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Found 4 results

  1. Hi All, Let me start by saying how much I love the Majestic Dash 8. The combination of fidelity, performance and the challenging short-haul sectors flown by the real thing makes it the best airliner sim for FSX in my book. My thanks go to all those involved in its development. There's one area of the flight dynamics which does trouble me though, as I posted in the thread: 'Help with Q400'. However, I think this subject is a bit off-topic for that thread, hence the new one. I've now had the opportunity to do some more testing: this time with a fully-loaded Q400. I've posted a series of screenshots below showing what I experienced. I'd like to emphasize now that I'm in no way a real-world pilot (let alone a Q400 driver) so I'd appreciate the input of other Q400 users on this issue. Here's the weight and balance sheet for the test flight. Close to max take-off mass with a 29000kg aircraft (including 4000kg of fuel). Here's confirmation of the aircraft weight and fuel quantity in the sim prior to engine start. Following take-off from EGTE I set the condition levers to 900rpm (MCL) and climbed at 200 kts using the IAS AFCS mode. Needless-to-say vertical speed and deck angles were pretty extreme during the first part of the climb. Lucky this was a test flight! Here we are just over 15 mins after take-off passing FL250. By this point V/S has decayed to +600fpm so you could be forgiven for thinking she hasn't got much climb left in her. However, after this shot was taken, I reduced the commanded IAS to 180kts which allowed the rate of climb to increase to +800fpm. 12 minutes later we're climbing through FL300: still at 180kts and +800fpm. A further 10 minutes into the flight sees us still climbing at +800fpm at 180kts: now we're passing through FL460! However, a few minutes later V/S does start to drop rather suddenly. An hour into the flight, we're passing through FL522, and V/S has dropped to 'only' +300fpm but we're still climbing steadily. I've also reduced the IAS to 158kts (Vclmb for out T/O weight) where it'll stay for the rest of the climb. You may notice the engine rpm starting to creep away from the FADEC commanded setting of 900rpm at this point. After another hour in the air*, we've finally reached what seem to be the absolute ceiling for the aircraft at this weight: FL636! (We've also burned about half of the fuel on board by now.) I could have traded a bit of airspeed for more altitude as I did in the previous test when I flew right up to stick-shaker activation. RPM is clearly over-speeding at this point. Wonder what would happen in the forthcoming pro version which I think has failures? (*I'll own up to using time compression for this bit, although I hadn't previously in the flight.) Here's the final portion of the flight see through the FSX 'flight analysis tool'. In posting this, I just wanted to provoke a bit of discussion about what's causing this odd ability to reach excessive altitudes in a flight model which otherwise seems so accurate. Any input from the developers would be very welcome, although I realise the Majestic forum is probably the best place to get this... (I know - I should register there!) All the best, Nick
  2. Hi guys, I'm desperately trying to fix (what I think is) a FDE problem in Prepar3d V3.1. I'll just explain what happened: I've just bought the Milviz MD530F helicopter and experienced a weird behaviour regarding the yaw axis: When I apply right rudder, the helicopter turns about 20°, then stops. After a second it turns again for a few degrees and stops again. Sometimes the helicopter doesn't move around the yaw axis for a couple of seconds, just to turn for 180° in the next second... I would describe it as lagging. That makes it unflyable. I thought it was a helicopter-specific problem (same problem with the standard R22), but then I found out that the Alabeo Extra 300s - and all other aircraft - have the same problem: When I pull the nose up for about 30°, turn the Extra into the knife-edge position and let go of the controls, the nose should drop. The nose drops, but stops after a few degrees. A second later, the nose drops until it "locks" again. I guess something is blocking the aircraft from moving around freely, especially around the yaw axis. It has nothing to do with the controls. The pedals move as they should when I apply rudder, and the problem even occurs when I unplug all my controllers and fly with the keyboard. I've disabled all my addons (Accufeel for example), double checked the assignments and calibrated all my controllers. Has anyone experienced something like that or even has a solution? Thank you very much! Regards, Ben
