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RELEASED: Fokker T.5 bomber for FSX/P3D

what can I say, I love it!

Thank you Paul! I have been looking into the T.5's fuel system:

fuel_01.jpg


What I forgot to translate are the fuel pressure gauges (Benzinedrukmeters) at the far right. As it seems to me, the primers are separated from the fuel system and probably do not have anything to do with the fuel pressure gauges.

Is that something that helps you? I didn't do anything fancy with the primers, just an animation tag and a condition boolean that eventually determines if the engine can be started yes or no.
 
Is that something that helps you? I didn't do anything fancy with the primers, just an animation tag and a condition boolean that eventually determines if the engine can be started yes or no.
Sorry for the late response, external duties have kept me away from the computer.
The answer is no. I will PM you on this rather than pollute your thread.
Thanks
Paul
 
Pretty cool weathering on the seatback, I like it! Do you plan on adding an AO pass in the future?
 
Thank you Luca! I am also satisfied with the seatback, it came out as I wanted.

Regarding AO, I've already done that. Too subtle probably, and lots have changed since I did the AO passes.
 
Yeah it's barely visible, I would bump it up a few notches and maybe increase the overall contrast of the textures, that way rivets will pop up more. At the moment it seems a wee bit washed out, IMHO. Anyway, brilliant job considering you're doing everything by yourself, kudos!
 
Beware!

beware_01.jpg

Bomb bays open. I still need to adjust the textures for the inner bomb bay doors and inner gear doors to be more convincing. Also need to add bomb doors actuators and gear doors rubber bands.

beware_02.jpg

Low-altitude ops. Also used as evasion maneuvers during the war: HuBoBe (huisje-boompje-beestje, house-tree-animal..)

I added autopilot in my T.5! WOT? Autopilot? Yes! Why? Well, the bombardier has an electrical device with some lamps, with which he could instruct the pilot to turn either left or right. To enjoy the aircraft and to find a nice application of this Askania Direction Commander, I decided to make a simple autopilot of it. It's switched on with this knob and has default altitude hold. Probably will change that, but I don't have any historical accurate disquise for it.
beware_03.jpg


When the AP is on, the bombardier can increase or decrease the AP heading bug with the right or left foot pedal. One of the lights will then flash.
beware_04.jpg



marsman_01.jpg


Thinking of Holland
I see wide rivers
flowing slowly through
the endless lowlands.

rows of implausibly
wispy poplars
like feathers
at the distant horizons;

and sunk in that
tremendous space,
the farms
all over the countryside,

copses and villages,
lopped-off towers,
churches and elm trees,
in a greater unity.

the skies are low
and the sun is,
in banks of grey,
slowly smothered,

and in all regions
the voice of water,
with its eternal disasters,
is heard and feared

Remembering Holland, by Hendrik Marsmanfree translation by me inspired by David Colmer

marsman_02.jpg
 
As mentioned elsewhere at this place, I started working on the radios. Here we see the installation in the mid-fuse section of the plane. The big transmitter above, and the receiver below. On the table, there is a morse key, which actually works (well, it only produces a sound :D).

The radio has two main wavelengths on the transmitter: short and long! The left two knobs are for the shortwave and the right two knobs for the longwave. I mapped them COM1 and COM2, respectively, where the two-arms knob selects whole mHz and the red/blue knob is used for finetuning.
The placard in the frame gives some instructions for rapid use. There's four wavelength modes on the installation, which I converted to FSX-able modes: ADF, NAV1, COM1 and BOTH. This works also in the receiver. The switch below the placard is used for COM1/COM2 switching. I couldn't find a destination for the knob below that one, so I removed it and applied a bit of tape: Broken!

The receiver is used to select the mode. COM is always on in FSX, so selecting mode 1 Blue will get you to receive any desired ADF and COM. Mode 2 Red will get you to receive any desired NAV1. These only work if the selector "Telephony - Telegraphy" is switched to the latter. Mode 3 Green will only receive COM active (and morse if the switch isn't set back) and Mode 4 White will receive COM1 and COM2

marconist_01.jpg


Every crew member has an intercom device. I made one inspired by the actual device of a Fokker G.1, but I'm not sure if it's 100% authentic for the T.5. Especially since drawings reserve quite a bigger space for these devices.
Every crew member has to turn on the switch, subsequently a red lamp lights up at his own device and a yellow one at the other's.
C = Commandant (Commander)
P = Piloot (Pilot)
T = Tweede bestuurder (Second pilot)
M = Marconist
S = Schutter (Tailgunner)
marconist_02.jpg

I probably need to fit plugs in these sockets as well, although I like these sockets.

Also changed prop mesh and material.
marconist_03.jpg


Cheerio, Daan
 
Yeah, probably, but the T.5's handbooks call him this way.

Not just "probably". It's a direct reference and honors [William] Marconi, one of the - if not the - leading figures in wireless communication development (and founder of the Marconi Company). It's the equivalent of calling a pilot a "Wrightist" or the fligt engineer an "Ottoist" (with the latter one sounding mildly stupid).

