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Gaiiden

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  1. Review by Doug Horton. What’s a wheel stand? It’s a device that holds Saitek rudder pedals and yoke system, including throttle quadrant, and optional accessories. It’s been tested for this review with added Saitek Cessna trim wheel and two accessory panels. According to the U.S. distributor: “As flight simulators continue to bring more flying realism to your experience, a limiting factor to immersing yourself in the game becomes the interface. Playing today's flying games with standard controls, attached to a desk or table, makes it impossible to immerse yourself fully into the game. To help get the full immersive benefit of the Saitek system, our wheel stand systems put each control element in the ideal position for experiencing a realistic flying experience…., and it makes your controls portable and convenient for storage.” This is a story of necessity begets invention, a product is developed and launched, entrepreneurship increases the market, and the expanding market spurs adaptation for additional uses. The story begins with the recognition that parallel to the computer flight simulation hobby is computer (auto) racing – both hobbies with worldwide participation and markets for add-on products. At the end of this review we’ll share the history of this product, and meanwhile, I’ll relate my experience assembling and using the product. Out of the Box… I received the sample product in a 20-pound carton with dimensions of 22.5 x 17.4 x 3.7 inches. The product was packaged well, and the contents were intact and undamaged. Three instruction sheets were included, two of which were printed on thick glossy paper. There was also a smaller box in the package, which contained smaller parts and connectors. Wheel Stand Pro in package, with furnished instructions above My first impression, after opening the carton and folding back the protective packaging materials, was that the wheel stand is very well made, including the selection of tubing, chroming and powder coating, and the included supply of various parts, connectors, and tools. Collection of parts for Wheel Stand Pro Assembly After removing the partially assembled stand from the carton, and sorting out the small parts, I consulted the instructions to learn that the first step was unfolding the upright tube and yoke mounting plate from the base, as shown in the drawing below. Note that there are lever operated compression clamps at the base and mid-point of the vertical shaft. Wheel Stand Pro: unfolded and ready for mounting controls The next step was to mount the Saitek Cessna rudder pedals on the two chrome tubes of the base, near the end opposite the vertical tube, which is the right hand side of the base in the above image. I hoped the sample Cessna pedals would mount the same as the original model of Saitek pedals, which were shown in the instructions, and they did. The method of mounting the pedals is to insert four long bolts through four particular holes in the base of pedals, and then though holes in the two furnished silver-colored bars, as shown below in the photo of the underside of the pedals and stand base, after mounting. Note that there are four black rubber collars that are positioned between the yoke base and the tubes. Photo showing how the base of the pedals is mounted to the base of the wheel stand I noticed that the furnished means of mounting the pedals might have a slight disadvantage for some users. This is related to the fact that the pedals are furnished with two plastic parts, presumably for resting heels while feet are not pushing on the pedals. These parts each have two black plastic studs that insert into the two holes on each side of the front of the base of the pedals, but one of the holes on each side is used for mounting the pedals to the stand base, so the two “heel pad” parts can’t be used, unless one of the long plastic studs is removed. Without the heel pads, there’s no convenient place to rest your heels, other than the top of the round chrome tubes or on the floor, but these surfaces aren’t lined up with the pedals, so it’s slightly awkward. This is more of an issue for the Saitek Cessna pedals than it is for the original Saitek pedals because of the protruding lower part of the Cessna pedals, because feet can be rested on the original Saitek pedals. I’m looking at purchasing slightly longer mounting bolts that extend through the base of the pedals and sliding a piece of thin (~3/16” to 1/4”) plywood onto base tubes, between the vertical tube and the pedals, to create a simulated flight deck floor. Top view of Saitek Cessna pedals Attaching the yoke system with its included throttle quadrant to the stand was relatively simple after examining the yoke mounting plate and other included parts. It was clear that I needed to attach the two “side bars” for holding other accessories, before attaching the yoke. This took some “try and fit” actions to identify which of the pre-drilled holes would be used for the accessories, as the details of this step were not clear in the instructions. The accompanying photo shows a downward view of the yoke plate and side bars, with pedals below, before attaching the yoke and accessories. Downward view showing yoke mounting plate and accessory mounting bars with holes pre-drilled for Saitek Pro Flight accessories. Final Assembly Courtesy of MadCatz, U.S. distributor of Saitek products, I was able to configure the Wheel Stand Pro to match what’s shown on the product website at www.wheelstandpro.us. In addition to the Cessna rudder pedals and yoke system with included throttle quadrant, I also attached a Saitek Cessna trim wheel on the right hand sidebar, inward from the throttle quadrant, and I attached Saitek Multi and Switch panels to the left hand sidebar. The trim wheel, and the Multi and Switch panels, along with the yoke, throttle quadrant and pedals, significantly increase the realism of flying small general aviation airplanes, such as Beechcraft, Cessna, Maule, Mooney, Piper, and others. The photo images below show the front and back of the assembled Wheel Stand Pro with Saitek controls and accessories attached. After matching the group of controls and accessories shown on the WheelStandPro website, I also added a Saitek Radio Panel above the other two panels, the radio panel is not shown in the photo, and I’ll be covering all four types of Saitek accessory panels in a future review. Front view of Wheel Stand Pro with Saitek controls and two accessory panels Back view of Wheel Stand Pro with Saitek controls and two accessory panels Summary The tested Wheel Stand Pro for Saitek products is durably built and is a moderately priced, handy means of positioning flight simulation controls and accessories. It’s very well designed and manufactured, and it’s customizable in terms of the angle and height of the vertical tube and mounting plates. Though far from a full fledged home cockpit, the Wheel Stand Pro provides a cockpit feel, particularly with the Saitek controls and two accessory panels I tested. The cost is a small fraction of what might be spent on a full-size home cockpit. It’s quite portable, and even with controls and accessories attached, it can be folded for storage with the aid of two quick-release clamps that otherwise hold the height and angle of the vertical tube and attached components. Overall, it’s a very nice product! About the Inventor and U.S. Distributor The Wheel Stand Pro gaming stand was designed in 2007 by an avid gamer, Dominik, a computer racing enthusiast in a small Polish town not far from Krakow. Dominik’s father owned and operated a metal fabrication facility, and its primary business was renovating parts for hydraulic pumps, servo motors, and other equipment. As an avid computer racing fan, Dominik was looking for a practical solution to a vexing problem: he wanted a stable computer racing platform to mount his gaming wheel, gear shifter, and pedals, but he didn’t have the space for a cockpit solution. Voila! The prototype Wheel Stand Pro gaming stand was born. Compact, versatile, strong, and stable, the stand provided Dominik, the gamer, the solution he’d been seeking. Soon after, with an entrepreneurial spirit, combined with the resources of the metal fabrication facility, Dominik’s idea became a thriving business. The stand was then patented in Europe and the United States. From the beginning, Wheel Stand Pro, as a company, had plans to expand into the computer flight simulation market, but ever increasing demands of a growing business delayed this plan. Instead, flight sim users were buying the stands and modifying them for their equipment, the most popular of which were Saitek yokes, pedals, and accessory panels. According to Dominik, the “drumbeat for a manufactured product was loud and continuous,” but manufacturing wheel stands for racing, and shipping orders, continued to delay expansion plans. In 2009, avid racing gamers Dale and Lucy, residing in Dallas, Texas, heard about the Wheel Stand Pro product line and they ordered one from Dominik in Poland. Having previous experience with online sales, the Dale and Lucy approached the Wheel Stand Pro company about becoming the U. S. distributor, and after mutual agreement, the business relationship began with an order for 35 wheel stands for the U.S. In 2013, the idea of expanding into the flight simulation market came true with the development of the stand for Saitek products and then the Thrustmaster HOTAS WARTHOG™ joystick and throttle stand. There are now several models for computer racing and flight sim enthusiasts, and business on both sides of the Atlantic has expanded. Wheel Stand Pro commands a gaming presence worldwide, orders are now shipped by container, and work is underway to provide compatibility of wheel stands with joysticks, plus other controls, and accessories. From Dale and Lucy, for those flight simmers who might also be computer racing fans: “Yes, we are the distributors, but foremost, we are fellow gamers, racing enthusiasts, driving simulation fanatics! We love our racing games, and sometimes we're in the mood for the carefree Burn Out series, or we need the gritty realism of the Need for Speed, Dirt, or the authenticity of Forza or GT5.” Wheel Stand Pro products are Copyright 2013. All Rights Reserved. Saitek, Thrustmaster, Mad Catz, Burn Out, Need for Speed, Dirt, Forza, and GT5 are copyrighted and/or trademarked by their respective manufacturers. Wheel Stand Pro has no affiliation with these brands.
  2. once I accidentally had my com2 radio selected and tuned with com1...
