Beechcraft KingAir 350

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IAHM-COL
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Re: Beechcraft KingAir 350

Postby IAHM-COL » Thu Sep 01, 2016 3:42 am

@ALL

I just tested the plane

I like how is coming along.
JWocky made her flyable again. Bomber Gears are fantastic. D-ECHO fixed a lot of the mass balance too, and great 3d work in the cabin and external model. It0uchpods autopilot is really awesome


Great team work guys :D

Coming along nicely....
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

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jwocky
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Re: Beechcraft KingAir 350

Postby jwocky » Thu Sep 01, 2016 7:31 am

Okay, I just pushed to master (I hope, that was the right one). She has now (internally, not in the 3d) 5 blade Hazlets and a gearbox with a reduction gear and split weight points (pilot, copilot, passengers, baggage). She is flyable, she is maybe a bit on the generous side with the lift and low drag, so I have to go back to some fine-tweaking there unless you like her that way.
Since this is my first plane with turboprops, some things are a bit messed up. She should have a high speed cruise at FL240 with 312 knots that is supposed to suck fuel like crazy and then a low speed cruise for more range at FL330 and 237 knots which consumes moderate fuel. For reasons, I haven't figure yet is the high speed cruise a little bit more effective, she gets more miles out of it. It is not really relevant for the USA Tour though, we fly aboutish 600nm there and with maximum fuel burn and doing almost everything wrong, she makes at least 800 (don't aks how I know how far she gets with gear out all the time ...)

@Israel: I checked also specifically for the 235 kias at FL210, no problem at all. Cimb with 1500fpm till 10,000-12,000 then the rest with 1000fpm. Near to 20,000, she will lose a bit speed, but blah, enough aprea power.

I had no time to test landings or taxiing yet, I made the props moving, but it looks weird. There is some work to be done still on sounds and there are dozens of errors from animations missing model parts and there are even two Nasal errors, I saw. So I think, I go back to her, probably Friday, but so far, you can take her out for a spin.
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D-ECHO
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Re: Beechcraft KingAir 350

Postby D-ECHO » Thu Sep 01, 2016 7:39 am

Flies good jwocky, though controls are still a bit harsh (too much) IMO

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jwocky
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Re: Beechcraft KingAir 350

Postby jwocky » Thu Sep 01, 2016 7:44 am

I thought, it was my oversensitive joystick, so I didn't pay too much attention to it. Dead-band doesn't work anymore ... duh! So, she is overly reactive? I can probably take a look at it when I work on her the next time.
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Re: Beechcraft KingAir 350

Postby D-ECHO » Thu Sep 01, 2016 7:48 am

Well, I don't think on the real thing you can make a looping with just a short elevator pull.
About taxiing: works fine, though she is a bit wavey and steering is a bit difficult, probably because the CG is too far back.

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Re: Beechcraft KingAir 350

Postby jwocky » Thu Sep 01, 2016 7:54 am

A few centimeters for or back should be okay, just don't make her so nose light again as she was. She did the looping on her own ;-)
The other thought is, the GC moves more weight on the nosewheel, but first, check, whether the length of the nosewheel gear is set correct. With the current gear settings, there is not that much damping, so, especially when she is empty, she has a tendency to micro-bounce which take steering away. It's almost 3am, so I won't look now, but let me know if it is still a problem before Friday?
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Re: Beechcraft KingAir 350

Postby D-ECHO » Thu Sep 01, 2016 8:02 am

Okay, I will upload a slightly updated version now, it sets the CG a bit more to the front and reduces control inputs a bit

Octal450
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Re: Beechcraft KingAir 350

Postby Octal450 » Thu Sep 01, 2016 11:59 am

@IAHM-COL
Thanks! Been monthes and monthes in dev!

@jwocky @D-ECHO
be aware that changing the FDM elevator and aileron to much *could* break the AP's stability. But I can retune it within 5 mins, so if problems happen, please let me know!

Electrical system also coming along.
Josh

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Re: Beechcraft KingAir 350

Postby jwocky » Thu Sep 01, 2016 2:16 pm

I am not sure about this whole thing. She is very quick to roll and pitch, but I can't estimate how much of it is from my joystick and how much form the plane and I never flew as a pilot in RL, which means also never flew a GA plane, so I can't say anything about what feels "real" there. I only remember, one crazy Corse pilot did in a little Cessna this slide over the wing thing on a sightseeing flight with me and I was so ready to strangle the guy if we would only reach firm ground again. And that thing was definitively total reactive. So can we have more data or narrow this a bit down that we know where we want to go with this? Should she feel heavier? Should the ailerons react with a second delay? Or the elevators? What do we need here?
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Re: Beechcraft KingAir 350

Postby D-ECHO » Thu Sep 01, 2016 2:49 pm

I flew as a GA aircraft only the DR40 and C150 so I can't really speak for the KingAir350, but
1. you can control the central part much better and usually don't steer very much (-> problem of a joystick)
2. still there are GA planes quite well steerable with a joystick, so I think reducing the effect of roll and pitch can make it at least a bit more realistic.


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