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Showing content with the highest reputation on 10/12/2013 in all areas

  1. Finding bugs is easy. Have a few beers first, then start flipping random switches and buttons etc for a few minutes. (problem is reproducing them afterwards) M
    5 points
  2. Then you don't meet the requirements of the sought after beta tester, of course!
    3 points
  3. There seems to be none/little interest into my/our projects... But yeah, the development keeps going. Here's a progress pic of the engine. Mat
    2 points
  4. Hello guys, I've been working a bit on the exterior model, on the wing control surfaces to be exact. Still lots to be made. Check the progress here (image): Mat
    2 points
  5. 1st let me say I have been involved with X-Plane from the very beginning but I have also been involved as a pledge backer of this project. I would like to bring it to everyone's attention. It's Called Star Citizen https://robertsspaceindustries.com For anyone who has not heard of the game in development, It is being developed as a 100% crowd funded AAA game [the only one of its kind]. They have raised over $21 million already and is the vision of the legendary Chris Roberts. As of last night they just announced a 3-D modeling contest patterned after a game show where teams of modelers and artists will compete for $30,000 cash.1st prize along with swagg donated by AMD, Alien ware , and a host of other companies here's the link for details . https://robertsspaceindustries.com/comm-link/transmission/13315-The-Next-Great-Starship . Go check it out. People. I know the flight simulator community has some fantastic 3-D modelers . I am proud to call myself one of them. . I am equally proud to call myself a Star Citizen.
    1 point
  6. You can't use tiled textures inside World Machine. You'll need to bring it over to CryEngine, Unreal Engine, Unity or any other 3D software, using "splat maps" in order to distribute different types of textures to different slope angles and heights. A splat map is R G B and Alpha in one image file, where you can tell the game engine or 3D app to distribute say R = Sand G = Grass B = Rock Alpha = something else The textures should be tileable, and will then repeat over the surface of the terrain, but will be visible only where any shade or hue of the color is present. And it's absolutely confusing in the beginning. I've had WM for one day now, but I really like to explore and try new things. I'll probably go for the upgrade to the pro version so I can utilize the future PC with 8 or 12 cores to the full potential.
    1 point
  7. Hey LA your post is very instructive and a pleasure to read ! So the final word is that this tendency is greatly reduced by rudder and also some wing position/engine mountslight orientation. I agree, I just said that during high power/low airspeed operation, such go around, you may feel on some airframe that tendency more than others. And it's less here during take-off because the power requirement is not so " sudden " and as the plane gain airspeed, the pilot naturally find the correct stick position for, when light on wheels , it would lift off approximately " balanced " And I know for the differences about helicopters vs airplanes, it was just a very crude example of the principle. Thanks for your long time investigation, that has helped I think to demystify that " issue " Cheers
    1 point
  8. Hint Hint, http://xtremesimulations.blogspot.com http://forums.x-pilot.com/topic/3817-cessna-citation-ten/page-6
    1 point
  9. It's not a wrong action to use ailerons. Airplanes are not comparable to helicopters, as far as torque is concerned. Helicopters don't have wings, and the helicopter blade is much larger than an airplane's. What's wrong about X-Plane, is the assumption that there is a strong enough force, to roll the airplane left after takeoff. It's as if this force needs to be corrected with constant aileron pressure or trim.........just as elevator and perhaps rudder might be (if there is rudder trim). By the time the airplane has gained enough speed for a normal takeoff, the effects of torque, will be greatly diminished by other forces that over power it. An airplane wing has the helical prop wash hitting the bottom of the left wing, as well as pushing down the top of the right wing. Any time that there is dihedral or anhedral, you have rudder forces that will counter roll. The engine "offset" (cant) is doing the same. And it's forces vary with power. More torque due to power, and more offsetting forces at the same time At slow airspeed, high power applications such as a go-around, it could feel very normal to see and feel the left landing gear push towards the runway. This would naturally be offset with right aileron. Depending on rotation speed, from this quick go-around might even cause a quick wing dip...........to once again be countered with right aileron. My response, here, is due to the edit, of the last comment......before the thread went dead. As usual, it's just a case of ----- well that must be it, then. It's wrong, it's the wrong assumption. It's why I'm always willing to ask, for other pilot opinions, in addition to my own pilot opinions. It's why I keep reviewing all of my WWII fighter instruction videos, as well as my flight manuals for