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Showing content with the highest reputation since 03/08/2020 in all areas

  1. 11 points
    Hello all. I have not been able to get onto the FMOD sound conversions as of yet for personal reasons; however, things have transpired during the reorganization process such that we are now maintaining two development branches. A longer term branch which will use the new XP11 navdata I've written about above, with revised FMS and we'll also maintain a "now" branch which we'll use to make compatibility patches and small fixes as able until the major revision comes out. The 'now' branch is a combination of our current FMS code base, but with the new 3D development pipeline....and juxtaposing those two elements has been the focus over the last few weeks. As many have noted, this tact will allow us to not have to wait for "big ticket' items like the FMS/FMOD conversions in order to get the smaller improvements to the current product. Until we finished our "pipeline renovation" though, this wasn't as easy as it sounded. We have begun flight testing again and making tweaks to the flight model as X-Plane updates come out. In particular, we are working with the 'experimental' flight model in version 11.41+ as we feel that will become the norm. In addition, we have XP 11.5+ test builds so we can test the Vulkan and Metal graphics also. The plan now is to get a XPlane compatibility update out asap, with scroll wheel support. This patch will have small fixes for the exterior lighting/MCP issue and flight dynamics etc. After that, we'll resume our development in earnest. -tkyler
  2. 7 points
    TorqueSim and X-Aviation are proud to announce the BN-2 Islander! Initially started independently of TorqueSim, the inclusion of this beautiful bird into the new TS development pipeline has allowed for rapid progress and the seamless integration of custom systems, as well as boosting the quality of the 3D models and textures significantly! This aircraft will feature a high quality model, PBR textures throughout, a full custom electrical system with working circuit breakers, support for the AFM G5 avionics on launch, and of course the fantastic roar of its O-540s will be rendered in beautiful FMOD! All that, and more to come as we plan to update and improve our product throughout its lifetime! To stay up to date with what’s going on keep a close eye on the forum here! Stay tuned for more dev updates, screenshots, and insights, and of course for the big moment when the plane is available to fly on X-Aviation!
  3. 5 points
    Will take a look for the next update for sure! Just about finished updating the flight model for the "new experimental flight model"... Cheers, Jan
  4. 4 points
    COVID-19 Status: We would like to take a moment to share our well wishes to everyone during this unprecedented COVID-19 pandemic. Currently, all members of our team are healthy, and as we work remotely already, work is progressing normally. As always, safety and health remain paramount to us. Best wishes, Steaven McKenzie and Cooper LeComp Managing Partners, TorqueSim Aircraft Development The TorqueSim Pocket Rocket is on the final day of its sale (45% off), returning to normal pricing on Sunday, March 22 at midnight eastern time. If you want a fun aircraft to add to your fleet when you are stuck at home, we’ve got you covered! And now for our update, written by Marius Bohn, a developer at TorqueSim: A fully custom engine model: Enhanced or custom engine and failure models are becoming increasingly established in flight simulation, but are usually not able to trace the characteristics, peculiarities and limits of an aviation internal combustion engine back to a well-founded model, because there is a lack of physical basis and often simple, schematic relationships are used. Unfortunately, this often leads to confusion and resentment even among real pilots, including myself. Our SR22 and SR22TN will therefore be the first aircraft to be equipped with a technology I have been working on for the past two years which is fundamentally new in X-Plane – as the aircraft nears completion, I have the honor of introducing you to the results of this work in the coming weeks, which will also cover flight model, TKS and oxygen systems, but this week we will start with the engine – the Continental IO-550-N, delivering 310 hp at 2,700 RPM. Why go beyond X-Plane’s engine model at all? X-Plane’s piston engine model is great in being generic and it provides a good approximation of all relevant performance parameters for a wide range of different engines. However, at its core it is configured by only a handful of parameters and can therefore be quite unprecise in individual cases, sometimes large discrepancies in the combinations of power parameters can be found and the power curve does not fit every concrete model. It also does not reflect the dynamics and inertia of an internal combustion engine very well, and those of turbochargers practically not at all. Based on scientific literature, I have succeeded in integrating an approach to simulate an aircraft piston engine in X-Plane, which maps the mass flows of air and fuel in each part of the engine in real time. Air enters through the air filter, flows through ducts, passes obstacles like the throttle plate, burns the fuel and leaves the engine as exhaust gas. Pressures and temperatures are calculated in each section, the system is modular and can map even complex induction systems like the one on the SR22TN. With the Tornado Alley turbo-normalizing system installed, the full performance capability of the engine model comes into play, as compressors, intercoolers, wastegate and turbines also have their places in the calculation of air flows and pressures. The output is not simply made to fit, it requires many real input parameters such as the shape of the throttle plate or ducts or a turbocharger map for the TN, all of which have been carefully researched and integrated in months of work – but everything else just falls into place, finely tuned to match the documentation of the real aircraft within a few percent across the entire normal flight envelope. We have made no compromises here! Also