This is a mod to enhance the Local Legend V: Beechcraft Model 18.
Denarq enhancement Beech D18S
Fix: Missing starter sound.
-New engine, landing gear and flap sounds.
For now, only inside cockpit sounds are finished. Outside sounds are very raw and will be developed in the next update.
Original sound files are from two freeware sounds packs (see credits at the end).
-Weight and balance redone.
-Add compass light and assign to correct knob. (see credits at the end).
-When starting a flight with the engine running (airborne or in runway) oil temperature is 50ºC and CHT is 110ºC.
-Adjusted flight model:
Aileron sensitivity increased.
Elevator sensitivity decreased
Changes in rudder behaviour. Now, when tail wheel lifts, there is much less tail snap.
Trim limits adjusted to cope new weight balance. Now, trim will allow finer adjustments.
-Elevator tab gauge (Elev. Trim) now has a takeoff zone bar.
-New true free castering wheel (as an option). See guide.
-New mod guide.
-Feather propeller won’t stop the engine on the ground.
-Corrected manifold overboost damage.
-Mod creator: Alexandre Baptista
-Original sound packs:
"Single Engine Pratt & Whitney R-985 Wasp Junior Radial Engine " by Skyhigh Audio Simulations.
“FSX Pratt & Whitney Wasp Junior R-985 Radial dual engine sound set” created by ElmoSlack
(According to these sound packs creators, these sounds are freeware and must remain so.)
-Help on compass light: katIX3647 from https://forums.flightsimulator.com
-Beta testing and feedback:
Donovan, aka donovankoch from Flightsim.to
The objective of this mod is to provide a more realistic experience of this fantastic aircraft.
The main aspects that are already implemented in this mod are:
Persistent engine wear with the ability to view and reset it in the cockpit
New flight model with both air and ground handling.
Aircraft performance tuned to much more realistic numbers
Underthehood engine code with damage and wear associated.
New systems modeled like oil shutters, oil bypass, cabin heat, etc.
-Much more progressive yoke response.
-Takeoffs: More stable behaviour during the runway roll. The tail wheel, if locked, holds the aircraft heading much better. While the tale is on the ground, it requires the use of differential brakes or
differential throttle as described in the real manual and as reported by real Beech pilots.The tail lifts at around 40 kn as real plane and in a much more gentle way. Once tail is up, rudders get much more authority, like real plane.
-Gliding speeds and stall speeds adjusted to real values according to Beech18 Flight Handbook.
-Tuned stall behaviour that is very well described in Beech18 Flight Handbook.
-Many other small details that make each aircraft unique, such as “spongy” controls at low speed or adverse yaw.
-The landing gear behaviour has been completely revised, eliminating the bouncy characteristic.
-Cowl flaps and landing lights have drag. Cowl flaps open reduces IAS by 5 to 8 kn according to pilot reports. Landing lights is much less, probably less than 1 kn but drag is there nevertheless.
-Gliding performance adjusted to match Beech18 Flight Handbook data.
-Where default plane engine power is off sometimes by more than 100 HP to real values depending on situation, my engine is always within 10 to 15 HP to real engine data. This is at all manifold and RPMs combinations and all altitudes.
-Landing and takeoff distances also much closer to real performance charts. Tested at different altitudes.
-Engine overboost at low altitudes modeled. Despite this engine being rated for 36.6 manifold pressure, in reality, it is capable of delivering more than 40 at sea level. This is modeled in this mod.
-Propeller friction and thrust adjusted to match real world behaviour.
-Carburetor heat sensitivity and delta temperature adjusted to reflect real plane icing conditions. “Carb Mixt Temp” gauge in Cº (celcius).
-Oil and Cylinder temperatures adjusted.
Engine custom code:
(All new local variables associated with engine damage are not absolute but proportional to its operating regime.)
-Overboosting engine to more than 36.5 rated MP would lead engine wear and eventually engine damage with possible catastrophic event on that engine (kill the engine). It also rapidly increase cylinders temperatures.
-According to real plane, operating the engine at more then 1000RPMs with oil temperatures less than 40º will make the engine run rought, lead to engine wear and increase cylinders temperatures because of less efficient lubrication.
-Operating the engine with oil temperatures above 90º would lead to engine wear and at higher temperatures to engine damage with possible catastrophic event on that engine (kill the engine).
-Engine 1 minute full power and 30 minutes power is also modelled. Operating the engine above these settings for more than expected time will lead to engine wear. The counter would move backwards once we ease engine effort. Like real plane manual, 30 minutes power setting is altitude dependent.
Sea level: 34.5MP / 2200RPM
5000ft: 33.5MP / 2200RPM
-Operating the engine at high cylinders temperatures will lead to engine wear and if too high will give catastrophic or partial engine event.
New modeled systems:
-Oil shutters. In default plane the animation don’t have any real effect associated and has a dummy oil temperature gauge associated. In my mod I removed this dummy gauge animation. Because MSFS SDK don’t have oil cooling flaps independent for each engine, right now both levers open or close these flaps independent of the engine. But it will give proper oil temperatures changes.
-Oil bypass modelled and independent to each engine modeled. (custom code).