  3. Looks like he has some custom autogen placed and the sim is also placing autogen (so he didn't exclude anything). What you're seeing are two objects meshed together and occasionally one "tears" through the other. Hard to see the cars at this distance but they do look like the default rows that I know appear/disappear if too many are included in a scenery. This and the car park lots are probably a result of a very thin texture atop a non-flattened mesh surface. If you use a program like Airport Design Editor (free) to add a flatten poly under the airport area (it's all in the user manual) this should mitigate the issue when you are near the ground. You could still see some tearing as you fly higher though as the mesh will become less defined with distance and start poking up through the texture again. This you can't fix unless you edit the object to float like 0.3 feet or so off the ground
  4. Show me a picture of the cars in the car parks. If they are the default rows of parked cars, like I think they are, there is a known issue where having too many of them in a scenery can cause them to disappear from view when looked at directly or just a little while after the scenery loads they just vanish and don't come back. Unfortunately that's an FSX bug I've not heard how to fix
  5. Review by Doug Horton. Flightdeck Solutions, Ltd (FDS) designs, manufactures, and markets high quality aviation products for commercial customers, aircraft manufacturers, government agencies, and computer flight simulation enthusiasts. As part of my assignment for preparing this review, I had the opportunity to visit the FDS plant in Newmarket, Ontario, Canada in early October, meet with its founders, learn about all their products, and focus on their JetMax product for flight simulator users. Flightdeck Solutions and JetMax facility in Newmarket, Ontario For commercial and government customers, FDS offers a variety of products that include Fixed Based Trainers, as well as Single and Dual Seat Training Devices. With proprietary hardware and software, FDS products include support for the latest in glass cockpit equipped commercial airliners, in all major airliner types as well as custom configurations for development, educational, and recently, entertainment/experience venues. FDS also produces accessories and interface systems for these products, and it has been supporting flight simulator home cockpit builders for many years. Author in captain’s seat of fully enclosed B737NG model during final inspection and testing at FDS factory As an outgrowth of their work with home cockpit builders, FDS recognized in the past few years that a market was developing for an enthusiast product that would be similar to their commercial products, be easily assembled by users, but have a slightly smaller footprint, and be available at significantly lower prices than FDS’s mainline flight deck products. Another requirement was for the new product to be nearly fully operational “out of the box,” after assembly, with applicable hardware and software. At most, the user would need to add controls and visual displays, with some of these components optionally available from FDS. Of course, the user would also need a capable computer. On this subject, the ordering process includes determining users’ computer needs, and referring customers to appropriate computer providers, as needed. “Are you still flying your desk?" This question is asked in FDS marketing materials, and the answer is “no” for users of the JetMax product that’s been available since late 2012. Instead of “flying your desk,” the JetMax product offers flight simulator enthusiasts a highly immersive experience in a single pilot trainer version of a Boeing 737NG. With computer needs satisfied, after assembly of the JetMax components, a new user is furnished with links to applicable software, which include drivers, other interface software, and one or more 737NG airplanes. Currently, JetMax components can be interfaced with the user’s choice of Sim-Avionics, Aerosystems737, Project Magenta, iFly 737 (Cockpit Builders Edition), and PMDG 737NGX. Looking at the JetMax product and the large number of parts I saw being produced in the factory, I imagined that some users would be completely capable of assembling their new JetMax and enjoy the experience, while others might be overwhelmed by the process. Fortunately for the latter customers, factory assembly service is available for a reasonable fee. The base model of JetMax is the K model, which includes the following components: Powder coated metal structure Glare shield structure Throttle quadrant stand Wiring harness LCD holders Hardware and knobs Interface card Landing gear control lever Lighting package Dimmer controls Flap Gauge Photo of JetMax model K The JetMax model SK is the model K plus the following components: JetMax-MCP JetMax-EFIS PRO-MX CDU Photo of JetMax model SK The JetMax model SKTQ is the model SK plus: Steering tiller Throttle quadrant Photo of JetMax model SKTQ Many users also order the overhead panel. In my experience trying out the JetMax product on display at FDS, this equipment is very impressive, as it includes all operable functions of the real aircraft panel. It’s plug and play with the applicable software added, and in terms of components, there are about 15 selector switches, over 60 toggle switches, and about 105 function annunciators (lights), all of which are realistically back lighted. JetMax Overhead Panel The photos above show components that can be purchased by the user or ordered from FDS. See the additional information section below for more details on required LCD sizes. LCDs (PFD/ND/EICAS) Lower EICAS LCD According to FDS, some buyers purchase the JetMax in steps, beginning with the K model, and adding the MCP, EFIS, CDU, and overhead panel, and Lower EFIS display, as budget permits. In reality, most purchases are either for the model SKTQ, or that model plus the overhead panel, plus various options in all cases. Experiencing JetMax During my visit to FDS, I had the opportunity to try out the JetMax model SKTQ with optional overhead panel, as well as lower EICAS. The installed software and aircraft were from the iFly 737 (Cockpit Builders Edition) package. FDS president Peter Cos coached my session, and we began the session with Peter and FDS Technical Support director Steve Cos setting up the computer and JetMax interface software for my session. As I’m not checked out on the iFly 737 and the JetMax overhead panel, Peter started the engines for me and set me up to taxi to runway 06R at Montreal CYUL airport. Left view of JetMax, including upper panel and 46” LCD display After Peter talked me through the takeoff, and after initial climb, I began a turn to the reciprocal heading 240. This put me on a downwind heading, and in a few minutes on extended downwind, I turned for the base leg and then final approach to runway 06R. I then experienced one of the perils of single pilot flying, which Peter has since called a “mishap.” I lost control while reaching to the far right of the panel for the landing gear lever, and I was unable to recover. One of the great features of flight simulation is the ability to reset and try again. Right view of JetMax, including upper panel and 46” LCD display Next, Peter set me up for an approach to CYUL 06R, using FS Instant Approach PRO from www.fsinventions.com. I made two approaches and landed both successfully. See the image below for how FS Instant Approach PRO was set up for my approaches. FDS used FS Instant Approach to set up my two practice approaches. At one point, I tried to turn the trim wheel on the JetMax throttle quadrant, and it doesn’t turn. Nor are levers motorized. Asking Peter about this, he indicated that the trim switch on the yoke is the principal means of adjusting trim. He also reminded me that the JetMax product has a few limitations in order to significantly reduce costs. In this case, the JetMax throttle quadrant is designed and made entirely by FDS, using industrial plastics and other moderately priced but durable components and materials, whereas mainline FDS cockpits include used, real 737 throttle quadrants, which by the time they’re fully restored, cost 20 times more than the JetMax version. Overall, I was very impressed with the JetMax product and how completely realistic it is to operate. It has the look, feel, fit, and finish of the high quality product it is, and I highly recommend it for simmers who want significantly greater realism than “flying their desk” and can afford a high quality product. Additional Information JetMax Size The actual size of the JetMax 737NG flight deck product is relatively small, though all JetMax components are full scale in relation to the real components. The total width of the product is 43.75" (111cm). Height is 43.125" (110cm), not including the overhead panel; and the depth (including the throttle quadrant) is 33" (84cm). Purchasers are advised to plan for additional depth for whatever seat is used. Monitors for Control Panel Displays One of the most important elements on the www.JetMax.ca webpage is the feature chart that FDS posts for every device. Potential purchasers are advised to review this information carefully as to what is included (check-marked) and what is equipment is optional and/or needs to be furnished by the purchaser The PFD/ND Monitor is typically a widescreen 18.5" or 19" (diagonal) LCD. FDS supplies the LCD holders, as per the feature chart, and the holders are universal. Purchasers should verify the standard VESA mounting bolt locations on the LCD, as VESA mounts are an industry standard and line up with the JetMax LCD holder. The Upper EICAS/STBY monitor is a 15" LCD (4:3 aspect ratio). These are not as common as they used to be, but FDS has located a few new models. These are currently stock items from FDS. The Lower EICAS is not that commonly used on the 737 but some purchasers like the "eye candy" element. Typically, the lower EICAS is used during the engine start procedure, though the relevant N2 value can also be displayed on the upper EICAS panel. FDS offers the lower EICAS LCD and included bracket as an option. Other Accessories for JetMax FDS recognizes that JetMax customers likely have their own controls, such as a CH Products or Saitek yoke and rudder pedals. To accommodate these purchasers, FDS has designed accessory products such as optional brackets for mounting yokes, while the most popular brands of rudder pedals can be used without the need for mounting brackets. Here are some of the accessories FDS offers for the JetMax: CommNav Radio – for accessing all communications and navigation frequencies, including Comm1, Comm2, Nav1, Nav2, and ADF, by selector push buttons on the faceplate. All-metal support structure for JetMax overhead panel Mounting bracket for CH Products yoke Mounting bracket for either Saitek original or Cessna yoke Mounting bracket for CP Flight regular or Pro MCP/EFIS Mounting bracket for GoFlight MCP/EFI Computer Processing and Graphics Capability According to FDS, the biggest challenge in the larger setups can be the computer/software side. At time or writing, a recommended new computer would be one with an i7-3770K processor on a Z77 based motherboard or an i7-4770K processor on a Z87 motherboard. Adding a second, networked computer dedicated to the avionics side of the setup would certainly improve performance, according to FDS. Multiple graphics cards, or recent-generation graphics cards with four to six connectors, are required to run the various displays. As an example, graphics connections might be needed for the following displays: one or more LCD displays for scenery, and panel displays for PFD/ND, Center EICAS, CDU, and lower EICAS. Kit Form or Factory-Assembled Complete To help with the total cost including shipping, FDS provides the JetMax products in kit form. All the required elements are included as described in the package ordered. A detailed assembly manual is included to provide step by step instructions on assembling and connecting all components. Freight costs are significantly reduced by compact packing, according to FDS. On the other hand, some purchasers prefer to have their new systems completely assembled and set up at the factory, so this service is available for a reasonable fee. On the other hand, this option leads to higher shipping cost because of the larger packaging. JetMax Prices Current pricing for the JetMax models and accessories can be found at http://www.jetmax.ca/products/. Note that all pricing is in Canadian currency. FDS recommends contacting their resellers for local currency pricing in the following areas, such as the European Union and the Middle East. At time of writing, FDS is negotiating the establishment of resellers in Japan, Spain, United Kingdom, Hong Kong, and Australia. Readers are invited to contact Peter Cos at pcos@jetmax.ca for detailed product information, options, and pricing, including referral to the nearest reseller. Flightdeck Solutions History According to its founders, Peter and Steve Cos, Flightdeck Solutions was created in 1999 to meet the global requirement for cost effective flight simulation hardware products. Their background for this was that they’d built an A320 cockpit in their basement. Since then the company has grown to be a one-stop hardware provider for a wide variety of customers. Peter Cos, author, and Steve Cos among panel frames, with full sized B777 model in background FDS offers a variety of configurations that include Fixed Based Trainers, as well as Single and Dual Seat Training Devices. With proprietary hardware and software, FDS products include support for the latest glass cockpit equipped commercial airliners, in all major airliner types, as well as custom configurations for development and educational purposes. As mentioned above, FDS also produces accessories and interface systems. Factory work area with FDS throttle quadrants in foreground According to its founders, FDS customers such as Air Canada, Boeing, EADS, Honeywell, FAA, U.S. Navy, and others, rely on FDS to deliver complete and accurate flight simulation solutions, whether for training, fully operational cockpit models, and other unique uses, recently including entertainment “experience” venues. They are masters of their market, based on aviation industry expertise gained by company founder Peter Cos, while working and training at Atlantis Systems International in Brampton, Canada. This experience included ISO operational practices and working directly with