Well therein lies the problem, I have the hand icon when I try to move the electric power control lever from ground to flight, but it is INOP ? Cheers.
In spite of what the AH Manual says, use of the starter cart is unrealistic and unnecessary. Read the actual POH; clearly the starting mechanism for this ship is a cartridge, not a starter cart. Not sure where AH thought they were going with this.
The actual POH says to place flight/ground switch to FLIGHT and hit the cartridge starter. No APU mentioned-
In reality the Chipmunk would hardly ever be started with external power connected, in all the years I flew ours I never saw it or any other started that way. Never saw it with the RAF ones back in air cadet days either.
If it’s being suggested by the developer in the info or procedures provided that external power for starting is the norm, it’s wrong.
Thanks for the info everyone, when I got home this evening I fired up the sim and tried a C&D start using the keystoke “Alt-B” which did indeed light up the Gen warning light, indicating the battery was providing power to the systems and I was then able to continue on to start her up using the cartridge. I have now bound a button on my joystick for that action. @rafikst, yes I have V1.5.0 and I will go away and read the POH for immersion. Thanks again all for your inputs : tup
Hey,
I have a little question regards the “modern radios”. Option.
Does the Chippy have the same Nav radio that AH brings with the Spitfire and Mustang? I can’t seem to find any pictures /video of it.
Bonus question, what state is she in atm? Seems to have gotten an update since release.
She in ATM? Can you write more about it? I dont understand … We recived 3 updates I suppose till now.
About radios, they are present (co pilot position), however is a bug on NDB/ADF radio (knobs) and pointer/indicator (the model needs a patch still). VOR/ILS works ok, no issue here.
Thank you for the reply.
Looks nice, so she does not have the little GPS unit that the warbirds have?
That is a wee bit of a shane as i do like that nav capability since on the routes i fly there often are no beacons near to use.
Have to say i am utterly torn between this and the Hawk (very different i know :p)
Night-time navigation exercise from Inverness (EGPE) to Wick (EGPC) using the back seat radio navigation instruments. VOR out of Inverness and picking up the inbound radial to line me up with Wick’s runway worked perfectly. Loved the cockpit night lighting but the biggest challenge of the flight was fumbling around the cockpit in the dark trying to find the switches and controls necessary to start up and put lights on!
Does anyone know if a key can be bound for switching views between pilot and copilot positions?
“Does anyone know if a key can be bound for switching views between pilot and copilot positions?”
According me here its a bug but I cant find a reason. Normally, you can jump to this position by key NEXT/PREVIOUSE view in cockpit. No any issue for example in default aircraft BUT on Chipmunk it works only as Pilot view / Landing view, so not all positions. Strange, but I havent idea why we havent here only two view positions, not all. I use also this copilot view from top menu, quite annoying.
Check out Aeroplane magazine, August issue. The article, “Venturing Forth” details a flight around the world undertaken by two RAF Chipmunks in 1997. It includes lots of pics and the route. A BN-T2 Islander accompanied them as a support ac.
Just tried this - freshly reinstalled with the latest version - in SU11 & can’t get rid of either pilot, no matterr whether I start cold or hot, or if I zero the weights in the map or in the actual aircraft. What did I miss?
Try by editing the flight_model.cfg file.
Use “station_load.0=0” for the pilot and/or “station_load.1=0” for copilot.
If it’s ok, you’ll have to do the same for all four versions (civilian, military, standard canopy, bubble canopy)
If like me you prefer to have the pilot on rear seat by default (this avoids having pilot’s head obstructing your view) it’s in aircraft.cfg file.
Set these lines as follows:
pilot_default_animation =“Idle2_PosePropeller”
copilot_default_animation =“Idle1_PosePropeller”
pilot_attach_node =“PILOT_1”
copilot_attach_node =“PILOT_0”
Note: these changes will slightly modify the CG but nothing really noticeable.
If you really want to keep the original CG tell me what you choosed (wich station_load at 0, pilot on front or rear seat) .
I’ll give you modifications to do in flight_model.cfg.