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[FSX] overspeed

If you ever seen anything marked "depecrated," then indeed it is no longer valid...
 
Bill,
On my F-15E which has two rudders I used "rudder_key" for one and "rudder_percent_key for the other. And it works even though "rudder_key is <PartInfo deprecated="true"> Could not think of another way to have two animated rudders.

I'm still not totally convinced that all "obsolete" air file parameters whose function is now contained in the config file would override the config file entries. I can see that obselete parameters that have no equivalent entry in the config file would be valid.

However it is an academic point and I'm not going to spend time on it.

Roy
 
That must be some limitation with FSDS, because with Max and GMax I could animate fifty rudders using the same makemdl.parts.xml or modeldef.xml entry.

rudder_key_percent applied to

rudder_01
rudder_02
...
rudder_50

In fact, I could even select all of them, key-frame animate them as a group, the apply the animation tag using the Animation Manager with one click. ;)
 
Rudder and FSDS

Another new thing learned. Renamed the rudder_key, rudder_percent _key, FSDS gave it a .1 suffix and it worked just fine. In the X file it was called rudder_percent_key_1.

Roy
 
Bill,
As you know, I have been a supporter of FSDS, mainly because I believed the inadequate ability issues could be overcome and it is much easier to use.

The main issue concerns material and textures. Simple example, I can not get "no shadow" for the "rotor_blurred" in FSDS unless I use FSDSxTweak. However, although I get no shadow, after using Tweak, the mdl file size is 3490KB. Without Tweak it is 2353KB. Not a huge difference.

I have also started messing with scenery and I have a resort modeled. The mdl and BGL file are 178KB. I can import it into ADE. But, I want a deckchair to appear transparent where it should be and visible where it should be, according to the texture. FSDS has no capability to fully edit the FSX material/texture characteristics. Without going into the X file and manually editing each FSX material entry, I cannot get a realistic looking deckchair. Big problem when designing a resort! Show stopper!

Obvious answer, run it through FSDSxTweak. Fixes the deckchair, but the mdl is now 3490KB versus 178KB. It is 20 times larger. ADE does not want anything to do with it and I do not blame it.

I can save the X file with FSDS. If I had a tool that let me simply edit the FS10 material entries in the X file, I could then send it to XtoMdl, and stay with FSDS.

Not seen a tool that will do that and so I have begun a back-up plan to switch back to Gmax. Before I embark on such a life-changing experience at my venerable age, do you know of any tool that can simply change FS10 materials within the X file?

Yes, this is the wrong forum, but we have been touching on the subject.

Roy
 
Roy, if there is such a program I've not heard of it.

I've always thought FSDS is a quite marvelous program, especially given that it was developed long before GMax was ever made available as an FS modeling program. Louis was (and still is) a brilliant programmer.

For absolute beginners it is still -warts and all- an excellent tool. Unfortunately, it's only when the modeler begins to stretch his/her horizons beyond the basics that those warts begin to manifest themselves, and that's when problems and limitations begin to affect the desired outcomes.
 
Five days in Gmax and counting!

Day one was not good, but not unexpected. Since then my main problem has been doing things that are easy in FSDS but hard to work out the method in Gmax. The user guide is really tough to follow.

But I have about completed the exterior model of a helo I originally made in Gmax and later almost finished in FSDS and am now on the interior model.

So far I have found the Gmax views better when working with details. Had several issues but the experience has confirmed my decision to move.

Thanks for the advice,

Roy
 
Roy, as you proceed further and learn the basics down cold, you'll find that you can really rip though modeling quickly.

The first time you do a loft along a spline, you'll get your gob smocked...

The first time you've successfully used the Array tool to duplicate 31 cylinder heads (or something equally complex) you'll be delirious with joy!

Honestly, go to Amazon.com and order the GMax Bible. It's one of the best <$30 purchases I've ever made.

There are as many ways to "do stuff" in Max/GMax as there are modelers, as far as I can tell...
 
As with many things FSX, the way overspeed is implimented is somewhat "off". The plane I fly IRL is the 747-400. The MMO is .92. The plane was flight tested to M.998. A friend flew one all of the way across the Pacific, empty, at M.96. The certification process makes allowance for a broad range of CG and loadings, if an unuseable, but higher Mach value would impact even one kg of load, they wouldn't g for it. The plane has well exceeded M1.0 in some upsed incidents, with some sturctural issues, but intact.

The FSX way of dealing with this is to start counting when you are in overspeed,(as specified innthe .cfg file) and 30 sec, and "BOOM".

Cheers: T
 
The FSX way of dealing with this is to start counting when you are in overspeed,(as specified innthe .cfg file) and 30 sec, and "BOOM".

Cheers: T
Aaah! We're back on track. That sounds like good info. Let me load up and try.
 
Afraid not. Two minutes with the overspeed warning flashing in the bottom right corner and nothing.
 
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