Airlines, FAA, Military, and others, to provide a full understanding of this industry and its high level requirements. Panoramic video of FDS B737 cockpit Early FDS achievements include: Air Marshall training units for the FAA (William J. Hughes Technical Center) – designed and supplied 12 units Air Canada – worked with airline staff to develop ground training devices New concepts in design and construction methods for low cost training devices High resolution display products for pilot familiarization High level graphics for the AgustaWestland 101 helicopter (formerly EH101) for computer based training development program LCD-based touch screen training concepts – worked with development groups on early designs Recent FDS achievements include: Boeing P8A "Poseidon" – cockpit and unique functionality design for marketing Initiative B767-400 – high level replica flightdeck for the Boeing "Heavy Lift" marketing group B737NG flightdeck – high level replica for Boeing KC-46 B787 "Dreamliner" – multiple dual seat trainers for Boeing Flight Deck Development Group B787 Marketing Initiatives for worldwide aerospace events – developed with Boeing's "Digital Design Group" B737 – dual seat training device for avionic upgrade demonstrations for Boeing, Wichita A320 – multiple Fixed Based Trainers for flight schools/development centers B737 Fixed Base Procedures Trainer to Boeing Research and Technology Division in Australia B707 Based Platform (Upgrade Program) for Boeing Seattle – custom device for laboratory use CAE, Canada (simulation and control technologies) – added to roster of aerospace customers in 2012 Multiple devices for iPILOT for commercial use in their facilities EADS/Rostock, Germany – B747cabin crew trainer – supplied high fidelity replica parts for Intercontinental Flightdeck Development Group Honeywell – developed PnP devices for flight deck research initiatives Discovery Channel "MAYDAY" Series – supplied various replica cockpit components "UNITED 93" by Universal films – supplied various replica cockpit components Royal Court of Bahrain – provided high fidelity b747-400 fixed based trainer Fully enclosed, fully operational B737NG and B777 flight deck models for entertainment/adventure venues in Belgium and Canada, respectively Over 60 full scale flight deck devices shipped in past few years All photo and screen capture images provided courtesy of Flightdeck Solutions, Ltd
  6. Gaiiden

    Quarry Disaster

    So I wasn't able to fly on Thursday, however since the flight I had planned would take place within a relatively small area I could use REX's archive weather feature to load up weather for a given time of day and fly with that. So I found some decent yet not-perfect conditions late in the morning of 10/31 and loaded that into the sim. I had crafted the scenario beforehand with some default objects from FSX and the Acceleration add-on pack. I wanted to do another medevac airlift after the one I did in Niagara, and I originally planned to fly to Put-In-Bay airport out on Middle Bass Island since that had a helipad. The situation would be a critical patient that was driven from his home to the airport to be picked up by the chopper. But then I realized that was a pretty lame scenario and besides, I had just flown there before in the Staggerwing. So I looked around the Cleveland scenery area a bit more. I considered a shooting on the University campus that had photoreal texture coverage, but they have a university medical center and overall the distance was too short. I really wanted to head back out to the islands. Then I spotted this open mining pit on Kellys Island, which I learned was a limestone quarry. I don't know if it's still operational or not but frankly for this purpose I didn't care as the entire situation is fictional to begin with. So I checked out various FSX objects and found one that produced explosions and fires - perfect! Then I just set about a few props, some actors - and I was ready to go. There are two medical pads in the Cleveland scenery so I decided to depart from one and arrive at another. I chose to depart from the ground pad and arrive on the roof pad because that was more challenging. Plus the hospital with the roof pad was closer on the return trip. I used SkyVector to take a simple bearing from the helipad to the island, which I dialed into my HSI and simply followed that all the way out to the island. The Bell 222 has twin turbine engines, so if one flamed out on me I could continue with the other, no need to stick close to land like I had with the Staggerwing. The direct flight lasted about 20 minutes as I zoomed out near redline at 140kts. The 222 feels a lot more sensitive than the 206 but part of it is the VSI on the 222 is a lot bigger than the 206, so where the needle shows 500fpm climb on the 222 I would read more as a 1,000fpm climb in the 206. So it took me a while to adjust back to that. I came up on the island without any trouble, the bearing worked perfectly. I circled in to land when all of the sudden I crashed in mid-air. I thought at first I had somehow overstressed the airframe since I was pushing redline the whole way there, but then I noticed the message from the sim stated I had collided with an object, not torn apart my chopper. That's when I realized I had smacked into the bounding box defining the very large explosion area object I had set. God dammit. So after the situation reloaded and dumped me back at St. Vincent's I went into my scenery editing tools and disabled crash detection for the explosion area object like I should have thought to do when I first built the damn thing. Then I had to fly out all over again, but this time at least I was able to approach and land without any trouble. Ok well, without crashing at least. I made a great initial approach but in attempting to spin about to present my loading side to the patient I almost lost it and had to just drop her down and then taxi around to face the right way. Once I had the patient loaded it was back in the air and back near redline to race back to Cleveland so this guy could get proper treatment. However I realized after the flight that I had forgotten to go into the weight and fuel menu and change the passenger load after I had "picked up" my patient and a medical doctor that would treat and monitor him on the way to the hospital. I realize I also didn't do this during my last medevac scenario. I did think about doing this beforehand this time, but just completely forgot during the actual event. Maybe next time. I also forgot to make sure I knew where the blasted hospital was for my return trip. Luckily I knew generally where it was and spotted it on my first pass over the area. I belatedly called Lakefront ATIS to get wind direction, which I should have done much earlier, then circled around to approach the pad. ******* crap it was tiny. I managed to make the approach clean and land without having to circle again, so I'll say that my patient was at least alive when he left the helicopter and didn't die while waiting for me to get the bird on the ground. I also didn't jar him into a cardiac arrest as I landed at a gentle 1.4 ft/s. Honestly though in reality I never got to the offloading stage because I went to taxi forward a bit more to turn about and present my loading doors to the hospital roof door and started to fall through the helipad. So I said screw it and captured a shot of me on the pad from the instant replay. Now, I plan to hop back over to the Cessna 337 down in the tropics but before that I have a ###### ton of work to get done this month and I don't know when that flight will happen. I will be uploading the airlift situation to AVSIM like I did with my last one. The link to download it is here.
  7. The Cleveland scenery package includes a nuclear power plant that has a heli pad, so for this flight I role played as a charter pilot who was hired to ferry a nuclear inspector to the plant for an unscheduled spot check. The inspector arrived from Washington D.C. on a private jet and then transferred over to my helicopter for the final leg of his journey. I found a new paint for the Dodosim Bell 206B that was to my liking, although I tried to find something government or corporation-like first. Other than that there wasn't much else to do to get ready for this flight. I departed Cleveland International (KCLE) and used interstate highways to lead me first to downtown Cleveland and from there I picked up the interstate that would take me out to the power plant. Simple, although I forgot to orient myself before lifting off so as I rose I had to figure out which direction to head off in! With roads I've learned it's still very hard to tell which road is which - even major highways. Luckily there were lots of other references for me to use as well such as waterways and railroad tracks. I had Plan-G open, which gives me an uncluttered view of the roadways, but I was able to use the Cleveland TAC just as easily to identify where I was. I was tuned to the CTAF while flying and heard a departure call across my route from Lost Nation (KLNN) but was clear before they actually took off. Upon reaching the plant I did an overfly of the cooling towers - too bad they couldn't simulate updraft, I'm sure it wouldn't be a good idea to do this in real life but that's what makes a sim so much fun sometimes. I circled around to land, there was little to no wind so I just used the circle to lose altitude for my approach. I managed to slow down low over the ground to a walking pace without coming to a full stop hover short of the pad like I normally do. So I made the last few dozen feet at almost a hover taxi and settled a bit rough onto the pad but not enough to bounce or damage the skids - and I didn't futz around either just made an overall smooth and professional-looking approach. I was quite pleased with myself. I had planned a return trip but didn't have the time for it so this flight ended here. I have one more helicopter flight to try tomorrow if the weather permits.
  8. Gaiiden

    Obutto Cockpit

    Reviewed by Robert Whitwell. I have been flying my sim using one of the original “Hotseat” flightsim chassis for many years. I was recently approached by Obutto to review their flight sim cockpit. Looking at the two designs, I was interested in this newer design for flight sim. After checking the Obutto website I noticed that this chasis comes with a multitude of add-ons in order to be configured in many variations. Obutto generously sent me a complete set of attachments to finally end up with the “oZone” model. The parts sent were: oZone gaming cockpit Triple Monitor Mount Acrylic Tabletop A10 Thrustmaster Flight Stick Mount Regular Flight Stick Mount This will not be a comparison review of my previous flight sim cockpit/chassis but a look at the Obutto chassis based on its own merits. I will look at this system from 3 set-ups. These I will call the basic system, the fighter system and the deluxe system. What came off the truck I received 5 packages from the courier; the large main “basic” system and 4 smaller boxes for the ancillary pieces. Inside these boxes, all of the pieces were well packed with bubble wrap and tape. They were so well wrapped that it took me half an hour just to get everything ready to use. Each box also contained all of the nuts, bolts, washers, and knobs to put it all together. It also came with the tools (allen key and wrench) to assemble the product. The instructions are written out, plus there is a picture of the product to assist with the assembly. For those who are not totally mechanically inclined and end up with “spare” pieces, instructional videos for assembly are available on the Obutto website. Assembly From start to finish it took me 3 hours to assemble the complete multi-monitor deluxe system. However, I stopped at the completion of each “system” in order to take pictures, sit in the “cockpit” and get a feel for each configuration. The basic system is perfect for someone starting out in flight sim. It has everything you need to get flying. I found all the hardware platforms to be ergonomically friendly and adjustable to have all of your controls comfortably within reach. The bucket seat is identical to a car seat. It adjusts fore and aft with a release bar between your legs and a tilting lever on the left side so you can have that perfect 30 degree angle as in an F-16 or the more preferred 20 degree angle of subsequent fighters. You could even fully recline the seat to its maximum angle and have a snooze during those long overseas flights. Moving on and removing some hardware platforms and installing the fighter stick platforms, I soon had my Thrustmaster A10 Warthog HOTAS controllers in place and was ready to take on the enemy. There are options to configure this as a side stick controlled cockpit or a center stick configuration. After putting away my Thrustmaster HOTAS, I completed the task of installing the triple monitor extensions, adding the keyboard/mouse platform and the acrylic tabletop to complete the deluxe system. The instructions for installing the acrylic tabletop listed 2 options; drill holes and attach it to the center mount platform or use Velcro (not included). This tabletop is so “beautiful” I wouldn’t want to screw things up and crack it trying to drill holes into it. I attached mine with strips of Velcro. It’s not going anywhere now. The keyboard/mouse platform is covered with a thin neoprene coating (like a wetsuit) and is perfect to prevent slippage of the keyboard yet allows the mouse to operate smoothly without the addition of a mouse pad. This is my preferred setup. If you are a serious simmer, then you’re going to want all of the bells and whistles. Damn, they didn’t send me the cup holder. Summary This product is distributed worldwide by Main Performance PC. The cost for the oZone Gaming Cockpit (what I call the basic system) is $350. To build the “deluxe system” you can add the triple monitor extension $100; keyboard/mouse platform $90; acrylic tabletop $100; flight stick mounts $45; and that cup holder $12. The frame is made of 2mm thick walled mild steel tubing and has a black powdered coating. For just over $600 you get a great looking, durable, multipurpose simming cockpit. I highly recommend this flight sim chassis if you’re looking to upgrade from an older system or looking for that finishing realistic touch to your simming experience. I also use this system to play racing sims. Swap out the flight controls for a steering wheel and automotive pedals and I’m ready to race along the tarmac.
