Page 2 of 18

Re: JAFVA: A multiplayer Scene (3)

Posted: Tue Mar 08, 2016 4:43 pm
by IAHM-COL

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 4:04 pm
by sanhozay
I had a sinking feeling when I arrived in Kuwait (OKBK) this afternoon. Turned out to be sand ... :lol:

OKBK 33L
Image

OKBK 33L
Image

Even full thrust wouldn't move it, not that there was anywhere to taxi to.

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 6:13 pm
by IAHM-COL
It just happened to me as well
I flew the Beagle Pup 100 from KCWA to KATW, as FGR4243

Two birds, one stone: Testing for the next USA tour, and ranking JAFVA hours :D
http://mpserver15.flightgear.org/modules/fgtracker/?FUNCT=FLIGHT&FLIGHTID=6550470

Now, when I arrived to KATW, I had a sinking feeling :S
Part of the airport is underground

Anyways I got to land and taxi away on the sinked ground, but the puppy got stuck in the taxiway :(

(departing KCWA)
Image

Fun little good doggie. The AP does require good attention thou.
I performed the approach as charted:
https://skyvector.com/files/tpp/1603/pdf/05216IL30.PDF
But using the NDB, not the LOC

:mrgreen: :ugeek:

IH-COL

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 6:26 pm
by IAHM-COL
@G-SHOZ

Thanks for the flying canine :D

I am selecting it for one of the days of the next USA tour.

I wanted to ask you, can you release a paintkit? or maybe create a new livery (for me)?

Image

:P

IH-COL

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 7:12 pm
by sanhozay
IAHM-COL wrote:I wanted to ask you, can you release a paintkit? or maybe create a new livery (for me)?

Thanks for taking the puppy out for a spin! :P

I haven't published a paintkit because it needs remapping -- some of the new parts I've added are just piled up in the corner of the texture at the moment and I need to reshape the nose of the 150/160. I don't want people to waste time creating liveries that will end up as junk.

I'll try and make the dark blue Pup 100 livery though. Note that there is a bug with livery over multiplayer. In short, other pilots just see the default livery, regardless of your selection. I know what it is, I've just been taking a break from it. I'll try and fix a few things before the start of April.

How did you find the handling on the ground, and how was the pitch stability in turns (with autopilot off)? It's difficult to know how it flies on other people's joysticks.

Did you read the notes on the autopilot?

http://wiki.flightgear.org/Beagle_Pup#S ... _Autopilot

Trimming is important. Once it's done, it doesn't need much adjustment unless you start adjusting the payload weights. Then it's just two wheels for left/right and up/down, and press the button for altitude hold. Watch out for the messages in the bottom left corner of the screen that indicate it captured a heading, otherwise it will drift. If it won't capture, you need to adjust the roll trim on the autopilot -- and make sure the rudder is centred after takeoff. It's perfect for NDB flying though, because it's easy to make minor adjustments by clicking the wheel a couple of degrees, then clicking it back.

Oh, and the frame rate is awesome! :lol:

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 8:18 pm
by IAHM-COL
@G-SHOZ

I read your PIREP

Yes, you can go out of OKBK on an helicopter, but also

viewtopic.php?f=26&t=19#p406
laserman wrote:here are some fixed and updated airports,
including OKBK

http://media.lug-marl.de/flightgear/Terrain/


http://media.lug-marl.de/flightgear/Terrain/w047n29-OKBK.tgz
is an option ;)

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 8:25 pm
by IAHM-COL
About the Beagle puppy

1. Thanks for making the aircraft ;d It is great to fly it and listen it barking @ 4500 feet high.
2. I just read the AP info in the wiki. I did not read it before, but it was easy to guess it all correctly and fly it.
3. Trim. Ooops. Maybe that was my failure. During the flight I did not adjust trim, and I felt I needed to correct the heading rather frequently. I assumed crosswind was happening, and I flew tracking PCZ then AQ (the NDB on the LOC chart). It workd at the end of the day, but certainly I was flying laterally tilted.

The amount of power, and flying characteristics of the puppy are perfect for me on the next USA Tour leg. And I love it overall. The AP is different, yet very useable. Now to learn to trim (usually it is easy to overtrim, and usually hard to reset, so I am fearful of moving trims too much)

Finally, thanks for looking at the G-AVZN (british Aviation) livery. I like it a lot. Ideally, it will also transmit on MP, since the USA tour is all about multiplaying :D

I understand the reasons why no painktik exist yet. Makes lots of sense.

3. Handling on ground. It workd great for me, except at the beginning. It launched "broken" or "tailhit" or "propeller hit" every single time. It kind of dislike the launching moment. So using File-> reset a few times, I got it to sit on the tarmac.
Lazy man, just went to autostart and got ready to taxi. (at this point I don't know quite yet how to prepare the dog for his park-walk)

IH-COL

Re: JAFVA: A multiplayer Scene (3)

Posted: Wed Mar 09, 2016 10:18 pm
by legoboyvdlp
I used to be confused by trim. I thought you centred the controls and trimmed. But in the real world, is the following the way it works? You correct the surfaces so that it does not bank or pitch, and then adjust trim, so that you can just release the controls at the proper position? i.e. you don't have to keep pulling on the stick with your muscles to keep it right.

Re: JAFVA: A multiplayer Scene (3)

Posted: Thu Mar 10, 2016 4:34 pm
by IAHM-COL
Image

Re: JAFVA: A multiplayer Scene (3)

Posted: Thu Mar 10, 2016 5:00 pm
by sanhozay
I haven't fixed the bouncing yet, but, as a workaround, I think it helps if you turn off the parking brake at startup. It's already defined in pup-common.xml at line 79. Just set it to zero.