Beechcraft KingAir 350

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SHM
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Re: Beechcraft KingAir 350

Postby SHM » Fri Sep 02, 2016 8:35 pm

SHM wrote:Also I am seeing a wierd looking spinning animation for the right props. :(

Another thing I noticed is that prop spinners don't spin, but remain stationary and the props appear to cut the spinner :)
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jwocky
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Re: Beechcraft KingAir 350

Postby jwocky » Fri Sep 02, 2016 10:32 pm

Humm, if you have the latest version you can get there with two things

- pull to strong on the stick ... this is a plane, no punching ball
- or wing strike
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Re: Beechcraft KingAir 350

Postby jwocky » Fri Sep 02, 2016 11:36 pm

Okay, I just did three take-offs at Nelson. Given the short runway and the mountain in my way,
flaps 1, consider that already generous, she can do it also with out flaps.
Throttle full
lose brake
roll till she got aboutish 90 knots (if the wind has strong headwind with gusts, you want to pull the stick a bit earlier so she gets free if a gust gets her
the moment, she leaves the ground, she turns left. It's called torque, it comes from fast spining propellers ... so depending on what make you happy, you can use ailerons or rudders or any combination to get her level ... not that much, there is a mountain on the other side as well
when sufficiently annoyed by mountains, just pull the stick and climb over them

Landing a KingAir in Nelson ... admittedly, I ended up in the water as well, twice. The third one was not that bad, but ended in the grass when I overly used my nose wheel steering. The trick is, you follow the river not lower than 1000ft, slow as molasses (aboutish 100 knots) with gear out and flaps full (2). You have to play all the time with your pitch and throttle. Then, when you come around that last mountain and see to the left the first glimpse of the town, more throttle, sharp left and immediately sharp right otherwise you will not nearly line up. Here is the nasty trick, you use ailerons and rudders in different directions, that lets her crab to the left, like she would go against a strong crosswind coming from the town. Form thereon, it's all about clam hands and a good joystick. See, that you flare a little because if you take the first hit with the nose wheel, it will bounce (instead of breaking away as would be realistic).
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jwocky
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Re: Beechcraft KingAir 350

Postby jwocky » Fri Sep 02, 2016 11:38 pm

@SHM: About the props ... this is a 3d problem. So just add the spinners to the already existing spin animations and good. And if you are already about, can you check the center of the right propeller. I think, it spins a little bit off-center.
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Re: Beechcraft KingAir 350

Postby Octal450 » Sat Sep 03, 2016 5:43 pm

want i to fix?

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SHM
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Re: Beechcraft KingAir 350

Postby SHM » Sat Sep 03, 2016 5:44 pm

@Josh Israel pushed a fix, check it first.

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Re: Beechcraft KingAir 350

Postby IAHM-COL » Sat Sep 03, 2016 6:20 pm

Image

Image
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

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Re: Beechcraft KingAir 350

Postby IAHM-COL » Sat Sep 03, 2016 6:34 pm

it0uchpods wrote:want i to fix?



Do you mind checking the Localizer engagement?

Maybe dimming down the response of the AP in the ailerons (or whatever is controling lateral movement) by either making steps less aggressive or much slower updates the plane will get to the loc and stabilize ... as oppose of wave harshly.

Wanna try playing this, Josh?
https://raw.githubusercontent.com/IAHM-COL/gpg-pubkey/master/pubkey.asc

R.M.S.
If we gave everybody in the World free software today, but we failed to teach them about the four freedoms, five years from now, would they still have it?

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Re: Beechcraft KingAir 350

Postby Octal450 » Sat Sep 03, 2016 6:56 pm

ok i checke

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SHM
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Re: Beechcraft KingAir 350

Postby SHM » Sat Sep 03, 2016 8:08 pm

Ok. The props look good now.
But the seats are missing now.
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