New Release: Azurpoly Bede BD-5J

so why is it not showing up

Because it needs to be in the community folder.

Here’s my review of the thing:

3 Likes

Solution for the cold & dark with retracted gear is:
-open apron.flt
-look for: GearsHandle=000.00
-replace with: GearsHandle=000.01
-save apron.flt
It should load with gear extended on the apron now.

i contacted Azurepoly earlier today with links to peoples experiences.
within a short amount of time, Romain has responded to me saying “they are listening to the customers and will do their best to improve the BD5.”

I wish the devs good luck. i hope they take to heart what constructive feedback has been given so far, and that these issues are adressed. frankly, i dont think any of them will be too difficult, or require major rewrites of code

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For what it is worth, the extra fast gear cycle time is accurate to the real aircraft.
https://www.jimbede.com/bd--5bd--5j.html

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Hi,

Thanks to those who shared an argumentative and constructive feedback.

We just uploaded a hotfix 1.0.1 including corrections on most of the issues highlighted :

  • Mistake with cold start spawn mode has been corrected.
  • Pilot camera was slightly moved forward for VR experience.
  • Gauges have been lighted up meaning a better visibility.
  • Shutdown sound has been modified and lowered down.
  • AzurPoly livery now has a ATC ID.

Please, feel free to let us know any constructive remark that could help us improve our work even better!

Best regards,

Theo

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Hi thanks for the quick hotfix.

This is still missing under [GENERAL] in aircraft.cfg:

icao_type_designator =“BD5J”
icao_manufacturer =“BEDE”
icao_model =“BD-5J Micro”
icao_engine_type =“Jet”
icao_engine_count =1
icao_WTC =L
icao_generic=0

Source: Aircraft Type Designators

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Install it in the Community folder

Theo, that was quick! Many thanks for the update! Will re-test later today!

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I’ve been keeping my eye on this thread while making a purchase decision. I wasn’t expecting a fix to come so quickly! You’ve gained my trust, and I’ll be buying this later today :slightly_smiling_face:

Iris had made both the jet and pusher prop versions for old FSX that were well used in my hangar…
I might have to get this at some point

I just bought it myself. First, it is a fun aircraft and I am glad it was made. Second, if the developer is willing to stand here at the tailpipe of the world of flight simulation and take the heat, they deserve the support! I was surprised to find it to be more fun than I expected.

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ok, so i just updated and flew around. a big thanx to the dev for being so responsive. its an improvement. here are some screenshots:


this is slightly blurrier than in my headset as a result of screenshotting and cropping this for use here. the head position is much improved. a tad bit lower would be nice as when id look to the left or right from this height, sometimes id pass slightly thru the canopy. not a big deal though, im much happier now than i was. the gauges are fairly readable, much moreso than before. i use a reverb gen 1.2 and when theres direct light , as in this pic, i can make out the larger numbers on the gauges. it wouldve been better in hi-vis/high contrast black& white , but at least i can see the larger of the numbers. right now its dark gray and off-white.


in shade, the larger numbers are much harded to read

going back to this image i posted earlier, the gauges are very easy to read from a similar head position:

i dont know why, but i get weird lighting effects in the footwell. i dont know if its a msfs thing or what, maybe the seating position in this plane just makes it obvious

for comparison, the following are shots from the long ez and the p149. all of these images are somewhat clearer in person, processing the screenshots (i use powerpoint for that) degrades the image somewhat, but in the following two aircraft, i have zero problems reading anything from the default position:


image

i dont do cold&dark starts, but ill take the devs word that those issues have been fixed

at the end of the day, this is still fun to fly (albeit a bit twitchy on the ground- but i would expect that with such a short wheelbase). I enjoy it and have no regrets with the purchase

I finally got it working. great buy for the money but could use a little polishing and very under powered.

I just picked this one up… fun little jet but it does need some work. In VR I am not so sure that the head position is the problem…it seems more of a scaling issue. The cockpit should be cramped, and yet it seems very roomy… The stick seems unnaturally far from where my hand would be…and the rudder pedals are way out in front. I feel like I would need to be 8ft tall to reach them. If I move the viewpoint forward to something that feels about right, the back of the seat is quite some way behind me.

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is there a formula provided by MSFS for the purpose of scaling these models? or is it left to the airplane developers to work it out…because there seems to be a range of success at it. Ranging from ‘mixed’ to ‘poor’ - yet it seems like it should be THE critical aspect of any 3D model (interior AND exterior) intended for use in a flight simulator.
I know as a scale modeler myself (4D) that scaling all of the components of a machine, overall size, openings, controls and panels, and literally everything - to the scale selected is no easy task.
Even knowing what that scale is (in my case a project is typically 1/18" scale - but I have also built to 1/10", 1/12" and 1/24") you still need to account for the spaces between the objects. IE - the distance from the panel to the pilot’s face, or the headrest if no pilot is being installed, or from side wall to side wall in the cockpit…etc. Other issues can creep into your calculations too. Anyone remember when ACES (old FSX) modelers made their F-18 Hornet with the landing gear ‘compressed’ - even in flight - because they had only looked at images of the airplane either parked on the ramp, or with the gear up as in flight. They hadn’t noticed that the legs of the F-18 actually extend to almost double their length when they are extended in FLIGHT
Observation is a key component of any kind of scale model reproduction work. You can have all the reference materials you can gather in front of you and still make mistakes if you fail to OBSERVE what you are seeing.
Yet properly scaling it all is the most challenging aspect.
Using a properly scaled 3D ‘grid’ or ‘cube’ overlay would help the most. I am not familiar with either the MSFS SDK or digital modeling in any way so this might already be a tool that is commonly used?
If so there shouldn’t be this inconsistency we’re all seeing in these various - independently produced models.

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The file units setup should be Metric Meters: 1 Unit = 1 Meter.
And then model in real world scale.

when I was a kid in the 5th grade here in the US, we were told that the schools would soon be teaching the metric system because the US was going to adopt that and dump the imperial system entirely.
…that was 1970
Today our schools still teach primarily the imperial units of measure and the US has yet to join the rest of the ‘industrialized’ world by adopting the metric units.
Hilariously Canadian schools began talking about this at the SAME time and then converted to metric within a year.

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Joke from elementary school in the 1970s:
“Down with the Metric System! America will never bow to a foreign ruler.”

Thank you. I’ll be here all night. Try the fish.

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