having fun with the Havoc Sir :)
 
Just added turret animation to the FSX "G" package and finished testing.

I have it animated in flight above 125 knots.

The animation is subtle, not annoying.
All the "G" variants will have it except maybe the ferry/long range tank version.

Anyone want to comment on this before I add to all the "G" models is welcome to voice your preference or opinion.
 

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Just added turret animation to the FSX "G" package and finished testing.

I have it animated in flight above 125 knots.

The animation is subtle, not annoying.
All the "G" variants will have it except maybe the ferry/long range tank version.

Anyone want to comment on this before I add to all the "G" models is welcome to voice your preference or opinion.

Looks good to me, Milton! Just Hope I get a chance to see it!:banghead:
 
Just added turret animation to the FSX "G" package and finished testing.

I have it animated in flight above 125 knots.

The animation is subtle, not annoying.
All the "G" variants will have it except maybe the ferry/long range tank version.

Anyone want to comment on this before I add to all the "G" models is welcome to voice your preference or opinion.

Any animation is always appreciated, no easy task I'm sure !
 
Looks good to me, Milton! Just Hope I get a chance to see it!:banghead:

Not sure what that means but it will be available as soon as our details are finalized.

Any animation is always appreciated, no easy task I'm sure !

Well, for an xml novice like me, it is sometimes a struggle getting custom features to work, but with the help of the good folks at FSDeveloper, I have it working properly now. Lots of hours scratching head, modifying, exporting and testing. :)
 
Not sure what that means but it will be available as soon as our details are finalized.

It just means I'm still fighting the missing front gun muzzles, cockpit glass, and rear turret plexiglass and guns. Tried maxing out all Settings/Customize for Aircraft, Texture_max_load to 2048 and 4096 and a new FSX.cfg. All of your other aircraft that I have show perfectly fine, C-47 v.2 and v3.14, Dash-7, XP-47J. The only thing I don't have for my Sim is DX-10 (not available).
 
It just means I'm still fighting the missing front gun muzzles, cockpit glass, and rear turret plexiglass and guns. Tried maxing out all Settings/Customize for Aircraft, Texture_max_load to 2048 and 4096 and a new FSX.cfg. All of your other aircraft that I have show perfectly fine, C-47 v.2 and v3.14, Dash-7, XP-47J. The only thing I don't have for my Sim is DX-10 (not available).

Ah yes, I forgot. You have FSX Sp1 without Acceleration? Not sure why the guns would be an issue as I believe that is a DXT1 texture, no alpha. The other issues may be a simple video card overload or settings issue.

EDIT: We will probably make 2048's available in DDS/DXT5 for those who need them. My video card is challenged a bit with the 4096's when I am changing through all the aircraft in testing. Ugh!
If people need or prefer 2048's, they need to speak up before we assemble the final release.
 
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