these high powered piston airplanes. For example, the P-47 has aileron trim at neutral. It very much mentions rudder for the takeoff sequence to counter torque, but not one word about aileron. It's the same for a P-51 takeoff video, that recently watched. It's a WWII training film, and discusses rudder, but not a word about a heavy roll or need to combat a roll motion on takeoff. Just rudder, as well as a trimmed right rudder for takeoff. The F4U Corsair calls for 6 degrees of right aileron trim before takeoff. That's not a lot of trim, but could certainly ease the push on that left wheel. All of the pilot reports, in all of these planes, never mention the need to watch for, and counter roll motions on takeoff. A lot of them certainly discuss the need to watch go-around power, to prevent a loss of control, and roll, because the flight surfaces don't yet have enough authority to counteract the torque. It's an accepted fact, just to use aileron to counter any roll motion, in either direction. To ask these questions, I'll tell the pilot, that I'm interested in some information for "home use" flight simulation purposes. In reality, most everyone I've asked, just hasn't used a desktop flight simulator. I have a tendency to ask high time pilots, or at least ones who have flown planes such as the Skyraider or B-17. I'm an old guy, a past airport "bum", and have been around the flying scene for a long time. It's not as if I'm a kid, asking strangers for a few unknown answers. I specifically ask about the effects of "torque" roll, and the need to counter it. The answers are always the same. It's right rudder! They feel the same way as I do! It's the same reason that many small airplanes don't even have aileron trim. They have that right engine offset. Even radio controlled planes do. Changing the incidence of the wings, or adding fixed trim surfaces to counter-act roll, have gone out of style. It just means "drag". And it also means oppsite aileron anytime your desending at a decent airpseed with power pulled back. The normal response for this is "left rudder" on descent, not aileron. My P-51 training video discusses the same. Let's go to the MU2 for a minute. There is some very interesting pilot reports for that airplane. For owners who maintain a well rigged airplane, it's a dream to fly. For those cargo carriers who may be flying a high hour, somewhat beat, and probably out of rig airplanes, it seems to always be a handful. There is some good discussions about flaps being slightly out of adjustment, which causes roll and trim headaches. And at the same time, the pilot/owner with a well rigged plane, mentions fuel flow adjustment to keep the engines at the same rpm, and little or no need to even use those electric "aileron tabs" mounted on the flaps for trim. There is certainly a love/hate relationship for MU2 pilots. Those who own and maintain them with pride, seem to love them, as is in evidence with the FAA reports, that came about, due to an investigation because of frequent accidents. The MU2 was aquitted. In the meantime, I as an airplane builder, would get the "roll" removed, if there is a heavy wing. Austin Meyer, and one of his test pilots for his turbine Lancair experimental kitplane, did the same. Austin talks about removing a heavy wing during test flights. In other words, "roll" due to torque, just shouldn't be there. It's over ridden by greater powers....so to speak. If it wasn't, planes would have been designed much differently for all of these years. Wing dipping on takeoff, isn't the best flight characteristic, to have to deal with. It would seem that something is "wrong"......and needs to be fixed. Note: it's left rudder, if the props turn the other way. And I'd still like some anwers about the anheadral on the MU2, since it's used as a "anti stabilizing" effect, as with many high wing airplanes. What are the exact effects of rudder and anheadral on this airplane, as to the direction of roll? Going to the net.................it's a bunch of pilots disagreeing about these "force" effects. Or a engineer and a pilot disagreeing on the same subjects. Take your pick, as you usually won't get the perfect answer to the question you've wondered about. Until next time.....
    1 point
  10. Beautiful paint by Benedikt Samson, who's also got some new stuff coming down the pipe
    1 point
  11. Show off! Looks like vaporware to me.
    1 point
  12. Its so ugly its beautiful...
    1 point
  13. That degree of scenery detail is totally unneeded in a simulation! I bet you only have 5 FPS. You are wasting your CPU/GPU power!!
    1 point
  14. Diamond DA-40 Over Sydney Harbour from this weekend: Sky Textures and Clouds: Pre-release version of SkyMAXX Pro.
    1 point
  15. I forgot to mention this: I know there's a Cessna Citation II, Cessna Citation X (3 projects, two on hold) and Cessna Citation 10 in work. There's still no good Cessna Citation XLS, so this is the reason to start the XLS one, not to mock other projects. I also know that there's XLS by X-Hangar... I do not find it good, it's too stock... IMHO, that one should be freeware. The price of my model will be around $15, not more, maybe even less. Here's the first test picture in X-Plane: Thanks for.. The likes (I guess)? Mat
    1 point
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