Druine D31 Turbulent for FSX/P3D

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FlyTexas
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Re: Druine D31 Turbulent for FSX/P3D

Post by FlyTexas »

Thanks for the link Martin. :) I never knew such a thing exists.

Brian

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petermcleland
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Re: Druine D31 Turbulent for FSX/P3D

Post by petermcleland »

For those with no rudder pedals, changing the steering angle from 0 degrees to 60 degrees makes it much easier to taxy using autorudder:-

point.0=1, -9.940, 0.000, -1.050, 1180, 0, 0.180, 60.000, 0.100, 1.500, 0.300, 0.000, 0.000, 0

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Re: Druine D31 Turbulent for FSX/P3D

Post by FlyTexas »

Thanks Peter! :)

Brian

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Re: Druine D31 Turbulent for FSX/P3D

Post by MilesMan »

OK Dave, I have reworked the three British Turbulent textures for FSX and uploaded them to BritSim and Flightsim. BritSim available now, Flightsim tomorrow!

cheers, Pete W

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Re: Druine D31 Turbulent for FSX/P3D

Post by FlyTexas »

Downloading as we speak. Thank you so much Pete! :welldone:

Brian

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Re: Druine D31 Turbulent for FSX/P3D

Post by DaveB »

Excellent Pete.. much appreciated. On the wrong pc at the mo but I'll get em downloaded asap :thumbsup:

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Re: Druine D31 Turbulent for FSX/P3D

Post by DaveB »

Downloaded the 'G' reg paints and love em.. cheers Pete :thumbsup:

BTW.. has anyone noticed the ground handling on the Turbulent somewhat lacking? For reasons unknown (as yet).. I see the rudder and tail wheel giving plenty of deflection yet the little lady prefers to go in straight lines. Had just taken a DH60 out for a spin and that was ok.. changed to the D31 and got an almost complete lack of ground steering then chopped to the Chippie and spun on a sixpence *-)

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Re: Druine D31 Turbulent for FSX/P3D

Post by emfrat »

Dave - I finished up with this, which makes the tailwheel a castor and takes the tailwheel lock out of the argument altogether.
Naturally the visual model is unaffected, but mine now responds nicely to a bit of diff braking (F11, F12 if you don't use pedals)

[contact_points] // contacts points oK 2012 03 30 11:40]
static_pitch=10.5
static_cg_height=2.5
//tailwheel_lock=1
gear_system_type=0
max_number_of_points=7
//point.0=1, -9.940, 0.000, -1.050, 1180, 0, 0.180, 0.000, 0.100, 1.500, 0.300, 0.000, 0.000, 0 //original
//point.0=1, -9.940, 0.000, -1.050, 1180, 0, 0.180, 60.000, 0.100, 1.500, 0.300, 0.000, 0.000, 0 //PMcC
point.0=1, -9.940, 0.000, -1.060, 1180, 0, 0.180, 180.000, 0.100, 1.500, 0.300, 0.000, 0.000, 0 //MJW
point.1=1, 0.810, -2.700, -3.300, 1574, 1, 0.550, 0.000, 0.740, 1.250, 0.300, 0.000, 0.000, 2
point.2=1, 0.810, 2.700, -3.300, 1574, 2, 0.550, 0.000, 0.740, 1.250, 0.300, 0.000, 0.000, 3
point.3=2, 0.000, -9.84, -0.270, 1575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
point.4=2, 0.000, 9.84, -0.270, 1575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
point.5=2, -10.730, 0.000, 0.160, 1575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
point.6=2, 4.000, 0.000,-1.288, 1575, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4

Doesn't help me land behind the Chateau at Mt Ruapehu, though - Druine 8, Ghanpa 0 so far.

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Gallery (all 13 pics, 2.69MB)
http://postimage.org/gallery/1cvgp4wg/

MikeW :cheers:

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Re: Druine D31 Turbulent for FSX/P3D

Post by DaveB »

Hiya Mike :hello:

Blimey.. I didn't consider tailwheel lock with that amount of deflection showing on the model :wall: Will give your settings a go and thanks VM :thumbsup:

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Re: Druine D31 Turbulent for FSX/P3D

Post by Dev One »

Actually you only need to change the 5th set of numbers (the angle of swing for the tailwheel) in the first line from 0 to 30 to get it to steer OK. I find though that she is difficult to take off in a crosswind, she tips over very easily! Also onto her nose.....C of G is too far fwd!
Keith

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