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New MD11 for P3Dv4.3

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This looks like a good choice for someone transitioning from GA to heavies. A full featured FMC can be intimidating. Does the AP and main systems use standard P3D key commands that we can bind to buttons or must you use the mouse ?

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Thanks for the video David, very informative. The systems overall seem overall fine to me, but the FMS is big drawback for me. As you say in the video, I hope they end of putting in something with more to it than this. Second, those sounds, on the whole don't seem very good to me. Those call-outs all have a pretty bad low 'rumble' to them that is probably from the engines of the plane on which they were recorded. They might want to try and filter that out somehow. As for the engine sounds... I'm definitely not an expert, but it seems to me that those engines are not quite as whiny as portrayed here.

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14 hours ago, Benjamin J said:

I'm definitely not an expert, but it seems to me that those engines are not quite as whiny as portrayed here. 

Sounds need work. I did cockpit flights in the real 11 and it is not that exaggerated as one can hear in the video.

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4 hours ago, Cargostorm said:

Sounds need work. I did cockpit flights in the real 11 and it is not that exaggerated as one can hear in the video.

That's what I suspected. Thanks for confirming!

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To be fair, some of the sounds an aeroplane makes will depend upon the position you are in, so one person might say they sound like this, where another might say they sound like that, and from their own observations, they might both be correct. Fortunately, with aeroplane add-ons, this is one of the things you can easily fix for yourself with sound sets you prefer from TSS etc, or even sounds from other add-ons, including the PMDG MD-11 if you wanted to do so. But sound can be a bit subjective anyway...

I've noticed for example, when pushing jets with high bypass turbofans out, that when you are pretty much level with the engines to one side and maybe about 100 metres away, there is considerably more of that high bypass low pitched growling noise than there is when you are to the rear or the front.

The growling noise is to a large extent caused by the engine nacelles acting like a church pipe organ's tubes, but from what I've observed, it would appear that in doing that, the cowlings themselves vibrate and transmit the sound laterally, whereas from the front, that growling sound would be blocked by the big fans sucking air in, and from behind you're going to hear more of the exhaust note from the low bypass thrust coming out at near supersonic speeds.

It's my guess that the noise you'd hear from an engine when in the cockpit will depend to some extent on where you are sat in that cockpit, and since when developers record sounds from real aeroplanes, there will be some places they or their recording equipment cannot be located as it would be deadly or inconvenient to do so, so there are going to be some limitations on what actually can be recorded.

After all, do you want to stand four feet in front of a CFM 56 or a JT8D with a microphone when it's sucking air in at nearly supersonic speeds, desperately trying not to get ingested into the engine? We don't go anywhere near those things even when they're idling, and personally, I come at them very warily if the fan is still turning relatively fast even when they've been shut down because you should have seen some of the grim photos we got shown on training courses of the aftermath of incidents where people got sucked into engines, it was horrible as you can probably imagine.

Edited by Chock
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13 minutes ago, Chock said:

To be fair, some of the sounds an aeroplane makes will depend upon the position you are in, so one person might say they sound like this, where another might say they sound like that, and from their own observations, they might both be correct. Fortunately, with aeroplane add-ons, this is one of the things you can easily fix for yourself with sound sets you prefer from TSS etc, or even sounds from other add-ons, including the PMDG MD-11 if you wanted to do so. But sound can be a bit subjective anyway...

I've noticed for example, when pushing jets with high bypass turbofans out, that when you are pretty much level with the engines to one side and maybe about 100 metres away, there is considerably more of that high bypass low pitched growling noise than there is when you are to the rear or the front.

The growling noise is to a large extent caused by the engine nacelles acting like a church pipe organ's tubes, but from what I've observed, it would appear that in doing that, the cowlings themselves vibrate and transmit the sound laterally, whereas from the front, that growling sound would be blocked by the big fans sucking air in, and from behind you're going to hear more of the exhaust note from the low bypass thrust coming out at near supersonic speeds.

It's my guess that the noise you'd hear from an engine when in the cockpit will depend to some extent on where you are sat in that cockpit, and since when developers record sounds from real aeroplanes, there will be some places they or their recording equipment cannot be located as it would be deadly or inconvenient to do so, so there are going to be some limitations on what actually can be recorded.

After all, do you want to stand four feet in front of a CFM 56 or a JT8D with a microphone when it's sucking air in at nearly supersonic speeds, desperately trying not to get ingested into the engine? We don't go anywhere near those things even when they're idling, and personally, I come at them very warily if the fan is still turning relatively fast even when they've been shut down because you should have seen some of the grim photos we got shown on training courses of the aftermath of incidents where people got sucked into engines, it was horrible as you can probably imagine.

Well, my comment was about the VC (probably should have been more specific about that). Outside is of course a totally different story and those sounds are probably... fine. As you said, it depends where the microphone was. In the cockpit there probably is some variation but I can't imagine it being such a night-and-day difference as  the difference between the SkySim and PMDG sounds.