  9. Well, alright then. The mods are now available in the library if anyone wants it.
  10. Gaiiden

    Day Trip

    So the good news regarding my throttle quadrant issue from the last flight is that it's not broken. I noticed the same issue when I swapped it for my newer quadrant and that led me to think of other problems, which eventually made me realize that one of the adjustable controls on my X52 HOTAS was to blame. Specifically it was the wheel that I use to control the throttle on the Bell helicopters, and to do that it is set to the propeller pitch axis. D'oh! But good to know I don't need to spend another $70 on a new quadrant. I did a lot of prep for this flight, like making sure that I had scenery that would be useful along the way. I noticed I would be flying right past Cedar Point, which contains an amusement park, and I managed to find some scenery that put some simple 3D objects in that area. It wasn't anything sophisticated but it did make it easy to spot while flying for a landmark reference. I've been to the park before and it does indeed have some amazing roller coasters. I also made sure that all the airports I would tune to for traffic advisories along the way had spoken names, not default phonetic ones, and used EditVoicepack as necessary to ensure this. It's a lot harder to remember the airport designations when flying along and listening to see of there are any arriving/departing aircraft I may need to look out for. While mucking around in EditVoicepack I thought about the fact that CTAF transmission are pretty poorly rendered in the sim. I don't know why I never put much thought towards this before but it's true. Aircraft don't say their type and they don't repeat the name of the airport at the end of the transmission. These are pretty standard rules, to my understanding, so I was surprised to not find any voicepack mods for this in either the AVSIM or flightsim.com download libraries. So of course I just figured out how to do it myself. It's available on the AVSIM library. I also imported some additional phraseology mods I stumbled across on my search for the non-existent CTAF mod. You can find more on that and the Ohio scenery in my FSX Installation and Tweaking Log. I decided to hop into the Beech Staggerwing produced by Alabeo as I hadn't flown it in one of my flights yet, only for a review. It's a tail dragger, and I normally don't bother with tail draggers because they are a pain in the &@($* to handle on the ground and during take-off and landing but I'll make an exception in this case because the Staggerwing is just a beautiful aircraft and has one of those big rotary engines that just sounds awesome under power, with the deep thrum I can really feel through my subwoofer. It took me a while to get up and going - I wanted to be wheels up with the sun but first I had to troubleshoot the recurring propeller pitch issue, then I realized I never installed the aircraft since I last reformatted my system, and then when on taxi to the active I actually crashed into another aircraft! I don't know why Ground didn't tell me or the other aircraft to stop, like it usually does, but - BAM! So after I reloaded the flight and got ready to depart of course I had to wait a few minutes for the deluge of taxi clearance requests to fall off since the AI traffic reloaded with the sim... and then I just taxied in spot view. Screw it. Anyways I finally made it into the air about an hour after sunrise and made my way west towards the Bass Island group out on Lake Erie north of Sandusky, Ohio. I kept her low and slow the whole way and it took me about 30 minutes to get out to the islands. On the way I monitored some traffic frequencies and checked in on the weather report before tuning to the CTAF for the airport on South Bass Island, Put-In-Bay (3W2), to see which runway was active. I figured 21, but turned out to be 3. There were three other aircraft arriving so I took a long swing around the islands before entering the pattern to give them time to land and get out of the way - especially because one said it was making for 21, not 3. What I didn't count on was to be on short final and find an aircraft positioned on the runway for takeoff! Honestly, unless I had paused the sim and set up for an external screenshot I probably wouldn't have seen it since by the time I was close enough to spot it I was too nose-high. Fortunately there is a displaced threshold so I still probably would have flown over it on landing had I not seen it. Not sure if it was going to start taking off I announced a go-around and swung back into the pattern. I checked the ATC window and saw no notification of the aircraft taking off so I just shrugged, swung back around and landed over it! Turns out the airport was poorly designed by the US Cities developers and I fixed it to allow aircraft to depart properly. My wonderful pattern work around 3W2. Longer, shallower approach 2nd time to spot & clear the aircraft So in the real world after I parked and shut down I went off to bed for a few winks but my virtual self was off exploring the islands for the day until it was time to climb back into the cockpit for the flight home around 4pm. There was some more confusion on active runway use when taking off - the sock was pointing at runway 21 but I heard traffic coming in for runway 3 so I hustled to the hold short, rolled and took off from 21 while they were still 4 miles out. I flew back on the opposite side of Kellys Island but other than that the flight was essentially the same going as it was coming. Sandusky traffic was landing from the west so it didn't get in my way and I cruised around FL017 back along the shore of Lake Erie until I was close enough to get ATIS from KBKL and contact the tower for landing instructions. I was hoping they were also landing from the west so I could just fly straight in but instead had to enter downwind to land out of the east. Either way though it's really cool to be approaching from the west and flying past downtown Cleveland. I considered flying back to a different airport in the area covered by the US Cities scenery but the lakefront airport is just too cool to pass up - reminds me of Meigs in Chicago - RIP I had a weird case of yawing almost uncontrollably off the runway shortly after touchdown and I still haven't really figured out why. I managed to stop before falling off a small cliff in the terrain mesh near the water and had a few good bounces taxiing back onto the runway. Would have really sucked to crash at the end of a flight. I'll have to remember to do a replay of my landing if that happens again - I wonder if it was from my tail wheel touching the ground while it was unlocked. I may have unlocked it too soon and should have slowed down further until I felt my rudder authority weaken. Again, not much experience with tail draggers here... I've got ideas for two helicopter flights, one for the 206 and one for the 222 if I can find time to do them before the start of November in two days. Then it's down south for the winter!
  11. Article by Doug Horton. This is a tutorial on Prepar3D’s unique Multi-Player feature. Remember that Prepar3D is compatible with nearly all FSX add-ons, including aircraft and scenery, for example. If not yet clear to the majority of Flight Simulator users, it’s clear to this writer that Prepar3D is becoming the “virtual successor” to Flight Simulator X for many users, because of the improvements it makes to the simulation program and because an increasing number of add-on developers have adapter their products to it. Several developers now provide installers that allow choosing installation to both FSX and Prepar3D, separately or sequentially. One developer has coined the term “side-by-side licensing” for this dual installation capability Multi-Player Tutorial The Multi-Player function has been completely reworked in Prepar3D, compared to Flight Simulator X and Microsoft ESP. According to Lockheed Martin, this feature is for use with collaborative (military: “distributive”) training. Prepar3D includes an ongoing redesign of the FSX and ESP user interfaces, and the Multi-Player function uses direct IP connections for stability. Changes include resizable text chat windows, for example, among other new features. The principal uses of Prepar3D Multi-Player are for pilot training, such as with the shared aircraft feature with an instructor, and Air Traffic Control training, such as with the Tower Controller feature. The Multi-Player feature also supports Multi-Player racing, as described in the Prepar3D Learning Center. By the way, there are four alternative means of opening the Prepar3D Learning Center and viewing contents: To open the Learning Center outside of Prepar3D, even if Prepar3D is running, double-click “Learning Center.exe” in the \Prepar3D root folder In Prepar3D, on the main menu, click Help, Learning Center In Prepar3D, beginning with version 1.3, press “CTRL+SHIFT+?” Individual Learning Center content pages and images can be found in Prepar3D\P3DWeb\Learning Center\ subfolders, as *.htm and *.jpg files. The accompanying image shows the main user interface of the Learning Center, including the contents heading for the Multi-Player section. Prepar3D Learning Center home page There are several Multi-Player modes, including shared flights, missions, ATC tower controller, and racing; though fundamentally, all modes begin for each player with either joining a session or hosting a session. The remainder of this tutorial will take us in sequence though the simple steps, which unlike Multi-Player features in some other programs, do not require registration with the service providing the Multi-Player feature. Joining a Multi-Player Session While preparing this tutorial, I had the opportunity to join a session and try the Multi-Player shared cockpit function. I found it simple and easy to connect, as well as chat by USB headset and microphone. For this exercise, I logged onto an existing session, hosted by “Max” at Lockheed Martin. Here is the procedure for joining a hosted session: Start Prepar3D at any airport, in any aircraft, and on the main menu, click Flights, Multi-Player. This will pop up the login UI. Prepar3D Multi-Player login screen, with a sample username filled in The User Name defaults to “Player1,” though you can enter any name you choose; however, before clicking Sign In, click Network Settings, to pop up the next UI. On this UI, I clicked the checkbox to “Enable Voice Communication.” after which, I clicked OK. Network settings screen, Voice Communication enabled and default Other settings Note the Port Range of 6112-6122 on the Network Settings interface, which may be required for hosting a session, if it is necessary to set Port Range Forwarding on your router. Clicking OK on the network settings UI returns you to the login screen, on which you enter your desired User Name and then click “Sign In,” This may take a few moments while the system broadcasts that you are now signed in and also searches for available sessions. Signing in pops up the Distributed Simulation Session Selection UI. The Choose a Session field will be blank, because you’ve not yet connected to the Multi-Player engine. Session Selection screen, with connection options (a, b, and c) highlighted in red If any sessions are open, you’ll see them listed, though in this example, none is open. At the bottom of this screen, there are three choices highlighted in red: (a) Connect Directly (IP), ( B) Join Session, or © Host Session. For my trial run, I was prompted to select Connect Directly (IP), after which the Join Host’s IP screen appeared. Join Host’s IP Address screen The host provided me with his IP Address by e-mail, and after entering it into the Join Host’s IP Address screen, I pressed OK and the Choose Your Flight Options screen appeared, with the Basic Options tab showing. Basic Options tab of Choose Your Flight Options screen On the Basic Options tab, I clicked the Change button adjacent to Aircraft Title, to change to the Piper Cub, which was identical to what the host was flying. We’d planned to fly “in trail,” and I wanted to fly with the same power and performance characteristics as his aircraft. Next, I clicked the Additional Options tab. Additional Options tab of Choose Your Flight Options screen On the Additional Options tab, “Share my aircraft” was checked from a previous session setup, though it didn’t have any effect because the host had not clicked “Share my aircraft” when he set up the session. Again, our intention was to fly “in trail.” I also checked “Start at the airport nearest the host’s aircraft,” at Eglin Air Force Base, which includes new scenery added with Prepar3D version 1.3. I then pressed OK, after which the Distributed Simulation (Multi-Player) Session Lobby (DSSL, for short) screen appeared. Hang on, we’re getting close! Distributed Simulation Session Lobby after joining The DSSL screen shows my own Player parameters, the hosted session parameters, and it displays a list of other Players, which in this case is only the host with nickname “Orswell.” It also provides buttons to initiate several other options, including sharing aircraft and opening a Chat feature. If all parameters are in order, press the Ready button, and Prepar3D will reload aircraft and scenery, and it will change to cockpit view, with the host’s aircraft visible to the left and forward in this case. Virtual cockpit view of my aircraft, with host’s aircraft to the left and forward We needed to work through seven screens to join a hosted session, but after doing this a few times, it goes quickly