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Messages - Stearmandriver

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1
General Discussion / Re: Tribute Scenery for "Spud"
« on: December 10, 2018, 05:10:30 AM »
I just saw the news about Spud tonight.  I didn't know him, but I've greatly enjoyed his posts and contributions over the years, and I know his work on the scenery has given me much enjoyment.  He sounds like a good man and I'm sorry to hear about his passing.

But, Brad, this is a touching thing to do, and a very nice location for it too.  I spent some time here tonight.






2
General Discussion / Re: Milviz Beaver - updated flight dynamics
« on: September 16, 2018, 10:19:11 PM »
Apart from problems with the autopilot (which is a question for another time) my newly downloaded Beaver (171229) does not fly smoothly horizontal and constantly pulls left. So I have to "level" it. Can you please write me step 1, step 2, how do I do that?

Laagvlieger

1.  If you're using the plane as downloaded (the 171229 version), you aren't using the alternative flight dynamics this thread is about.  You have to sign into the MilViz DHC-2 support forum and you'll find a thread called "Alternative FDE".  You can download the updated files from there.

2.  This Beaver definitely exhibits left turning tendencies in the high AoA regime, so if the problem is during climb at high power settings, rudder trim is your friend, and there is a rudder trim knob accessible in the virtual cockpit, up near the ceiling next to the elevator trim.  Adjust to center the ball on the turn coordinator.

If the problem is in cruise and the ball is centered, you can use a little aileron trim.  There's no knob in the cockpit for that, but this sim model does have it "activated", you just have to use the keyboard command for it.  I think it's CTRL-num key left and right arrows.  A couple clicks of aileron trim should stop the roll tendency.

4
General Discussion / Re: Virus found
« on: August 02, 2018, 02:09:22 PM »
Yeah, any file that is capable of changing anything about another program will be flagged by a few antivirus tools.  They all use different, proprietary detection criteria so it's hard to say for sure what an individual tool doesn't like about an individual file.

9 out of 6 is really nothing though.  I think if you run some other trusted files through, you'll be surprised at the results (I'm talking executables or scripts, not like images obviously).  I don't even get suspicious until the detection rate approaches 50%.

Steve also makes a good point that every tool that flagged it recognized it as a different piece of malware.  There's much more concurrence on a true piece of malware.

It's also worth noting that the only positives were no-name virus scanners.  The big names like Kaspersky, Norton, Malwarebytes etc are very over-cautious and will therfore often return false positives... But they won't often ALL miss something if it's real.  In fact, I'd say that's almost impossible.

So, this file is definitely clean... Which I know we'd already established, I'm just offering tips on a useful tool for future reference.

5
General Discussion / Re: Virus found
« on: August 02, 2018, 12:41:25 AM »
So this one's been resolved and I don't mean to keep it going, but for future reference, when unsure about a file's safety, this is a useful site:

https://www.virustotal.com/

It allows you to upload a file, then will scan it with like 40 different anti-virus tools (including all the big names) and will show you all the results. It's completely web based, so you don't download anything, so it's entirely safe.

The thing to understand is, almost ANY executable-type file will be flagged as a virus by at least a few of the tools; these are the "false positives" and are what make a meta-analysis like this so useful.  A true piece of malware will probably return at least around 80% positive results.

If I were home at a computer, I'd run the season switcher through and post the results.  Maybe someone else wants to.

6
General Discussion / Milviz Beaver - updated flight dynamics
« on: May 27, 2018, 04:43:23 PM »
All,

Just a heads up for those who have the Milviz Beaver: there's an updated FDE available on the Milviz support forum (released by MV themselves, not third - party).  The new flight dynamics seem to have "activated" propwash, and the plane will now allow its tail to be raised early in the takeoff roll, as well as held up during wheel landings. Good stuff...

