ooooooo i havent seen it thanksssss
Prop de-ice operation is normally checked via deflection in the ammeters. More modern aircraft have an ammeter specifically for the prop de-ice system, so it can be monitored more accurately/closely. On the 307, you will see the needle jump when the system is On.
If I remember correctly, I’m fairly certain that the prop de-ice switches are redundant – meaning they both turn on all 4 props. I’d meant to look into seeing if there is provision in the SDK to separate the prop de-ice per engine. I’ll add that to the current to do list.
EDIT:
Yes, there is provision for calling out prop number for the de-ice system.
I’ll rework these, and part of that will include increasing the amperage draw. They were electrically heated props, so that draw needs to be closer to 175A.
That looks fine. As long as you are under the MTOW, you are basically good to go. The only part that looks a little odd is that the Cargo weight is the same as your human weights. Of course, that is an issue when using the Payload slider to set weights – it puts everything at the exact same value, which isn’t realistic.
For reference (in both standard and metric), here is how the mod sets the W&B for the default:
so from this situation i can modify fuel weight leaving the people and cargo weight with that values…right?
Yes. If you fill the aircraft to capacity with passengers and cargo, you will have to carry less weight in fuel.
You have to think like it’s 1940 — the sleeper seating could seat 6, but only sleep 4. The aircraft wouldn’t be filled to capacity with passengers when flown at night for sleeper service.
Here is an excerpt from the 1940 TWA flight schedule for Stratoliner:
Even aircraft today can’t fly full capacity and full fuel, can they? (in most instances anyway).
I’m fairly sure most cannot.
Any news about some update for this fantastic mod
Unfortunately, no.
I got sidetracked and never came back to fixing the last issue, which is the carb heat lever code.
At the moment, the levers are operating in the reverse of how they are supposed to — cold is hot and hot is cold.
It isn’t just a simple fix of using a reverse animation tag, because then the drag code doesn’t get reversed. It does this weird thing where you have to drag the opposite direction to get the lever to go in the direction you want it to.
It’s awkward and weird and I’m struggling with how to write custom drag code to get them to do what I want.
Beyond that, it is working excellently in 2024.
Perhaps reverse engineering the DC-3 and TwinBeech mods might give some ideas? Just a thought.
I’d originally used Duckworks’ code for the carb heat. He altered it for 2024 and is using something more native, since his custom stopped working (what I noted in my mod, too). I tried that, but it didn’t work for me since I can’t get the reversed animation to jive with the mouse control.
Hence my being stuck.
The issue stems from AH setting up the Carb Heat animations backwards. Their origin point is full on, not full off.
I was wondering if there is a installation process to follow for the b307 mod? I’m currently experiencing the aircraft not showing up in the aircraft selection in game after I move the mod files into the aircraft folder..
Hmm…
You shouldn’t be putting the mod files into the aircraft folder. The mod needs to go into the Community folder. You leave the original aircraft untouched.
You’re using MSFS 2020, yes?
- After downloading the mod, unzip it.
- Move the
redgrave-redux-boeing-307
folder into the Community folder
That’s all there is to it. If you have the Ftsim+ sound files, then there are additional steps. For now, though, see if you can get it operating correctly.
If you replaced files in the aircraft’s directory, then you’re going to need to reinstall the aircraft from the Content manager.
I really appreciate your response because I was spending all week trying to get it to work. Thank you so much! I’ve been really wanting to fly this plane.
You’re very welcome! Enjoy it, I still do.