For what it's worth, the video below has absolutely no whining sound of any kind, at all, at any point in the video, be it taxi or takeoff:

 

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Ok, made two flights. First was bad. Very bed. Mostly as the autopilot and autothrottle are unpredictable. The second flight was better because of two reasons: i ve learnt how to fight with AP, second as I integrated ISG1. Now, the aircraft needs a lot of modding to make it at least flyable. First, i need to get some good .air and .cfg files and try to integrate it. Too bad i have no longer FSX installed to try the PMDG ones. Then i will make a good FSLSpootlight profile as the SS MD11 lights do not work at day. Finally replacement of some sounds will be needed (almost evert test in the cockpit launches the same .wav).

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5 hours ago, KrisJ said:

Ok, made two flights. First was bad. Very bed. Mostly as the autopilot and autothrottle are unpredictable. The second flight was better because of two reasons: i ve learnt how to fight with AP, second as I integrated ISG1. Now, the aircraft needs a lot of modding to make it at least flyable. First, i need to get some good .air and .cfg files and try to integrate it. Too bad i have no longer FSX installed to try the PMDG ones. Then i will make a good FSLSpootlight profile as the SS MD11 lights do not work at day. Finally replacement of some sounds will be needed (almost evert test in the cockpit launches the same .wav).

Just curious but why do you need panel lights in the day?

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Well, first of all what you or me consider a day is not the same as Microsoft or LM 🙂 Thats why you have no lights in the cockpit during dawn and dusk in their FS. The complex addons handle that but looks like SS Md-11 does not. Secondly, even during a midday your cockpit my get really dark, especially when its grey and rainy outside. I am supprised you dont see a need for lights even during a day time. 

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On 10/23/2018 at 10:44 PM, z06z33 said:

 

David just like to know if there has been any updates since the release yet?Maybe too early.Im interested in purchasing it for my p3d version 4.3

Regards.

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Can anyone tell me something about the flight tutorial that comes with the MD-11 v2 is it as good as the pmdg tutorials?

Regards.

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Lack of a decent FMC is a non-starter.

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5 hours ago, Zdenek said:

Can anyone tell me something about the flight tutorial that comes with the MD-11 v2 is it as good as the pmdg tutorials?

Regards.

There are four PDF manuals which come with this MD-11. These are: 

SkySim_MD11_Checklist (8 pages of checklists, should you wish to print them out for use).

SkySim_MD11_FLTTECH (34 page manual covering everything from starting up to carrying out a flight and then shutting down).

SkySim_MD11_Operations Manual (132 page manual detailing all of the systems).

SkySim_MD11_Speeds (1 page table of speeds/flap settings for various weights/configs, which you can print out).

The manuals are well illustrated, with good colour images of panels and good copy, which is clear and concise, to help you identify controls/systems and learn their use. If you take the time to read these, they'll certainly get you all clued up about the aeroplane, but you could get away with just reading the FLTTECH 34 page manual if you are familiar with airliners in general. The FMC is about the only thing which is simplified on this thing, it being based on the Eric Marciano one, but if you have ISG, you probably could soup this aspect of it up a bit although I can't say I've tried that even though I do have those ISG gauges.

On the plus side of that, you can have the FMC just load up a P3D flight plan and be up and running pretty quickly, so it's a good compromise between mega-realism and convenience in that it does away with the tedious part of flight planning.

The flight model is quite nice and is convincing, with some elements of the MD-11 being very well portrayed, for example, you probably know that the real thing has a much smaller elevator than the DC-10 from which it was derived, in order to reduce the tail down force so it creates less drag and makes it a bit more fuel efficient than the DC-10, but this means the real MD-11 can have somewhat limited pitch authority in some situations, and this simulated version does convey that pretty well. The exterior/interior model is good and the sounds are okay too. It does seem to get good frame rates as well, so it's nice for flying into those super fancy add-on airports and if you don't have GSX, it has its own ground personnel/equipment animations, which are pretty good, including working high loaders on the cargo holds although there is a small bug/glitch on these which needs patching (the 2D pop up panel for the door controls is incorrectly labeled on the P3D menus). It still works, but it might take you a minute or so to find the requisite 2D pop up panel to operate the doors because of this!

I paid 27 quid for it from the flightsim.com store, and I would say it is worth that price. I think places which are charging nearer 40 quid for it are a bit off the mark price-wise though, given that its FMC is generic rather than like what you'd find in the real thing, but for less than 30 quid it is worth having. So on the whole it's a lot better than you'd expect it to be and it will serve to scratch that MD-11/DC-10 itch if you're missing it in P3D V4.

Edited by Chock

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1 hour ago, Chock said:

There are four PDF manuals which come with this MD-11. These are: 

SkySim_MD11_Checklist (8 pages of checklists, should you wish to print them out for use).

SkySim_MD11_FLTTECH (34 page manual covering everything from starting up to carrying out a flight and then shutting down).

SkySim_MD11_Operations Manual (132 page manual detailing all of the systems).

SkySim_MD11_Speeds (1 page table of speeds/flap settings for various weights/configs, which you can print out).