regarding your framerate, the architecture is heavily multithreaded and has virtually no performance impact on X-Plane. Does it have other advantages as well? The biggest advantage of this approach is the fact that the masses of air and fuel are available at hand and therefore the air-fuel ratio in each individual cylinder. So it is known at all times whether fuel is able to burn at all and how efficiently. You will notice this when priming and starting, when flooding the engine or when leaning – the EGT of the cylinder with the first peak will decrease while all others are still increasing! You will even have the possibility to turn some engine set screws which a mechanic in reality also has to adjust for example maximum fuel flow or manifold pressure target on the turbo-normalized. Inertia and dynamics are directly visible in the evolutions of fuel flow and manifold pressure when moving the power lever, especially in the TN. Turbocharger speeds are calculated and they need time to accelerate – just like the wastegate does to compensate for you advancing that power a bit to quickly on takeoff and the resulting overboost by allowing parts of the exhaust to bypass the turbine! The fuel system has been treated in the same way as the air system, from tanks to the injector nozzles. You will notice fuel sensors and strainers that are sensitive to bank. Fuel lines which take time to empty and fill, engine-driven and boost pumps with fuel pressures following real evolutions. Since the model simulates the engine down to its smallest components, it offers the optimal conditions for a very fine wear and failure system. Just imagine, on a hot day with warm fuel, to quickly climb up to the flight levels and forget about the boost pump – vapor lock will certainly be waiting for you! Or think of an induction system leakage at FL250 which makes you lose all your manifold pressure, followed by a steep descent cooling down the engine and wearing out the cylinders – but thankfully the SR22’s propeller control is connected to the throttle lever, which limits engine speed to 1,900 RPM at low power settings. There are so many more advantages to this you will still be able to discover yourself.
  5. 2 points
    This will be considered more of a study-level simulation and will not have a poor G1000 implementation, unlike the competition you mention. You'll be quite pleased.
  6. 2 points
    In their latest posting on the Rotate website, the developers state: "After a few months of silent work, we can now show some screenshots featuring the MCDUs. Around 30 individual pages were put in the roadmap, and most of them are already operative. Some of the most relevant pages are shown here on these screenshots. We have advanced a lot in the FMCs and FCCs, continuing with the dual cockpit approach. The autopilot is now waiting for tuning. We are preparing now to address the few pages and functions that you will miss on this publication: the performance related pages which are part of our next milestone, along with aerodynamics and navigation." You may find the full posting of screenshots and information by clicking here.
  7. 2 points
    Outstanding all, this is going to be a day one for me. You all keep up the good work and keep us posted.. John J Lutz
  8. 1 point
  9. 1 point
    first! well this came an unexpected surprise. this is the good news we need in these dark times. i shall be following progress hungrily. hurry up and take my money
  10. 1 point
    This will work directly with the RSG hardware. RSG commissioned us to do this project for the main purpose of having a Cirrus work directly out of the box with their awesome hardware. I'm excited for how far home simulation has come and it's getting even better as technology becomes more affordable.
  11. 1 point
    @BruinBravo It sounds like the Rudder trim to me. It needs to be adjusted quite frequently. I rarely ever touch the aileron trim. The rudder is large and has plenty of authority. Try adjusting the rudder trim to center the ball. This should in theory fix this issue. The rudder trim is located on the center pedestal behind the throttles right next to the aileron trim. If it is something else we will dig deeper. Cheer!
  12. 1 point
    I knew something better then Carenado was out there, thank God.
  13. 1 point
    Airfighter, Thank you so much. That update worked. : )
  14. 1 point
    Well, the cockpit crew´s part in reconfiguring the aircraft was staying the *** out of the way (usually inside the cockpit with the door closed against the cold). The floor of those aircraft had ball-bearing type balls, so you could push the containers and the seats (mounted on big plates of 2 rows of seats) back and forth. They were loaded with a regular high-loader and stored in special trucks while not in use. Cheers, Jan
  15. 1 point
    hahaha. Thank you so much. It's my bad. I'm rushing to the sky and did not read manuals carefully. Your Pocket Rocket is an amazing product to enjoy! Best, Ming
  16. 1 point
    So this is a heads up that it might go quiet for a few weeks. Not because we're not working on it, we definitely are, but the conversion of sounds to FMOD is going to be a very intense task. We wrote our own sound engine before X-Plane adopted FMOD....and our system is quite versatile and very quick to add sounds in code, but its also based on OpenAL, which is going away in XPlane 12 IIRC. Now we could probably distribute an openAL DLL as a solution; however, that is probably asking for more trouble trying to play alongside X-Plane's FMOD sandbox....so we might as well tough-it-up and make the change. We have over 1400 lines of code that control various sounds in the sim...and we have to go through each of these situations, audit the behaviors and then port that behavior to FMOD...probably having to write new code just to drive the FMOD inputs. In the same way we ported the 3D, we will chip away each day on this task until its done and report back as we progress. -tkyler
  17. 1 point
    With a future release of the 737 rather....the ball is in our court. Its been fixed and will make it out on next update.....yes....a real update! -tkyler
  18. 1 point
    With modern tools, comes modern features.