The panel for the electrical system could pose a bit of a challenge, especially the various status lights and and the preheating(?) (Verwarming) switch.
 
Not just "probably". It's a direct reference and honors [William] Marconi, one of the - if not the - leading figures in wireless communication development (and founder of the Marconi Company). It's the equivalent of calling a pilot a "Wrightist" or the fligt engineer an "Ottoist" (with the latter one sounding mildly stupid).

The panel for the electrical system could pose a bit of a challenge, especially the various status lights and and the preheating(?) (Verwarming) switch.
The first person to transmit EM waves was Heinrich Rudolf Hertz, many other people's work helped in Marconi's development of the instruments to transmit radio waves. Btw, it's Guglielmo Giovanni Maria Marconi, now that's a mouthful.
 
Not just "probably". It's a direct reference and honors [William] Marconi, one of the - if not the - leading figures in wireless communication development (and founder of the Marconi Company). It's the equivalent of calling a pilot a "Wrightist" or the fligt engineer an "Ottoist" (with the latter one sounding mildly stupid).
Ah, now I get your point! It led me to do a few quick translation and wiki visits, and apparently only the Dutch call such a person a "Marconist", while the German and English call it a "Funker" or "Wireless operator".

The panel for the electrical system could pose a bit of a challenge, especially the various status lights and and the preheating(?) (Verwarming) switch.
There are actually only three lamps on this panel, referred to as L1, L2 and L3. The other colourful things are the Ragonot fuseholders*, which have a colour sticker on top. The KLEEDG.VERWARM. switch you refer to, is written and abbreviated in older Dutch. It should say: KLEEDING VERWARMING, today spelled as KLEDING VERWARMING. It refers to the clothes heating the crew could use. The socket for the pilot is shown in the third picture of page 12 of this thread. I could think of a programmed system, just as with the Munerelle oxygen, but crew behaviour is still far away for now.

I might completely get around the FSX default electrics, set it to electric_always_available=1 and make the system myself. That will be a group of conditional booleans and some increasing/decreasing variables to simulate battery, generator and so on.

* We know these fuseholders were made by Ragonot. In the Fokker D.21, T.5 and G.1 manuals, we see photographs of them. However, real examples seem to not exist anymore. A friend of mine is working on a Fokker G.1 cockpit, wants to make a simpit of it, so he's busy to find these fuseholders. I also try to find them on the internet, but if I search now, I end with my own information requests:rotfl:
 
I might completely get around the FSX default electrics, set it to electric_always_available=1 and make the system myself. That will be a group of conditional booleans and some increasing/decreasing variables to simulate battery, generator and so on.

If you can live with the limited options to place loads on the circuits, you can retain the default system and simply use the APU logic as a hidden battery equivalent.
 
If you can live with the limited options to place loads on the circuits, you can retain the default system and simply use the APU logic as a hidden battery equivalent.

Hmm, sounds interesting as well!

In fact, I only need to have:
- A logic systems behaviour: electric systems won't work when there's not (enough) electricity;
- A working charging-discharging total load amps gauge (same kind of thing have me headache with my D.21);
- Generator 1 and 2 amps gauge
- Main bus voltage gauge
- Fiveway switch: Battery, Gen 2, Both Gen, Gen 1, Off.

That's it. Item 2 is the most difficult, I guess. And there's the fact that I don't fully understand electricity yet... (don't tell anybody) :confused:

Anyway, I've also been playing with sounds. I recorded them from a 25-year old radio, a YT video about Russian helicopters, a bottle of wine and a bicycle lock. To show the plane in action, I made a video. Somehow Fraps completely spoiled my framerate, sometimes even reducing it from 25 to 2! That's why the landing isn't perfect.


Cheers, Daan
 
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In fact, I only need to have:
- A logic systems behaviour: electric systems won't work when there's not (enough) electricity;
- A working charging-discharging total load amps gauge (same kind of thing have me headache with my D.21);
- Generator 1 and 2 amps gauge
- Main bus voltage gauge
- Fiveway switch: Battery, Gen 2, Both Gen, Gen 1, Off.

That's it. Item 2 is the most difficult, I guess. And there's the fact that I don't fully understand electricity yet... (don't tell anybody) :confused:

All consumers (instruments, lights, suit heating, motors, etc...) place cumulative currents (measured in amperes) on a generator. If the resulting current is too great, the generator overheats and will quit by popping a fuse or spontaneous ignition. It doesn't matter if we're talking about generators (generating direct currents) or inverters (generating alternating currents) here. A landing light may place a load of 10 amperes on the main circuit while the bomb computer may place 5 amperes on it and the suit heating another 5. That's a total of 20 amperes on the main circuit. If your generator is limited to, say 70 amperes load and you're placing a load of 80 amps on it, it will quit and the circuit will be interrupted. In more modern planes, there will be a "bus tie" switch for this occation, which tells the remaining generator(s) to supply the devices on the circuit normally supplied by the failed generator. If the required load is greater than what the remaining generator(s) can supply, you need to prioritize which consumers are required for a safe emergency landing. I'm not sure about older aircraft, but the 727's generators have a lot of safety margin so that you'll only need to shut down some systems when you have one (of three) left.
If the generators on the T.5 were notoriously unreliable, implementing failures and forcing subsequent circuit shuffling could add some fun to flying it.

