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 10 Which MODS still required? (Read 6162 times)
mark767
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Which MODS still required?
Dec 22nd, 2011 at 9:18pm
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In the AVSIM review the author discussed a number of required mods to fix specific issues including the flight model, thrust, etc.  In the link he provided the files were not available as it states most issues were fixed with the latest 1.4 patch.  Is this correct?  If not which mods are still recommended.


thanks,


Mark.
  
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Markoz
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Re: Which MODS still required?
Reply #1 - Dec 23rd, 2011 at 1:05am
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The only mods I use for the 727 Captain is increased thrust in the -200 and -200F (increased from 15500 to 17400). So other than the lack of power on those, it works great for me.

The biggest issue/bug for me in the current version is the need to reload the 727 to get the sounds working. Because I have a keyboard command assigned to reload the aircraft (CTRL+R), this only takes about one second on my system.

Mark
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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windplayer
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Re: Which MODS still required?
Reply #2 - Dec 23rd, 2011 at 1:19am
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As extensive 727-100 user i say:

Michael2 mod for flight model required if you want to fly by the book. its realistic, but adds some ground time to plan, calculate flight.

sound fix definitely required, and you can choose which one. with 707 gau file as CoolP said, or some editing + doule loading aircraft.

Hex editing fixes from Virtual Captain required IF you want to fix minor bugs, which not affect flight. (like A\P HDG hold button in VC, Oil quantity test button)

Pressuration fix from Dutch definitely required.

Stab Trim requires some care. you may want to decrease sensitivity in aircraft.cfg or just disable click repeat in FSX controls tab. If you use Michael2 mod - dont edit aircraft.cfg or you wont be able to set takeoff trim by table.

Thats about all. You fix it, and it'll fly by boeing manuals Cool
Michael2 mod optional - CS default model flies fine, but for real super true absolutely realism - you gotta try it Wink

P.S. You might want to edit some textures to add some custom scratches like Mike loves Marry, or photographs of girls or this kinda foolish things Wink just kidding Smiley
  
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mark767
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Re: Which MODS still required?
Reply #3 - Dec 23rd, 2011 at 1:53am
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Thanks.

Is there a texture fix to remove the "20" on the flaps indicator ?


  
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windplayer
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Re: Which MODS still required?
Reply #4 - Dec 23rd, 2011 at 9:00am
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mark767 wrote on Dec 23rd, 2011 at 1:53am:
Thanks.

Is there a texture fix to remove the "20" on the flaps indicator ?



no, i never heard of this one.
  
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mark767
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Re: Which MODS still required?
Reply #5 - Dec 23rd, 2011 at 12:28pm
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OK, thanks.

I added all of the suggested changes to the 100 and 200.  Do I add the same for the F models?  I think that is correct as these are just texture differences rather than new panel.

Are you able to point me to the trim thread?  I definitely need to adjust that as its way too sensitive.

Finally, where is the APU panel??? I can't seem to find it anywhere.



Mark.
  
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windplayer
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Re: Which MODS still required?
Reply #6 - Dec 23rd, 2011 at 12:44pm
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apu panel  located near the cockpit door, beneath fuel dump panel. its by the right F\Es hand.

as for trim - its simple. goto fsx controls, control surfaces, find ELEVATOR TRIM buttons, and decrease REPEAT to zero. trim still be very sensitive, but at least you wont hit it twice the same click.

another way is to do that in aircraft.cfg:

change this - elevator_trim_effectiveness = 1.0
to that - elevator_trim_effectiveness = 0.3

this solution fixes trim problem BUT!! since it still uses same gauge, trim position indication in VC will be WRONG! so you cant set it by table.

its up to you to choose) i've flown with both fixes. second fixes it completely, but you gotta takeoff somehow - and that a pain:) So now i use first solution. got used to it. work fine on takeoff. and i do a lot of hand flying Smiley

cant say for F models. i dont have em Smiley
  
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mark767
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Re: Which MODS still required?
Reply #7 - Dec 23rd, 2011 at 2:04pm
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Thanks for your reply.

I will probably try the second method for trim because I don't want to mess up my other aircraft.



Mark.
  
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Markoz
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Re: Which MODS still required?
Reply #8 - Dec 23rd, 2011 at 2:21pm
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All I do so that I don't get excessive up/down trim is tap the joystick button assigned to Elevator Trim Up or Elevator Trim Down. Admittedly, the sliders are set to medium because I prefer them that way for all my aircraft.

Mark
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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mark767
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Re: Which MODS still required?
Reply #9 - Dec 23rd, 2011 at 9:38pm
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OK have all the mods in now.  The trim setting of 0.3 works great and I did not really notice much effect on the gauge, smooth takeoff without excessive climb.

Only think I need now is the "Flap Handle VC marking fix (by Matt Smith).  Matt's file is not available anymore so if anyone has it please send me a PM so I can get this fix.

thanks all for the help!
  
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mark767
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Re: Which MODS still required?
Reply #10 - Dec 23rd, 2011 at 9:39pm
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OH, btw, I have made a nice EZDok camera set for the VC.  If there is interest I will upload to Avsim.


  
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windplayer
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Re: Which MODS still required?
Reply #11 - Dec 23rd, 2011 at 11:03pm
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i think it will be cool to share it. i remember some frustration then i installed EzDok for the first time Smiley i needed entire hour to make camera set.
  
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mark767
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Re: Which MODS still required?
Reply #12 - Dec 24th, 2011 at 12:23am
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OK will clean it up a bit and then upload.

Also, I figured out the flap fix, all taken care of.



Mark.
  
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Jettrader
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Re: Which MODS still required?
Reply #13 - Jan 10th, 2012 at 9:46am
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Where can I get those Mods?
  
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vonstroheim
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Re: Which MODS still required? viewing distance fix!
Reply #14 - Jan 10th, 2012 at 11:07pm
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Did you notice that, in the aircraft preview, the CS 727-100 is way too small? (compared to the default 737 for instance, or other CS aircrafts)

And in spot view, the viewing distance is way too far?

A little tool can fix this easily. It's called RADitor. With this, you can update the "radius" value in the mdl file, where this viewing distance is hard-coded.
http://www.fsdeveloper.com/wiki/index.php?title=RADItor

It's really safe and easy to use. I hope Captain Sim will update the mdl file with this tool before releasing the new version.

Here is a screenshot: before (radius = 32) and after (radius 24):
  

CS_727_with_RADitor_fix_001.jpg (Attachment deleted)
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