and only takes a few minutes. In the next section, we’ll see how to host a Multi-Player session. Hosting a Session Hosting a Multi-Player session is quite similar to joining a session, and several screens will look the same or similar. We begin by following steps 1, 2, and 3 above. After you see the Distributed Simulation Session Selection screen, select choice © for Host Session, which will open the Create New Session screen. Create New Session screen for hosting a Multi-Player session, showing Basic Options tab On the Create New Session screen, fill in the blanks and select options as desired. Note that there are both Basic and Additional Option tabs on which to select desired options. Additional Options tab for Create New Session screen After setting both Basic and Additional Options, click OK, which will open the Choose Your Flight Options screen. Choose Flight Options for hosted session On the Choose Flight Options screen, you can specify session conditions, including aircraft, ATC name, current location, current weather (from weather themes), and current time and season. Also, you can choose additional options, which include loading and saving a flight, flight planner, failures, and fuel and payload. After these choices are set, click OK, which will open the Distributed Simulation Session Lobby (DSSL) screen, which shows your hosted session. Distributed Simulation Session Lobby screen, showing hosted session before joining After the Distributed Simulation Session Lobby screen appears, there are several choices: wait for another player to join, kick a player out of the session, show intentions, chat, fly now, or leave. Hopefully, you’re ready to click Fly Now and enjoy your hosted Multi-Player session. When you wish to exit a hosted Multi-Player session, on the Main menu, click Flights, and then click Exit Multi-Player Session, after which you’ll be returned to the flight in progress. Summary There are multiple screens to process for joining or hosting a Multi-Player session in Prepar3D, and each is important for making the desired setting. After you’ve been through the process a few times, the steps can be completed in just a few minutes. After that, you can enjoy a reliable, quick-acting, networked session with other pilots or an instructor. Lockheed Martin has added a modern game networking engine that provides secure connections with colleagues. With direct IP internet connections, sessions are stable and private. While in Multi-Player sessions, collaboration is as simple as instant messaging using a text chat window or voice chat over headsets. Lockheed Martin has produced video tutorials, to help users get started with Multi-Player training in Prepar3D. Tutorials include: Multi-Player – Joining a Distributed Training Exercise Multi-Player – Hosting a Distributed Training Exercise Select and run these videos. Important Notes for Hosting a Session If you wish host a session and invite other users to join directly, using your IP address, you’ll need to find your “external” IP address. This is not the IP address your computer is using if you’re connected to the Internet through a router. The not too surprising answer, other than going into your router setup software, is to Google, “What’s my IP?” This will take you to a list of websites that will find you and display your IP address. I experienced a problem with “Max” connecting to my hosted session and we uncovered something that is not covered in the Learning Center description of how to host a session, at least at the time of writing this article. We discovered that I needed to open my router’s settings interface and set parameters for “Port Range Forwarding.” This has to do with the Multi-Player server being able to communicate with a host’s computer that is connected though a router. We don’t need to know what “port range” means; we only need to know what its numerical range is. In a note earlier in this tutorial, I pointed out that the port range is shown at the top of the Network Settings screen, as “6122-6122.” You don’t choose it; it’s part of Prepar3D’s Multi-Player network setup. With my Cisco E3000 router as an example, I can open its settings pages by software selection from the Windows 7 menu. Others may need to open their router settings directly by browsing to their router’s IP address, typically something similar to the address 192.168.1.1 for my Cisco router. With my Cisco router interface open, I went to the Application & Gaming tab, Port Range Forwarding. For other routers, the field should be similarly named. On this tab for my router, I entered an application name, which can be anything and has no bearing on settings. Next, I entered the port range of 6112 to 6122, as previously displayed on the Network Settings interface in the steps above. I left the Protocol setting as Both, and then I focused on the “To IP Address” field in which I’ve entered 114. Where did I find this number? Port Range Forwarding interface for Cisco E3000 router I opened a command interface by typing CMD in Windows Search box, and then I clicked CMD.EXE, to display the interface. At the end of the last command line showing, such as “C:\Users\(username)>”, I typed “ipconfig” and pressed Enter. That popped up a box with several data fields, and I looked for “IPv4 Address,” noting the address “192.168.1.114”. The number I needed was “114”, so I entered it in the box in place of zero, clicked the checkbox for Enabled, and clicked Save Settings. This was the breakthrough we needed for Max to connect to my hosted session. Partial Command line results for “ipconfig” report Prepar3D® is a registered trademark of Lockheed Martin Corporation. Prepar3D® contents and images are provided courtesy of Lockheed Martin Corporation.
  12. I figured out how to edit all the CTAF phrases in FSX to repeat the airport name at the end of the transmission ex: "Lincoln Park Traffic, N727DS is clear of the runway, Lincoln Park". Given that this is supposed to be the standard way to speak on a CTAF (for a while, as far as I know) I did a search of the AVSIM and flightsim.com libraries but couldn't find any voicepack mods that covered this. I was surprised, to say the least. So before I bother taking the time to edit the remaining dozen or so CTAF phrases used by FSX I was wondering if I missed a mod download in my search or if this isn't actually something real pilots regularly do to make it a worthwhile addition to the FSX community. Also, I'm wondering if I should leave the full callsign in for location announcements and the initial taxi announcement and use the abbreviated callsign for takeoff/landing/pattern legs? Or just leave the full callsign in all CTAF transmissions?
  13. Gaiiden

    Slow Going

    I realized two things when planning for my next flight. First was that down in the Bahamas I saw fall-colored trees on the islands. These went away at the start of November and were replaced with proper green foliage. The second was remembering that the scenery that comes with Buffalo, Cleveland, Detroit, and Chicago is not made for winter textures, which start showing in the sim at the start of November. So I decided to get in some more flights in the north while conditions were good for them before switching south to the Caribbean for the winter, when conditions are good for that scenery. I actually considered skipping over Cleveland and Detroit and heading straight for Chicago but when I took another look at the US Cities X Cleveland package I realized there was plenty of value in stopping over here. For one, there's the Burke Lakefront Airport (KBKL) right on the water in front of downtown Cleveland, which makes for a really nice approach. Then there are several chopper pads to stage flights out of and even some islands on Lake Erie to make a $100 burger run out to - I'm thinking in the Staggerwing. I tried looking for a better rendition of the lakefront airport but couldn't find one better than what shipped with the product and had no time to make my own. Download flight plan I recently re-installed Ultimate Traffic 2 as for some reason it was gradually decreasing aircraft density settings on its own for some reason, leaving me void of any air traffic after a few minutes. While I was at it I updated to the latest traffic schedule as well. This meant that while departing Niagara Falls International (KIAG) I had to wait a couple of minutes for two aircraft to arrive. Actually only one of them landed the second was told to go around. During my takeoff roll I noticed I wasn't getting a whole lot of power. I had enough to take off, and I waited until I had enough for a climb out before rotating just before the end of the runway - luckily there were no immediate obstacles and I was able to raise gear quickly and establish a shallow climb out. I remained puzzled as I checked over my instruments and noticed the RPM indicator was only at 2,000 rather than the normal 2,500 at full power. Thanks to the low cloud cover I wasn't climbing high anyways and quickly leveled off and took another look around the cabin and finally noticed the prop pitch knob was not pushed fully in - even though the knob on my Saitek throttle quadrant was all the way forward. I played around with it a bit and realized that there was an issue with reading the knob position and anything near high RPM setting would cause the prop pitch to oscillate wildly between 2,000 and 2,500 RPM making the aircraft lurch around in the process. So I lowered the prop pitch until it held steady at just over 2,000 RPM and then adjusted my throttle and mixture accordingly. Again, luckily I wasn't planning on flying very high due to a FL035 cloud ceiling so the low prop pitch wasn't a problem worth turning around for. This does teach me an important lesson however, and that is to always visually check the position of levers/knobs/switches in the sim and not take for granted that operating a hardware control will do the job properly. The fact that I made it off the ground in this case was due mainly to the situation - I was at sea level so had lots of engine power, there were no obstacles immediately past the runway and the runway itself was long enough to build up enough speed to ensure not only that I could rotate but continue to climb out. If any of these things had been different I probably would have had to ditch off the end of the runway or hope I could brake hard enough to stop on the runway - if I had made the decision to do so before attempting the take off anyways and crashing into a tree. And all this could have been prevented had I visually checked and noticed the prop pitch knob wasn't functioning properly prior to takeoff. Or that I wasn't generating max RPM at the start of my takeoff roll. Again, luckily this scenario played out okay and it just meant I was only able to cruise at just over 130 kts instead of my usual speed of around 160. My plan was to climb to FL065 and go over the Erie Charlie airspace but clouds were low and I needed to stay in the denser air to get as much out of my prop as possible. While passing Erie, PA I tuned to the approach frequency but never saw an option on my ATC menu to request clearance to transit the airspace. So don't know what was up with that - I flew literally right along the shore past the airport where the Charlie airspace reached all the way to ground level. I hit a bit of turbulence after entering Ohio, just some strong wind gusts that would push me around a bit - a few minor up/down drafts as well but nothing really rattling to the airframe and I was heavy with a full load of fuel anyways. I had also re-installed Plan-G to a new version and it reset all my connection options. I don't use Plan-G as a navigation aid (crutch, really if you want my honest opinion) so I don't let it show me any data from the sim after I connect to it - with the exception of the wind indicator and the highlighting of what waypoint I'm at in my flight plan as I can't find a way to turn those off. One thing I forgot to switch off was the sound effects, including the default system chime that plays as you approach a waypoint. Well, that's also the chime you hear when you're in danger of getting an OOM error! I almost had a fit thinking the system was about to OOM under the conditions I had running before I realized that I still had my system sounds nearly muted in the volume control panel and this chime was too loud so had to be coming from an application. Phew! There was one good thing about the slow flight, which is it caused me to arrive just around sunset. I was able to make straight-in for runway 24R so it was almost a direct approach into the sunset - very pretty. My power settings (set up during previous pattern practice) were all screwed up thanks to the low-pitched propeller so I had to feel my way down to the ground a bit more than usual but managed to float only a little ways past the touchdown marks and make an exit off the high-speed taxiway. Then it was more waiting on my way to parking as I had to cross over an active runway that had an aircraft on final approach. But overall it's nice to have crowded skies again. I restarted the sim and played around with the throttle quadrant and found it still exhibited inconsistent behavior. I would set the prop pitch to high RPM and it would set fine in the sim but then when I moved the mixture to full rich the prop pitch in the sim would pop out to about 80%. Or pulling the throttle back to idle could cause the prop pitch to pop out of full, but not consistently. So I will maybe have to buy a(nother) new quadrant. It's served me well these past several years though!
