Thanks everyone for the comments and advice here, so happy to see that so many Stearman owners are enjoying their airplane.
I’ve noted the propeller angle and rudder notch issues for correction in the next update, and we’re already on top of the drag thanks to FusionHorse’s suggested alterations, which I’m sure won’t be far off the mark of what’s needed. I’m just looking into a few of the suggestions for actual additions such as engine and wheel fairings before planning out the update and what’s required work-wise to make it worthwhile, and then will crack on with it.
If you’re referring to the mouse cursor’s ability to be in the right place visually while in VR, it’s done with what’s called a collision panel - am invisible surface that is placed just on top of any area where switches or buttons are. The panel tells the VR headset where the mouse is relatively in 3D space, so it doesn’t get out of position when you’re trying to flick a switch.
What’s weird about the system is that some aircraft mysteriously don’t need it as the mouse works fine, and others do - one of the many unknowns in MSFS at the moment…
above I was at an airport in 4000 feet, maybe this played a role ?
So I flew a little and landed.
Had to qiuckly turn off the engine to do something else, pressed CTRL+SHIFT+E
this happened afterwards, without having any buttons pressed and nothing pressed on a controller
Also I could not quckly restart the plane by CTRL+E anymore.
Kinda odd.
I did some AAO Gauge programming in between but I had AAO turned off again when I noticed this also I do not use AAO for controllers at all just for display Gauges and it’s the same code I run on all other single prop planes. And it was turned off again.
I can try to replicate the issue without AAO action in between if this is too odd, lol.
There is a small line of code that should not be there in the exterior “model behaviours” file that sets the nav lights to on when the battery is also on. Has been removed for the next update
I think I figured it out why propleller goes off when spawning at a runway.
If propeller Throttle isn’t at about 10% propeller stops.
So if one spawns at runway, throttle is at zero usually. For modern planes no problem.
Since this spawn is done with parking brake set you could just edit the according .cfg to have throttle at 10% when spawing ready at a runway.
Plane doesn’t roll with such low throttle and parking brake.
No issue at all though. COuld just leave it this way.
I love how noisy this thing is ! Lots of wind and the old fashioned engine makes for a great sound experience !
I had to make myself an extra AAO Airspeed gauge for this one, because it is so slow. I usually don’t fly such slow planes. Just blatantly copied the middle Gauge part from the according DDS. (I never publish my stuff, just for home use)
All set now ! (apart from having to make German automatable checklist)
Ready to fly this ! Plane will be in my plane rotation
Sorry your hard work on cockpit design is completely lost on me, I never look inside the cockpit when flying
I’m afraid I don’t know anything about how liveries are added, but I’m pretty sure there are a few folks here on the forum who can let you know what needs to be done. I also think that there is a forum thread about this process over at FSDeveloper.com which might be helpful.
Thanks for replying. I really appreciate it. I guess, if you literally don’t know about this functionality, it’s all helping me to understand a little more about the process. My aim, is to try and increase third party developers awareness of this function and how it impacts VR users decision to purchase a third party aircraft.
I don’t know what the proportion of FS2020 users fly exclusively in VR but I guess it’s fairly small, for now at least. Without cockpit zoom mode, I personally won’t buy the plane because I can’t see the details of the cockpit instrumentation. Assuming I can find out first (thank god for this forum)
Even in the Stearman, for instance, changing the altimeter pressure setting requires that you can read the numbers in the tiny window. With cockpit zoom, a simple press of the right mouse button (or whatever you assign) you can get a little closer and you can see that window and make the change.
I hope the day will come, where all developers will understand this requirement and will know how to implement it.
The control lock is a safety feature of the real Stearman - the pilot pushes the stick forward after shut-down, turns the control lock, and the stick remains in its position.
I have included the control lock itself with an animation so that Sim Acoustics could apply a sound to it. I have yet to work out how best to make sure that it can be used properly, so it’s a coding thing at the moment - as soon as I crack it, it’ll be included in an update and the manual also updated to reflect that.
The texture folders for paints should call both using the texture.cfg file, so although I don’t really need both of those parent folders there, everything else should work normally. I will update the file though so only texture.common is used in future.
While you’re in the model, I don’t know if it’s possible, but could the airfoil be made a little pointier in back? That cross-section as shown in that layout picture above is just wrong for an airfoil. I don’t know where that cross-section was taken, but it seems quite exaggerated at the rear. The handles part around the cockpit is accurate.
I have hangar duty next week, I’ll get some better pictures. 67 is the Tuskegee plane. The only pictures I could find on my system I took are from the front and tons of pictures of all the markings for livery purposes
Both examples are airworthy and fly occasionally (it’s been a while because the townspeople don’t let them fly aircraft during shows anymore).
@DEAN01973
final suggestion (maybe) - this time WRT the aircraft rigging lines.
First - all of the lines are fine in location, fittings, and appearance, especially with your correction to the stabilizer upper rigging line connections (now lining up with the stabilizer underside connections) are correct except for one.
At the fuselage cabane struts where they join to the underside of the upper wing. The forward rigging line is correct - but the rear cabane upper rigging line is pretty far off the mark. Only at this one location on both the port and starboard side.
That upper line connection is supposed to be at the cabane to wing joint (same as the forward cabane connection) with just a slight stand-off from the top of the strut ( again - same as the forward upper cabane rigging line location)
I don’t know how hard it is to move these lines around and I also don’t know if anyone else has or would notice it. I just point it out here because that’s my life now…I seem to have no other purpose.
If it can’t be changed or if you guys are just done with my jibberjabber so be it