  3. I have launched my MD-80 project here: http://forums.x-plan...&showfile=19518 --PLEASE NOTE THAT THIS FILE HAS NOT BEEN UPDATED IN ABOUT A YEAR! IT IS NOT THE MOST CURRENT VERSION, I HAVE ADDED MANY IMPROVEMENTS AND AM WAITING TO RELEASE A MORE UP TO DATE VERSION-- 5/30/14 Currently it is a developmental stage. It has parts of a virtual cockpit so far and a simple 2D cockpit. The fuselage is completely modeled in Blender. I will continue to use the 0.X version numbers until the following minimum requirements are met: -Complete 3D Cockpit Enclosure -Realistic 2D Panel -More Realistic Flight Dynamics -At Least 2 Real World Liveries (Currently I supply a rough Delta livery and a Basic Livery I use for Modeling) What my goals are for the project as a whole are (regardless of version number, just where I hope to take the program before I'm through): -Fully Immersive 3D Cockpit -Photo Real 2D Panel -Photo Real Liveries (I have something of the sort currently with my Delta Livery. If synthetic proves to work better for me as far as quality, then replace "photo real" with "synthetic" ) -Extremely Realistic Flight Dynamics -Complete Interior Build These are just a few things I had in mind when I started this project a while back. Any of these things can show up at any time. I do have a list of priorities, but that doesn't mean that the Photo Real 2D panel won't come in the next 0.X update (no promises, just an example) or that it has to come before extremely realistic flight dynamics. I'll be sure to inform everyone the best I can of all the new toys that come with each release. I am currently a one man team, so you will have to bare with me and understand that flaws and glitches will arise. My goal is to get a new version done here and get it to you ASAP. That's why I released a 0.X version. I want you guys to help shape my project along the way and help me test it out! Just PLEASE do NOT edit my files at your computer! I have already put some serious time into it (even if it doesn't seem that way) and I couldn't bare to see it stolen from me If you are interested in coming on the team as a beta tester, please just let me know. Contact me here or send me a message on Skype: pilotmanchase. I need people to do extensive flight tests and such on the aircraft before it is released. PLUS it comes with a cool banner like mine! B) -IMPORTANT- While I do encourage people to make repaints for my aircraft... DON'T! The current set up for how the plane will read the textures is not the one that will be used in the future. And even then, it definitely is not optimized for ease... at all. Leave the headaches to me... seriously. You will find yourself in a world of hurt if you try to repaint it. Just sayin' -Release Thoughts- Here is a copy of a post I made in the X-Plane forums recently: Hello, everyone once again! I just wanted to hop in here to share some very exciting news! While preparing the MD-80 for it's next release, I entered a world of developmental opportunities. I decided to walk right on through these newly opened doors and am pleased to announce that I have made a significant leap forward in the developmental process. I will try to post pictures later. I was looking forward to pushing out a v0.3 release very soon, but I am now considering the option of waiting until it is v1.0 ready. I say this because it doesn't seem right to me that I release a product that is lost so deeply in the middle of not having advanced features and having so many advanced features that incompleteness makes it hardly usable. I will continue to consider a v0.3 release, but I am thinking that I will wait until the plane is finished. Here is a list of some of the big improvements: --FLIGHT DYNAMICS!!! (This was one of the most exciting things. I made the plane fly a lot more realistically, though I feel there is still a long way to go before I get the perfect MD-80 feel) --Animated 3D Cockpit (This is one of those things that is incomplete right now. It's coming along nicely though. I'll post pictures) --Stall Warning Horn Fixed (No more stall warning after rotation) --Center of Gravity Fix (I guess this is a flight dynamic, but this fix deserves it's own category. It isn't perfect, but it's better than the nose-smashing start that you guys are experiencing LOL ) --Custom Textured Cockpit (This is one of the cooler features. I am currently making good looking synthetic cockpit textures. I'll replicate the process for repaints in the future) --Optimized Cockpit (Not sure if it helps frames that much, but I cleaned up a lot of extra vertices) Still on tap: --I need to redo the bender model. I don't like it at all. Better than Plane Maker models, but still awful. (Not really terrible, but I need to fix the number of windows at least) --Cabin (I will die if I have to look straight through this plane much longer) --Plus much, much more that I can't think of at 4:00 in the morning.
  4. Hello, I purchased the CS 757 and used migration tool to fly it in Prepar3D 3.1 - everything about it is quite decent, and I've added a few mods including VC textures, new sounds and payloads. Unfortunately, the one thing that I do not like about the 757 is the flight feels like I'm flying a light fighter jet. Are there any new .air files for the CS 757 online for better flight dynamics? I know that somebody made updated air files for the CS 767 on, but the email associated with that person does not exist anymore. It would be great to be able to fly this bird and have it feel like a 757. Thank you