  14. Reported by Doug Horton. After receiving great feedback from Prepar3D users, Lockheed Martin has implemented new application enhancements and made fixes to improve stability and usability of Prepar3D®. Here is the complete list of updates from version 1.3 to version 1.4, courtesy of Lockheed Martin. We’re glad to see continuing development of Prepar3D, and we look forward to continuing progress. New Simulator Enhancements AMD EyeFinity Gold Certified: the simulation will now start with WideViewAspect enabled on EyeFinity-supported resolutions. Windows and panels are now saved and loaded from multiplayer and multichannel flight files like they are in single player flights. Panel-only camera views now save and load from flight files in single and multiplayer/multichannel flights. Performance Improvements Fixed several issues that caused stutters or performance issues in certain cases. Bathymetry is now disabled by default in all performance profiles. User Interface Updates All user interface windows and dialogs now remember their last known position and what screen they were last on – see Learning Center User Interface Configuration section for details. The Apply button has been removed from the user interface, and the Accept and Cancel button locations have been swapped. Time of Day and Season are now accurately updated based on user input updates. Advanced weather now accurately updates the simulation based on user input. The flight map now saves all visual settings last set by the user. The Observer Management user interface has been refined and streamlined. Standard Vehicle Library Content Updates The Mooney Acclaim M20TS is provided courtesy of Lionheart Creations Ltd., in multiple liveries. The IRIS T-6/A Texan II is provided courtesy of IRIS Flight Simulation Software, in multiple liveries. Scenery Content Updates Fort Rucker, Alabama scenery is expanded, with three new airports with custom scenery objects on top of over 5km of aerial imagery, including custom autogen tree placement. New airports (heliports) are added at Fort Rucker: KHEY (Hanchey Army Heliport), KFHK (Knox Army Heliport), and HEY (Hanchey Auxiliary Heliport). Cairns Army Airfield (KOZR) is updated: all new layouts of buildings, taxiways, runways and airport objects that match 2010 aerial imagery – color corrected and blended to match the surrounding terrain. Fixed dozens of other legacy scenery and database issues are updated in the existing scenery database, as reported by forum users. SimConnect and Software Development Kit (SDK) Enhancements for Developers Updated the Camera Configuration SDK, adding a LinkGroup parameter to allow linked camera views to move concurrently and correctly with a single input Engine sounds are now supported with ExternalSim implementations. Reverted the “fs9gps.cab” file back to its previous version, and renamed the new GPS with SIDS/STARS support to “p3dgps.cab”. Added functionality to support changing of a camera’s colorization/sensor mode and updated the CockpitCamera SDK sample to show this capability. Known Issues Resolved Snow and other mainly white textures will now properly render at their correct colors. ShowATCText in the Prepar3D.CFG file now properly toggles the ATC text. Fixed an issue where certain 3rd party aircraft had their mouse-picking disabled if water reflections were enabled. Fixed an issue where SimObject context menu IDs were not being recycled, which could cause menu.dll crashes in certain long-distance or heavy traffic flights. Fixed an issue where in some cases if bathymetry was unchecked, the reflection slider could be disabled. Fixed an issue where in some cases the menu system instrument panel labels would have incorrect names . Fixed an issue where render-to-texture views created via the SDK could cause menu crashes in certain cases. Fixed an issue where in certain flights users could receive a g3d.dll crash with 3rd party add-on scenery. Reintroduced flight file documentation in the Learning Center. Several Learning Center articles were clarified. Prepar3D Pricing At time of writing, pricing of Prepar3D was as indicated in the following grid. Professional License $199.00 Academic License $49.95 Developer License $9.95/Month Civil or law enforcement training X Private pilot use X Military training X Flight school instruction X Professional instruction X Air traffic control instruction X Graduate student instruction X Undergraduate student instruction X K-12 student instruction X K-12 after school programs X Individual student use, K-12 and undergraduate X Software development X Prepar3D® is a registered trademark of Lockheed Martin Corporation. Prepar3D® logo, update contents, and aircraft images are provided courtesy of Lockheed-Martin Corporation.
  15. Gaiiden

    FedEx Delivery

    Was looking for more things to do around the Buffalo/Niagara areas and realized that one of the airports that was done for the photoscenery was actually owned by the Eurocopter company (CNJ3). I had the Nemeth Designs Eurocopter AS-355 Ecureuil II in my library from a sale on PCAviator that I had only used for my HeliTraffic NYC flights. Looking on OZx for repaints for the chopper I came across a fictional FedEx paint. I checked for flights out of KBUF and sure enough there were FedEx cargo planes. So I created the fictional story of FedEx wanting delivery of a chopper to their KBUF hub so they could handle last-minute deliveries to the airport or make fast deliveries from the airport. I spent some time last week getting familiar with the systems and procedures for the AS-355 and already had a flight saved with the helicopter shut down. But when I loaded up the flight all the controls were reset to their "on" positions and I had to turn everything off again to go through the engine start checklist properly. Only problem was that I couldn't get the engines to actually start. So I ended up having to reload the flight to turn everything back on (except the engines) slew up a few hundred feet and disable slew so FSX would make the engines run, then slew back to the ground. With the engines running and the collective as low as it went the helicopter still wanted to rotate on the pad. After I lifted off and started flying around I found that the thing was extremely sensitive - being used to a more docile Bell I was having a hard time not over-correcting for just about everything. The chopper has an autopilot and trim controls for all pitch axis but I couldn't find a good way to use them without the mouse on the 3D panel. Also during the flight I had this weird issue of the cockpit not rendering the outside world and just showing me black all around. It cleared up after a few minutes but I'd never seen this before. Coming in to land at KBUF I made the initial approach from spot view because my cockpit view was still nonfunctional. When I started having trouble I switched back into cockpit view and found it working again - but it didn't really help. The chopper is so damn nimble and my joystick sensitivity is set so high I could barely control it down to a hover over the pad. I finally said screw it, toggled slew mode and put it on the pad that way for some nice closing screenshots. Not proud of myself for having to do that but if I had crashed things probably would have been broken. I think I need to do a lot more research into the aircraft's capabilities with FSX, but honestly I'm more than happy to stick with just the Bell 206/222 for now. It made for a nice role playing flight, but the AS-355 can remain an AI craft with my HeliTraffic flights for the foreseeable future, until I have the time and patience to properly grok all its systems and flight characteristics.
  16. Reported by Doug Horton. In March 2012, version 1.3 and academic licensing were launched. According to Lockheed Martin: “Version 1.3 focuses on enhancements to the user interface, multi-player functionality and performance. Lockheed Martin released an academic version of Prepar3D to immerse students in hands-on learning and problem solving. In Prepar3D, students can see the effects of their decisions in real time, experiment with challenges at varied levels, and collaborate with other students from around the globe to solve real-life problems.” Also new with version 1.3 was updated pricing, as of March 26, 2012: Prepar3D for professional use price was reduced from $499 to $199 U.S, and at the time, price adjustments were available to anyone who purchased Prepar3D since the beginning of 2012. An academic license for Prepar3D is offered to immerse students in learning. Prepar3D for academic efforts at and below the undergraduate level is offered at $49.95 US. The Lockheed Martin Prepar3D Developer Network Program remains the same. For a subscription fee of $9.95 US per month, developers receive two copies of Prepar3D to develop and integrate new applications into the Prepar3D ecosystem. Prepar3D’s licensing alternatives and prices, beginning in March 2012 In reviewing the academic version, it appears to be the same as the professional version, except for the “Academic License” watermark on the right hand side of the menu bar, or if the menu bar is hidden, the upper right-hand corner of the screen. The typeface is quite light and barely noticeable when you’re flying. High Detail Cities and Bases Not mentioned in two-part review of Prepar3D are the highly detail cities, bases, and airfields that have been added, including: Eglin AFB KVPS and three adjacent facilities Fort Rucker – Home of Army Aviation – Cairns Army Airfield KOZR and Hanchey Army Heliport KHEY Langley AFB KLFI Orlando Executive Airport KORL Greater Norfolk, Virginia area Prepar3D’s highly detailed scenery for downtown Norfolk, Virginia Here is the complete list of enhancements and fixes in version 1.3, from Lockheed Martin. New Simulator Enhancements ExternalSim based SimObjects can now participate in Air Traffic Control distributed simulation/multi-player sessions. The simulation can now play sound when it does not have focus in Windows: Accessible via a checkbox in the ‘Options – Settings – Sound’ menu Or as the ‘MUTE_ON_LOST_FOCUS’ entry in the Prepar3D.CFG file The Prepar3D Learning Center sound article has been updated with details on this change. Used distributed simulation/multi-player mission roles will now be recycled.If a player leaves the distributed simulation session, their role will be recycled back to available so that the player can re-join or a new player can take their role. Ground Vehicles can now support left and right wheel animations. Custom weather themes are now supported and will be loaded into the simulation:The Prepar3D Learning Center weather themes article has been updated with details on this new feature. Performance Improvements Default performance configurations have been updated to reflect new updates to the user interface and performance profiles. User Interface Updates Two additional levels of detail (LOD) are now available for the Terrain LOD Radius slider in Display Settings:Very Large (5.5) and Extremely Large (6.5) are now available options. The existing ‘WideViewAspect’ configuration setting in the Prepar3D.cfg file, for wide screen monitors, is now accessible via a checkbox in the ‘Options-Settings-Display user interface. Previously, it was necessary to make this setting by editing the Prepar3D.cfg file. Simple and advanced control settings sections have been redesigned and simplified in the ‘Options-Settings-Controls user interface. Redesigned and simplified Settings – Controls interface The Air Traffic Control (ATC) window is now resizable – up to full screen size. Minimum sizes are enforced when resizing the multi-player chat, ATC and Learning Center windows. Modeless windows now return the focus back to the main application when closed. The “minutes until session starts” notice in multi-player exercises can be expanded up to 100 minutes. Tooltips have been added to the multi-player user interface to provide more details on available settings. Content Updates Updated airport geometry, taxiways, and aprons forLangley Air Force Base (KLFI) View of Langley AFB, with static display of F-16’s in foreground Orlando Executive Airport (KORL) North Ramp at Orlando Executive Airport, in front of Showalter Flying Service, with taxiing King Air 350 as AI traffic Eglin Air Force Base (KVPS) Prepar3D version 1.3 scenery on southeast side of Eglin Air Force Base SimConnect and Software Development Kit (SDK) Enhancements for Developers The first pass of a Content Error Reporting System is complete: More details are available in the updated SDK about to how enable with the ContentErrorLogging flag in your Prepar3D.CFG file. Asserts caused by content in the simulation will now be logged for developers to reference and fix. SimStart and SimStop now function correctly. Known Issues Resolved Autogen and new season textures are now fully loaded after a change during runtime. Time of day, season, and weather information are now set, saved and loaded from *.FLT files. Fixed an issue with the menu system not properly shutting down on exit with additional third party menu add-ons installed. Several controls settings that were not being saved, are now being saved. Two controllers of the same type and name are now supported and can now be used in Prepar3D (including XBOX 360 controllers). Pressing “CTRL+SHIFT+?” now loads the Prepar3D Learning Center into the sim window, as an alternative to using the Main Menu and clicking Help, Learning Center. The Prepar3D Learning Center can be opened inside the sim by pressing CTRL+SHIFT+? Fixed several errors that would prevent multi-player client missions from being loaded. Fixed a program crash on exit if a user deletes their AppData and ProgramData directories. Additionally, the Prepar3D team and developer community continue to enhance Prepar3D’s capabilities and features. Additional information can be found at the Prepar3D website. Original Release Notes, revision 1.3, Copyright © 2012 Lockheed Martin Corporation. All Rights Reserved. Reformatted and supplemented with images for AVSIM Online – used with permission.