The manuals are well illustrated, with good colour images of panels and good copy, which is clear and concise, to help you identify controls/systems and learn their use. If you take the time to read these, they'll certainly get you all clued up about the aeroplane, but you could get away with just reading the FLTTECH 34 page manual if you are familiar with airliners in general. The FMC is about the only thing which is simplified on this thing, it being based on the Eric Marciano one, but if you have ISG, you probably could soup this aspect of it up a bit although I can't say I've tried that even though I do have those ISG gauges.

On the plus side of that, you can have the FMC just load up a P3D flight plan and be up and running pretty quickly, so it's a good compromise between mega-realism and convenience in that it does away with the tedious part of flight planning.

The flight model is quite nice and is convincing, with some elements of the MD-11 being very well portrayed, for example, you probably know that the real thing has a much smaller elevator than the DC-10 from which it was derived, in order to reduce the tail down force so it creates less drag and makes it a bit more fuel efficient than the DC-10, but this means the real MD-11 can have somewhat limited pitch authority in some situations, and this simulated version does convey that pretty well. The exterior/interior model is good and the sounds are okay too. It does seem to get good frame rates as well, so it's nice for flying into those super fancy add-on airports and if you don't have GSX, it has its own ground personnel/equipment animations, which are pretty good, including working high loaders on the cargo holds although there is a small bug/glitch on these which needs patching (the 2D pop up panel for the door controls is incorrectly labeled on the P3D menus). It still works, but it might take you a minute or so to find the requisite 2D pop up panel to operate the doors because of this!

I paid 27 quid for it from the flightsim.com store, and I would say it is worth that price. I think places which are charging nearer 40 quid for it are a bit off the mark price-wise though, given that its FMC is generic rather than like what you'd find in the real thing, but for less than 30 quid it is worth having. So on the whole it's a lot better than you'd expect it to be and it will serve to scratch that MD-11/DC-10 itch if you're missing it in P3D V4.

Thankyou Alan much appreciated your thorough of the sky simulation MD-11 version 2 for p3d.Just wanted to ask one more question can it do a auto flight from start to finish and autoland?

Regards.

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Hello, i purchased this plane one week ago, and i was trying to hook it up ISG1 Gauges, but had no luck because for the unknown reason, the ISG FMC flightplan doesn't load up into the autopilot of MD-11,  becuase when i try to engage the NAV mode, it only engage VOR1, i cannot understand why it can't load it, in meantime i tried to do few liveries, and i manage to do a decent Alitalia livery 😁

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So you basically you can only use the fmc like in P3D basic flight plan from point a to point b but it can only fly VOR to VOR and then no NAV after to engage?

Regards.

Edited by Zdenek

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You can try to use a freeware FMC that is being frequently used on freeware aircraft, so at least you can input the speed and altitude at desired waypoints, and the autopilot follow it, the down side is that it doesn't have SID/STAR. The main goal is to try to integrate the ISG FMC into MD-11 Systems to have SID/STAR or to wait for the upgraded version of the original FMC. 

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Thanks for the video preview/review. 

Looks like this has potential and some nice aspects but comes up quite short from being anywhere near polished. The FMC needs to be alot more functional than it is with proper autopilot working, and things like that startup give you a roll the eyes effect with N1 and EGT jumping up so fast after fuel is introduced. (What does that say about how in depth the rest of the systems are?)  The sounds are horrible in my opinion, but dont know if thats from the video or what. Maybe PMDG sounds could be incorporated somehow?  Perhaps its because I was around alot of DC10s and MD11s in the 90s with their very peculiar and awesome sound but these dont sound anywhere near it. 

One would hope that Sky simulations would realize the potential groundwork they have for this aircraft, and fix it up, but im guessing this is a one off release, other than some minor bug fix updates?

It'd be like coming from driving a Rolls Royce (PMDG MD11) and hoping into a Chevy Cavalier or the like. 

Think I will hold out for hoping for a TFDI MD11 or some crazy insane miracle that PMDG allows porting their MD11 jewel over some how releasing it to the freeware community to convert. But thats a far fetched dream. 

But hey at least its made some people happy about it. 

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7 hours ago, Zdenek said:

Thankyou Alan much appreciated your thorough of the sky simulation MD-11 version 2 for p3d.Just wanted to ask one more question can it do a auto flight from start to finish and autoland?

Regards.

I will check that out and get back to you about it, but I'm busy with work (on real aeroplanes lol) until tomorrow night (last night of my shift, yay!). So I'll have a play with it properly then. I did buy this with the intention of adding it to my Air Hauler fleet since, like the real thing, it will be a good cargo aircraft to have in terms of range and capacity, so it is my intention to soup it up realism-wise as much as is possible if I can.

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I’m not looking for a hardcore sim just to setup and fly from a to b or c however i would hope that the fmc will do things like follow waypoints and a full autoland.

Regards.

 

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The ISG fits well into MD-11 v2. You can use the retrofit file easly, just do not replace whole planel.cfg as Windows section and Gauges list differ a bit. So you just need to compare two files and looking at the retrofit one respectively deactivate FMC and ND gauges while adding ISG ones. I think i also slightly adjusted FMC position to match 3D buttons. 

 

i am just cruising over rocky mountains with N708DE and all works good.

 

Also the PFPX flightplans works 100%.

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