If, and only if you really like to put it up to the cloud, I would try to either model some additional devices and attachments like those fabrics in the cockpit and such (using the cloth modifier from blender) and give you a hand with coding nether needed bits for the engine modeling like oil temperature and pressure or fuel flow and such. It seems to be important as the manual talks about all that in its preocedures like Before Takeoff, After Takeoff, Engine Runup and such
I'll have a version for you this afternoon...perhaps by 8ish Deusch. I'm thrilled with it but the FDM is embarrassing and vexing me. When I get cruise and top speeds correct it gets floaty and stupid on the ground handling.
But it's getting better and by the afternoon here I'll have one up in Dev and we can play and discuss. I think wanting extreme detail about exact flight characteristics like engine run up and RPM and fuel consumption and flap characteristics is not possible in YaSim to the extent you'd like but you are welcome to try that if you wish.
I just want this one released so we can use it in FlightNight Adventures ASAP.
OK...she's there. In daVinci Aircraft - daVinci_Bf-108_Taifun. IO'm pretty happy with it but then again I fly with a mouse so....
Geed, I'll not make any more changes (and I suggest everybody interested *not* make changes) until Geed is finished and uploaded his fixes. I don't want to make changes to something someone else is already making changes on so we don't get confused.
A little stick forward on the take off run, stay straight with a little rudder and differential braking. Trim and reduce RPM to 2400/climb out at 1100 FPM. Approach at 100 KIAS final at 80-90 full flaps and a little throttle to keep her on target.
She's floaty until you slow her down and wants to take back off unless you wind the prop with coarse pitch to tell her "No!". I lift flaps when she's on her landing roll. Fly it and let me know please.
8pm we will start recording our new promo video about the Merlin
Where... hmmmm dunno yet. I guess somewhere close to the water, because we want to activate an AI scenario with naval vessels so that we can have some cool camera angles.