-Cabin heat: In real plane, cabin heat is used not only for passengers and pilot confort but also do deice windshield. In my mod, right lever is used to switch on/off wind shield deice. Left lever is used in conjunction with the engine selector switch to resel left/right engine wear and damage.
-Persistent engine wear. There are many factors that contribute to engine wear. This engine wear can be viewed using “Gal.Reserve” and “Gal.toDestination” positions of FF gauge knob to watch engine 1 and 2 wear. This wear is persistent between flights and it can be saved when on ground and batteries are turned off. Not only bad engine use contributes to wear but there is always a constant value that represent natural engine wear independent of how we use the engine. This constant is such that engine wears 10% each 100 hours of combustion time. Linked to this wear is a lack of engine performance that starts at 95% and is obviously proportional to wear percent.
-Propeller deice has real propeller deice associated and not only a dummy animation.
-Engine now requires prime and starter boost to startup.
-Engine generators are offline bellow 1100RPM according to Beach handbook.
-DME and ADF now use electric energy and being on or of reflects actual power suply.
(Right now I’m starting to model new electric systems so it is at a very early stage of development.)
You can’t operate throttle Levers with mouse
Copy or extract the content of the archive to your community folder.
Special note about throttles and 3rd party software like Spad.next
If you use these softwares to config your throttle axis, you have to set them to control localvars:
and their value range from 0 to 1.
In spad.next assign a Custom axis and use a rescale value.
VERY IMPORTANT: There is also a simvar THROTTLE1_SET but from simconnect. Don’t use this. Use (LVAR).
Until there is some kind of manual here are some notes to help you:
To startup engines remember that with this mod priming is required. What I do is:
-Proppeler and mixture levers full foward
-Throttle lever one inch foward
-Tank selector left front and right front
-Cowl Flaps OPEN
-Oil bypass - as req. (Pull on cold weather and monitor oil temps after, close once oil temps are at 40º)
-Starter selector and prime knod towards the engine you want to start.
-2 or 3 pulls on prime knob (on very cold weather 3 or 4 pulls) - This must be performed while the engine is trying to start.
There are two very important rules you have to comply during engine warmup:
-Don’t run more than 1000/1100 rpm before oil temps get above 40º (red line on Oil temps gauge). Doing so will increase engine wear and will rise very fast cylinders temps due to low lubrication. With very high cylinders temps you could permanently damage your engine (can always reverse with reset wear procedure). And you’ll see MP needle started swinging around due to low lubrication of engine.
-Engine generators don’t become online with less than 1200 RPM so avoid any unnecessary electric systems until engine is warm.
At lower speeds rudder authority is practically non-existent. Use diferential toe brakes or engine throttle to steer aircraft during takeoff run. Once the tail is up, around 40kn you can use rudder again.
Although these engines are rated to 36.5 in Hg of Manifold pressure (red line in MP gauge), they can deliever more than that at low altitudes. Never use more than 36.5, meaning at low altitudes you can’t takeoff using full power.
This is very importante because you are not only increasing engine wear and cylinders temps, using very highMP can damage or even ruin your engine in just a few seconds.
Oil, cylinders and carburator temps:
Here are the temperatures in with you should always operate your engines:
Oil temps under 40º was already explained above. Over to 93º adds to engine wear and at very high temperatures could lead to engine catastrophic event.
CHT (cylinder head temperatures) above 260ºC or 500ºF for a long time could lead to engine wear or even engine damage if for very long time. At higher temps could ruin your engine. Remember that at very high temperatures near or above red line) engine damage or worst could ocur in just a few seconds.
At very low carburator temps, you may experience a sudden loss of power. Usualy this ocus first at just one engine.If for no apparent reason one of the MP or RPM needles suddenly drops this almost means ice on carburator. Use Manifold Heat levers (Small levers between proppeler levers with MH tag) to keep carburator temperatures above 0º (yellow band).
Even if you use engine settings below red lines there is limited time in which you can use high power settings. Both these settings are modeled in this mod and using them more than restricted time would lead to engine wear and high CHTemps.
-Takeoff power, red line (around 1 minute).
-Climb power, yellow band (around 30 min).Altitude restrictions are also modeled.
Watch and reset engine Wear.
You can see this engine wear usinf FF gauge and its knob in “Gal.Reserve” and “Gal.toDestination” positions. Left and right engine Wear.
To reset engine wear and damage put starter selector in the engine you want to reset and pull left cabin heat lever (IMPORTANT: use alway left cabin heat lever).
Because Msfs SDK doesn’t have Oil cooling flaps separate by engine, both oil shutter levers do the same. Because of this you just have to have one in down position to close shutter but you have to have both in up position to open shutters.
You can use them in ground as in flight to keep your oil temps above 40º
In this mod, oil bypass levers have custom code and are separate by engine. Be verycarefull using these. Usually its advised to usethem under cold weather operation and mainly on ground. Because oil is bypassed directly to engine it gets hot very fast and because its warmed by engine, oil temperatur rises until cylinder temps that are always way above normal levels. I usualy use these to speed up oil temps to 40º and them push them in to turn off.