Volts describe the electric potential of an electric current and are affected by wiring resistance. You will therefor see voltage drops over a long distance that need to be compensated for (hence tons of 40000 volt overland power lines to supply 230 volts at a few thousand homes), but it can be assumed that generators and inverters in the simulator are always in perfect condition (and thus always deliver a constant voltage). Voltage is, however, important when dealing with batteries as it is the only indication for its load state. Each load placed on the battery, through wiring and consuming device, decreases its energy potential (voltage) because of the added travel for the "flow" through wiring or coil(s). The battery will therefor drain faster the more consumers you have connected until the electric potential of the battery is too low for the connected consumers to function. On the other hand, charging the battery from the generators will be slower when a lot of consumers are connected to the circuits. And for yet more added fun, the resistance of copper used in the wiring increases with temperature, so the time to discharge is also determined by the temperature of the wiring (or ambient temperature, if you will).


So to get back to the T.5:
The five-way switch controls your power source and thus the device your electrical load is placed on. With the engines running, turning the switch from "Parallel" (load split evenly between both) to either "Left" or "Right" will double the load on the selected generator. Charging the battery will also be slower because of the added loads.
The "main bus voltage" indicator will decrease when the battery is selected as a power source and read 24V (or 28V?) when at least one generator is selected.
The "total load" gauge might only be relevant for the battery. Simply add up the amperes of all consuming devices when the battery is the selected power source and give it a negative readout when the generators are charging it.

If you want to get nitpicky, consider the temperature dependency of the wiring and the subsequent voltage drop due to ambient temperature and make the "Veld" selector operational to compensate for it. The standard setting for 15°C or so could be 5 with higher temperatures requiring a higher setting and lower temperatures requiring a lower one. You can make instruments with a high voltage requirement working when the main bus voltage is not properly set despite running engines. When there's an overvoltage on the main circuit, you can make the fuses for some systems pop, requiring manual intervention. The fuses can also be used to adjust electrical load on the remainin generator in an engine-out situation.
 
Thanks Bjoern, that's a clear explanation that gets me on track!

According to the manual:
a) On board voltage: 24 volt.
b) Max allowable current: 220.6 A (so probably for short periods).
c) Constant load: 67.2 A (instrument lights, nav lights and avionics).
d) Varta battery, type 6 DM 5: 2x12V and 73 Ah.
e) Max allowable battery load: 82 A during 20 minutes.
f) Each engine drives a Ragonot Dynauton 1984/2 compound generator, which delivers 1200 W at 24 V.
g) Everything is connected to the Main Bus, except of the starter circuit.
h) Starter circuit is on the external power bus and right behind the battery (only master switch between them). Probably denoted as Battery Bus.
i) Total load of one starter setup is 94.6 A.

So when I get to the aircraft.cfg:
Code:
[electrical]
engine_generator_map=1,1
generator_alternator_voltage = 24
max_generator_alternator_amps = 50
max_battery_voltage = 24
...

There's no line that defines max battery load. Also, when assigning 94.6 A to the starters, the engines won't ever start. That's a thing that confuses me. Or should I set the max_generator_alternator_amps to 100? I came to 50 because the 1200W and the P=U*I rule.
 
Does the current for the starter setup include the 67.2A for the lights and avionics? If so, it should rather be 27.4 A.

The maximal generator current does only apply to the generators and won't fix the extremely low capacity of the default battery. So with 27 (or more) amps for a starter, you'll drain whatever is in the default battery in no time. Since the maximum battery capacity can't be defined in the aircraft.cfg, your only option is basically a custom solution.

And 50 amperes per generator is correct, by the way.

If you run the battery (and electrical system) logic in a one second or half second update interval via timer, it might be easier to work someting out.
Both batteries have a capacity of 73 ampere hours, which are 262800 ampere seconds (or Coulomb). A consumer running at 10 amps places a load of 10 Coulomb per second on the battery, so each second, your battery charge value decreases by 10. You may add up all currents on the main bus (minus the starters, apparently). Each consumer places a negative load on the battery while each generator places a positive load.

So, within a timer construct, you battery logic may look something like this:
Code:
(L:T5 Battery Charge, number) (L:T5 Suit Heating Current, number) - (L:T5 Nav Lights Current, number) - ... (A:ELECTRICAL GENALT BUS AMPS:1, amperes) + (A:ELECTRICAL GENALT BUS AMPS:2, amperes) + 0 min 262800 max (>L:T5 Battery Charge, number)

Battery voltage may be tied to battery capacity as indicated on page 68 (or 3) for a lead acid battery (probably the type used in the 1940s): http://www.arttec.net/Solar_Mower/4_Electrical/Battery Charging.pdf
Just derive a suitable mathematical function driven by the charge value above and then make the systems quit at various voltages.
 
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