  17. Reported by Doug Horton. The Prepar3D development staff is very responsive to adding and updating features, including suggestions from users, as well as updating the Learning Center and SDK for users and developers. In September 2011, Prepar3D® version 1.2 was launched. According to Lockheed Martin: “The (version 1.2) software release offers users full Windows 7 support in addition to several enhancements and new features. In this iteration, the multi-player experience is redesigned and improved, the multi-channel capability is extended, and rendering performance has been improved. Developers also have access to new resources, making training scenarios even easier to customize or create from scratch.” Prepar3D can be used by private pilots, commercial organizations, the military and academic users as a licensed software training program for virtually any scenario imaginable. Users can practice a mission or flight before it happens, to increase effectiveness during real-world operations. In a recent discussion, a senior executive of a chain of nine U.S. flight schools indicated that students learn faster and require fewer in-air training hours when they use computer flight simulator training in conjunction with flight school training. One of my favorite features of Prepar3D is that locations of undocked control panel, subpanels, and scenery windows on multiple monitors are saved with flight files and reappear when flights are reloaded. Prepar3D saves and loads assignments of undocked control panel and scenery views to multiple monitors in flight files. The complete list of updates and improvements in Prepar3D version 1.2 includes: Full Windows 7 Support User interface redesign: New interface and extended multiplayer experience Observer view camera management redesigned and expanded Save flight user interface redesigned Redesigned user interface for Save Flight Alert system and progress dialogs redesigned for continuity End flight interface redesigned and clarification added Additional Flyable Aircraft Added to Standard Vehicle Set These aircraft were previously included as AI aircraft only, and they’re now flyable. Beechcraft Baron 58 – in four liveries, plus G1000 model Beechcraft King Air 350, in four liveries Below is an excerpt of the Select Vehicle menu showing the flyable Beechcraft airplanes, followed by two images of the airplanes. Added Beechcraft airplane models and livery options King Air 350 – lined up and waiting External view into Beech Baron, showing G1000 “glass cockpit” display Multiplayer Experience Redesigned and Improved Redesigned, streamlined multiplayer user interfaceAll multiplayer screens have been redesigned including the mission resolution and racing results windows Multiplayer feature simplified and streamlined for users Connect to IP now works on a global scale Several improvements to the internal voice communication system Removed local echo No longer sends communication data packets when no one is talking Able to select a sound device other than your default system sound device for multiplayer voice communication Submersible and other SimObject categories are now supported by multiplayer Multiplayer chat is redesigned and can to be maximized and resized Other miscellaneous multiplayer updates When ending a multiplayer session, user is no longer placed back to their default flight Add-on scenery is now an allowable option in multiplayer sessions Tower controls now have access to the map feature The ‘Join Aircraft’ button now swaps to ‘Leave Aircraft’ when joining a shared aircraft If the map is chosen to be disabled, users can now not access it via the map button on certain aircraft panels Other New Features in v1.2 Users can specify from where flight plans are saved and loaded Enhancements to the Submersible SimObject Class Animations and lighting support added to submersibles Proper lighting at depth Submersibles are properly rendered on the ground Observer view system enhancements User interface redesigned for clarity and ease of use Observer views can be easily configured with sensor and color views Users are prompted when they attempt to load an incomplete or incorrect mission file Users can sort the columns of data in the Select Airport user interface. The Select Airport interface has enhanced sorting features. Tail number, call sign and flight number can be set on an aircraft’s “View details” screen. Underwater scenery is now visible from above water if appropriate detail settings are selected. Menu system font has been changed for increased visibility and readability. The Scenery Library dialog now defaults to a user’s Prepar3D installation directory, not the desktop.The Use Directly and Cache Scenery radio buttons have been further explained with tooltip text Performance Improvements Rendering pipeline performance improvements show a marked performance improvement in all cases. Enhancements to water detail effects and rendering settings: a. Water effects settings are now divided into two sliders, Reflection Detail and Refraction Detail, which are clearly labeled The Low, Med, High names have been replaced with text describing what scenery elements are rendered at each setting The Water Clarity slider controls the transparency of the water surface Learning Center article is expanded, to further explain details of each setting Scenery settings include reordered Water and Bathymetry parameters in version 1.2 and beyond. Multichannel Capability Extended Expanded field of views able to support up to a 360 degree field of view Documentation and samples expanded in the Learning Center and further examples added to the Software Development Kit Learning Center Documentation Enhanced Additional examples for new multichannel 360 degree field of view support Multichannel example from Prepar3D Learning Center Additional articles added including navigation section and glossary New user interface for the Flight Planner in Prepar3D Multiplayer learning center article expanded for new features Software Development Kit Enhancements for Developers Modeling tools have been updated to support 3D Studio Max 2010, 2011 and 2012 Configurable ground clamping capability: Added ability for SimConnect to "tag" the SimObjects that it creates Added new API, AISetGroundClamp, that allows turning on the ground clamping facility, which will push objects that are underground back up to ground level Additional ExternalSim capabilities: Additional SimVar support to External Sim Added fallback support for any SimVar not natively supported by the current Category Sim Class, so all SimObjects inherit this ability New example and article documentation on leveraging the new ExternalSim APIs to run the user’s own aerodynamic model and simulation through SimConnect in Prepar3D The Prepar3D team and developer community continue to enhance Prepar3D’s capabilities and features, and subsequent articles will describe updates beyond version 1.2. Additional information can be found at the Prepar3D website. Original Release Notes, revision 1.2, Copyright © 2011 Lockheed Martin Corporation. All Rights Reserved. Reformatted and supplemented with images for AVSIM Online – used with permission.
  18. Reported by Doug Horton. One of the great assets of Prepar3D is that the staff supporting the program is very responsive to adding and updating features, including resolution of user suggestions and updating the Learning Center and SDK for users and developers. In April 2011, Prepar3D version 1.1 was released. According to developer Lockheed Martin: “The iteration not only brings users increased functionality, but also includes addition of features that support Federal Aviation Authority (FAA) Qualification, new platforms and several modernization upgrades and performance improvements. New features in version 1.1 include enhancements to the end user experience, as well as several additions to and enhancements to SimConnect for developers.” New Features Multi-Touch support added Multi-touch on single and multiple touch panels New functionality to save and load custom control configurations Additions to the standard vehicle model set:Lockheed P-38 Lightning courtesy of Just Flight Inc., with seven models in 18 liveries Outside view of P-38F Lightning in “Bat Out of Hell” livery P-38J-15LO model Virginia Marie over Nevada desert Virtual Cockpit view of P-38F Lightning Lockheed C-69 Constellation “Connie” courtesy of Just Flight Inc., with one model in four liveries Lockheed C-69 Constellation, prior to delivery to Trans World Airlines (TWA) GPS Gauge Enhancements to Allow FAA Qualification GPS welcome/verification page Support for SIDs (Standard Instrument Departures) and STARs (Standard Terminal Arrivals) XML format defined for SIDs and STARs Added synchronization of CDI scale with analogue instruments Performance Improvements More efficient handling of Bathymetry Optimizations for running with Bathymetry disabled Upgraded rain and snow shaders to version 3.0 Upgraded default aircraft shaders to version 3.0 Default system performance configuration updated User Interface Updates/Modernization Continue Redesigned, dynamic menu system New modernized screens Kneeboard Settings Modernized and larger screen for Settings - General ATC Fuel payload Multiplayer chat Flight plan Updated Flight Planner interface SimConnect Enhancements for Developers New SimConnect APIs added to support enhanced development Synchronous SimConnect Allows for “blocking” callbacks, meaning that the SimConnect server side will wait until you release it to continue running the sim Both new APIs and additional flag values for existing APIs Ground info query Allows querying for a grid of ground alt info around a point or a SimObject Can query for just ground, or ground and platforms (land-able surfaces) External Simulation support available through SimConnect Allows writing an external simulation via SimConnect Primary External Sims are the main sim for a SimObject, they compute everything Secondary External Sims allow adding additional secondary sims to handle simulating/animating subsystems SimObject containers can be created that use External Sims (via the aircraft.cfg/sim.cfg file) Existing objects can be created and have their existing simulation overridden with a primary external sim at runtime Secondary external sims can be attached to existing simobjects at runtime Simple sample external sim included in the SDK?s SimConnect samples directory SDK Updated sensor view integration, examples and documentation Multi-channel instructions rewritten for clarity, additional examples added GUID generator example Documentation to add SIDs and STARs How to control observer views through SimConnect Known Issues Resolved Custom window placements across multiple monitors now saved Global texture resolution expanded and renamed for clarity Prepar3D default flight changed from paused in-air flight to un-paused, stationary runway flight Default flight in Mooney Bravo G1000, lined up on runway 10, at Chambers Field, Norfolk Naval Air Station (KNGU) Additional SimConnect changes Client Data areas now work correctly with the SimConnect Managed client library See new RegisterClientDataDefineStruct function, similar to the existing RegisterDataDefineStruct function Variable length strings now work correctly in both directions, including multiple strings in a row (native client only, managed client doesn’t currently support variable length data definitions) Minimized windows now appear when going in and out of full-screen mode without a flight reload Upon first execution, the user is prompted to run Prepar3D as an administrator if they currently are not ATC and mission prompt menus now receive and interpret numeric key presses to trigger events Add-on legacy aircraft without a thumbnail.jpg are now visible in the simulation Gross weight is now accurately re-calculated when editing the fuel payload if the “show fuel as weight? checkbox is unchecked Setting the top-down shortcut (F12) now correctly sets the top-down view, not your default view Top-down view of default flight Pilot logbook picture viewer begins in the “Prepar3D Files” folder, no longer defaults to “My Pictures” Fixed a bug where in rare cases flights and vehicles which have been moved to your custom favorites aren’t fully removed from your favorites when you close each window Consistent formatting and picture sizes applied to Learning Center Users are now able to print the EULA from within Prepar3D Users are now able to print mission briefing screens from within Prepar3D Fixed a bug where in rare cases the new Pilot Records screen would not be visible in Full Screen mode on Windows XP Subsequent articles will describe updates beyond version 1.1. Original Release Notes, revision 1.1, Copyright © 2011 Lockheed Martin Corporation. All Rights Reserved. Reformatted and supplemented with images for AVSIM Online – used with permission.