7
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 10, 2018, 07:12:52 AM »
 Thanks guys.   Now we just need to test it in multiplayer and see if FSCloud is smooth enough to eyeball a takeoff point,  or if we'd need to use JoinFS.  I'm on the road a few days a week and time at home is mostly occupied with family (not that that's a bad thing), but I'll be around this thurs evening approx 2130pdt (0430z) or maybe Monday afternoon... that's what I know for now,  in the unlikely event it matches up with anyone else.  Or,  if anyone else tries it in multiplayer, report back!

8
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 08, 2018, 04:30:09 PM »
 No doubt,  Henry.   That's funny you saw a Stearman do it... it wasn't in IL was it?   ;D. The Stearman I used to teach in apparently had such an episode in its past... unbeknownst to the current owner when he bought it.   It doesn't appear in the mx logbooks  ::)...  his face when we heard the story was... a study,  I think they say?   ;D

Has anyone tried the lines in P3d yet?  I'm still on FSX, planning to make the move eventually when I do a new machine build... in the meantime,  I don't want to go through the install just to test some lines ;-).

9
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 07, 2018, 06:01:36 PM »
Thanks Jeff.   I love the A2A Cub, I should have recognized it.   How did you get that level of performance out of it though?  I remember it flying more like... well,  like a 65hp J-3!

I've been reading the Valdez rules and thinking we could incorporate their poker run too...  this really could be fun.  If nothing else,  the 2017 Valdez fly in poker run would make a good little MFC tour  (hint hint Norm :) ).  I'm gonna fly the route myself when I have a chance... it looks like their way of running a "real life tour".
http://www.valdezflyin.com/wp-content/uploads/2017/05/2017-PokerRunPacket.pdf

10
Misty Flying Club and Multi Player / Re: Tour Aircraft Limitations
« on: April 06, 2018, 04:24:12 PM »
I really enjoy that C47 as well... agreed,  I'd say it's one of the best freeware models I've ever seen... beats a lot of payware I've seen!  I've done some Pacific island hopping in it,  using just dead reckoning and celestial nav, and she does great,  flies by the numbers.  Great stick and rudder model too,  in bush scenery like Misty's or the ORBX Papua New Guinea strips.   Thanks for building some tours that showcase it...

11
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 06, 2018, 04:15:31 PM »
Good stuff Jeff!  Thanks for the Valdez footage,  and nice runs of your own there.   Was that the FR Super Cub? 

Here's a quick circuit in the Super Cub Ultra,  showing the lines being used for scoring (and it was a fun landing  ;D.)


12
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 06, 2018, 06:16:04 AM »
Hey Spud,

Ya just beat me to it.  Yessir, the lines are a separate scenery item to be added to your scenery library just like any other RTMM scenery.  I've attached them to this post if anyone wants to take a look.  There's 400ft marked now, with distances labeled (in feet).

These are painted on runway 20 at PANT (Annette Island).  I designed them to fit with the "Annette Island Fly In" scenery, but they work just as well without that scenery loaded, as long as you're running ORBX PFJ.

Video demo to follow, but maybe not until tomorrow sometime.

13
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 05, 2018, 07:51:25 PM »
 Thanks Jeff.   I'm sure you know this but I realized I should have said it - only the stripes are mine,  the rest is all the RTMM "Annette Island Fly In" scenery.

14
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 05, 2018, 05:16:38 PM »
Giggity.  All textures, so basically no fps impact.  Start line is thick yellow,  thinner yellow is 100ft, thicker white lines are 20ft marks, thin white lines are 5ft marks.  Marked out 200ft, plenty enough to test this Cub.  In a quick test using FSRecorder and watching myself from outside views, I'd say we can measure takeoff within a few feet, landing almost to the foot.

EDIT:  only the striping is my work.   The rest of that is the "Annette Island Fly In" RTMM scenery.


15
Misty Flying Club and Multi Player / Re: STOL Contest?
« on: April 05, 2018, 12:34:18 PM »
All right,  did battle and won with my scenery tools last night... Gonna grid up the PANT runway tonight and test out measurements.   I'm using textures from ADE vs objects,  should keep performance impact down (cause I need every advantage there.)  Will report back.

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