  19. So my new throttle quadrant came on Friday, a lot sooner than I expected but hey no complaints! I expected it to fit right into my existing setup because I had one USB port remaining in the Pro Flight Yoke hub, but when I installed the drivers (after plugging it directly into the PC) and plugged it into the yoke the quadrant failed to show up in the taskbar so I could open it up in the profiler and assign button commands. The light was on, it showed up in the Control Panel but when I looked at its properties none of the axis or buttons responded. So I unplugged it and fed the cable through the back of the desk and down to connect directly to my PC again and that worked. A minor annoyance. After that I was able to program the buttons and I swapped around the axis knobs to match the layout of the twin aircraft I had purchased. So the aircraft I ended up buying was the Carenado Cessna SkyMaster 337H centerline twin. I had a feeling it was the kind of aircraft I was looking for and Ray Marshall's review on AVSIM told me that I was right. While it's awesome having redundancy when flying, a normal twin engine aircraft with propellers to either side can give you all sorts of trouble when one of the engines quits on you. Your thrust is now offset and the aircraft wants to roll and yaw - so even after you've shutdown the engine (if it didn't just flame out on its own) and feathered the prop now you have to bank into the active propeller and hold the rudder all the way to the nearest airport and then land like that! With the centerline twin, when one engine cuts out you're simply back to flying a single engine aircraft. Of course, the centerline twin does have its own issues. For one thing it's not quite as immediately obvious as a normal twin when an engine fails if it happens to be the rear engine since you can't see it and the plane almost flies as it was with two engines running. This isn't a big deal while in flight (or even when landing depending on the circumstances) but on takeoff it's a huge problem as the craft is not certified to takeoff on one engine and when taxiing it's even harder to tell when the rear engine quits on you. For this reason the normal procedure is to simply shut down the front engine when you taxi, and use the rear prop only. It's really weird to be honest, rumbling down a taxiway and staring at an unmoving propeller in front of you! But also kinda cool in that "hey, look at me!" sorta way. Additionally, it's normal procedure to begin the takeoff roll on the rear engine only to confirm you have power before adding power from the front engine. It's this kind of unique operation that attracts me to an aircraft. Taxiing for takeoff in the C337 I found the aircraft to handle way better on the ground than my usual V35B and even better than the default C172. Unlike the V35B where you line up the taxi line over the attitude indicator to stay centered, the C337 is a bit wider and you have to line up the taxi line over the upper-right screw holding the attitude indicator to the panel. I followed the procedures outlined in the manual that came with the aircraft and everything played out as it should from taxi to takeoff. Climbing out of Opa-Locka Executive (KOPF) I raised the gear and saw the effect the huge gear doors had on my climb performance before the aircraft cleaned up - definitely something to remember. I'm used to just waiting until I run out of runway in the V35B to lift my gear but in the C337 it's best to make sure you're clear of any obstacles before you do so lest you lose altitude on your climb thanks to the drag induced by the gear doors operating. So for the shakedown cruise I didn't look to follow much of a flight plan or adhere to any proper airspace clearance - I just wanted to get the aircraft off the ground and back on the ground in one piece - it can really be difficult to do when you're trying to figure out how the airplane handles and what gauges are where and what buttons do what. Thankfully the handling issue wasn't an issue because the aircraft flies smooth as silk. I was trimmed out and cruising hands-off in no time. Going into shallow turns and tight banks was like whipping around curves on a race track. She doesn't get up to speeds much faster than the V35B but still somehow feels more nimble. Approach and landing was alright. I had no problem getting the aircraft configured for landing and the approach was good but just over the runway things got a little squirrely and I ended up landing on my left rear wheel, right rear wheel and then nose wheel. So a little tipsy but no real damage. I had a notch of flaps and came in just over the touchdown markings. Floated a little - it takes a lot of landings to get used to how high off the ground you are when you are that close to it. The backdrop to my flight was the wonderfully detailed Miami City X 2012 scenery from Drzewiecki Design - thankfully this one didn't cause me any OOM errors and the need to switch to DX10. I will be staying in Miami a bit longer to get further checked out on the C337 before starting my tour of the Caribbean. In the meantime I'll be catching up on my reading for twin engine operations from PC Pilot and PC Aviator magazine articles. I have some helicopter flights planned for both Miami and Niagara and the V35B will continue to move out west...
  20. Thanks. Yea the majority of support requests I get for the airports are the blasted objects My email is in the ReadMe so just drop me a message anytime
  21. Let me know which ones and I can find them again for you or just send them to you from my hard drive. Unfortunately they all pretty much share the same kind of non-distributable license which is why I was not able to include them in the initial download
  22. When you pass through NJ, I have you covered almost no matter what airport you decide to hit. Well. Mostly. I've only gotten around to updating 2 airports for MSE v2 textures and only one of them is fully compatible (KBLM mostly matches ground textures, KMIV is fully redone to match - should be available in the AVSIM library tomorrow). KLDJ is a great little airport near Manhattan if you don't want to mess with the huge KEWR or the medium KTEB. It's also a great destination after flying through the NYC SFRA if that's in your plan. Just loop around Staten Island and up the Raritan River and you're all set for a pattern entry or direct approach. KACY is indeed a great airport to hit up on your way down the Jersey Shore, but again if you're looking for something smaller there is 26N just a few more miles south. Check out all the possibilities at the MSE Airports site. Though you plan on passing through, you should hop into a bush plane and try some of the private fields - I have fenced in runways and telephone wires ready to really challenge your approaches onto non-flattened ground on the grass strips. Also, I recently flew in and out of EdGeneer Cox's wonderful KGFL rendition, which is nestled in the eastern foothills of the Adirondack Mountains and should fit well into the MSE scenery. I know that's a ways inland but still may be worth a look
  23. This took a few days to happen thanks to the weather, and even still when I climbed into the cockpit it was with the expectation that I would probably be turning around after my first planned leg, but there was a chance things would clear up enough for me to continue on by then. Wind was light mainly from the north so I was able to takeoff in the direction I wanted to head in initially, with a straight climb out to about FL016 as clouds were reported to be at FL021. I was able to stay low by flying first along Lake George and then over some lowlands at Ticonderoga and then along the waterway separating New York and Vermont. The clouds stayed low the whole time as expected. Eventually I needed to turn west, at the 286 radial to Saranac Lake, but when I got there the clouds had become even lower and although they were scattered they were huge puffy clouds that I couldn't see around, so I pulled a 180 and started heading back - but then I noticed the overcast ceiling above me had become broken and huge hole was inviting me up. So I quick tuned in and got flight following from Burlington Approach and began to climb through the hole to get above the clouds. Now, climbing over clouds is a tricky business and my decision to do so came mostly from the type of aircraft I was flying which could handle the altitude. It's impossible to know (short of a PIREP) how tall clouds are until you are up over them, so climbing over does not always work. Fortunately in this case the clouds topped out around 6-8,000 feet and I continued up to FL100 just to be sure and also just because I hardly ever have an excuse to fly that high! On the way up I forgot to lean the mixture (which was already halfway lean for general cruise) and it was noticing the cylinder head temperature rising that got my attention - I thought the fading sound of the engine was just due to the rarefied atmosphere! The RPM indicator didn't show any overspeed so I left the prop at full pitch. All the way to Saranac Lake VOR and onwards to Watertown VOR I would be flying through various MOAs. Most that I checked had floors well above me even at FL100, but one in particular had a floor at 100 feet, so I made sure to have Boston Center frequency on standby and tuned to that when I approached the area. Again, there's no simulation of MOA activity in FSX but I like to keep things as real as possible. I originally planned to go direct to Watertown from Saranac Lake but that would have taken me through restricted airspace and thus I was forced to follow the 249 radial out of SLK until I intercepted the 282 radial from ART. I strayed a little off the path however past SLK after I did a spiral descent back through another gap in the scattered overcast to get back down to the deck now that the land had flattened out and the Adirondacks were behind me. I knew there was some more overcast weather coming up and there's certainly not many things worse than being stuck on top of clouds while flying VFR. That and the wind pushing me off course was giving me fits correcting for. I over-corrected and ended up on the north side of my westward track, which was where I certainly did not want to be as that was the side nearest to the restricted airspace. Once past ART it was back to hugging the shore of Lake Ontario past Oswego and Rochester - I transitioned the Rochester Delta airspace since I couldn't climb high enough to feel comfortable cutting across the bay. The weather was crappy around Oswego with overcast skies and about 9sm visibility but cleared back up to scattered clouds and around 15sm visibility approaching Rochester and stayed mostly that way through to Niagara. To set me up on approach to KIAG I planned to turn to heading 240 after intersecting the 20 radial from the Buffalo VOR. It's hard to get this wrong, considering that 24 is a numerical marking on the OBI and beforehand I had set the heading bug over it to make sure I knew what direction I had to head in. You can see I turned around the right time but somehow I ended up tracking roughly 223, which brought me towards KBUF instead. I realized this as I passed over North Buffalo Suburban airport, which I recognized from my last flight out of the area, and spotted KBUF almost directly ahead of me. So what went wrong? I know positively that I was pointed at heading 240 on my OBI - the only thing I can think of is that I was a victim of gyroscopic drift (yes this is enabled in my Realism settings). I haven't done a lot of long haul cross country flying until now and have never gotten into the habit of checking my gyroscopic compass against my magnetic compass every now and then to ensure accuracy. Lesson learned! Download the Plan-G flight plan I still managed to make a decent approach and landing at KIAG without getting completely lost trying to find the airport, so in the end things didn't work out too bad. I managed to make it all the way back to Niagara and now I'm set up to continue my westward trek. But at the same time with this winter weather approaching I'd like to escape to someplace warm and tropical, so on that note I've also purchased my first twin engine aircraft and have a second throttle quadrant on the shipping truck headed my way. Happy days! You'll have to wait and see in the next week or so what twin I've bought but since this is my first twin I decided to keep things relatively simple and found the perfect plane to make the transition to multi-engine flying.
  24. Thanks guys. Regarding the abrupt poly change, that's fine since I would be laying the poly to make sure I don't fly over/near the boundary anyways
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