  19. 1 point
    another update, for those who may not have seen discussions in other threads. As much as I've spoken about FMS work...that was mostly because all the other aspects of our project, the 3D, the sounds, etc....were bound up in deprecated technology and tools, making it VERY difficult to update things....whereas the FMS was just code work. This was not really a lack of foresight on our part regarding the 3D tools, but rather being so far ahead of the game way back when we started, we came up with our own solutions.....that were not quite compatible with the way X-Plane moved with regards to developer tools. WELL.....thanks to Ted Greene of Laminar.....he has coded up a "converter" between the old toolchain we used and the 'toolchain of today'. Only in the last week did we work out some critical bugs that allowed us to begin converting all our assets into the modern workflow supported by Laminar. We are currently in the process of converting all our work to this new toolchain and have converted some of the most complex aspects of it already...so we do not anticpate much resistance converting the rest of the work. This converter by Laminar is a huge lifeline of sorts and will allow us to again respond quickly to bugs and manage updates once we establish a new baseline with these tools. -TomK
  20. 1 point
    So some pretty significant news. One of the contributing factors to our lack of updating was our mostly deprecated 3D toolchain using a very old version of Blender. Because our project is of a significant amount of 3D complexity.....manually transposing all the work (6 years worth) to the newest toolchain used by Laminar was so daunting as to preclude us from even attempting it. Laminar, recognizing the volume of work performed by many aircraft developers in this old version of Blender was significant enough to warrant their development of an "automatic conversion" tool. As such, Ted Green of Laminar took on the task and provided it as of a few months ago.....but we (IXEG) have only gotten around to trying it recently....after waiting for Blender 2.8+ to also evolved and stabilize . But I am happy to report that we have successfully converted about 85% of our 3D work and its now in the new Blender 3D / Laminar pipeline and exporting as expected. The remaining 15%, we will have to do by hand and will take a bit of time....but once done, SHOULD allow us to make more frequent updates as we did early in our release. It is our hope that once we get the new toolchain back up and running (and it was our efficient toolchain that allowed quick updates during release)....we should be able to handle updates well again. It was unfortunate that XP and the toolchain (and Blender) all changed radically at about the same time...leaving us somewhat in a difficult spot, but I do see a lot of light on the horizon. -TomKyler
  21. 1 point
    Pilots Checklist for the MU-2B-60 In PDF Format http://eastaire.us/newchecklist.pdf Honeywell TPE331 PIlots Tip Guide http://eastaire.us/files/TPE331pilotnotes.pdf
  22. 1 point
    This is not a solution. You can not force someone to format his pc, in order to get rid of your authorization. Come on, don't you have a better solution?
  23. 1 point
    Looks very well done. I just made a post about it on the LES facebook page. Best of luck with it, Igor!
  24. 1 point
    We all have our opinions on how things are run both here and there, and I encourage folks to enjoy our hobby as best you possibly can knowing what you know as you form your own opinion. The org certainly serves a purpose, and we're happy to say that X-Pilot does as well. Luckily, you as a user have a choice on where you'd like to visit on a daily basis, be it here, there, or both (and for those of you reprimanded for any reason you at least have other places to visit - I'm in that boat too). Keeping in mind what does or doesn't bother you, please consider what would be "healthier" for you as a choice of where to spend your minutes or hours and make the best of your valuable hobby time. No doubt, we all love X-Plane, and that's a common theme between the org and X-Pilot. It's easy to get fired up over this stuff, but ultimately we should not loose sight of the fact that it's important to enjoy it and the great people in the community that do exist above all. I think, for the most part, people have said all they need to here in this thread and for that reason I'm going to close it in hopes that we can start other healthier and happier discussions about our hobby. Cheers to all!
  25. 1 point

    Version

    1,283 downloads

    This plane is the Boeing 767-300ER with Rolls Royce RB211-524H engines, winglets and two PAX doors. READ THIS AS I WILL NOT ANSWER QUESTIONS REGARDING THE FOLLOWING CONCERNS: The plane may have an epileptic seizure in flight, to rectify this, turn off the artificial stability, located on the top left corner of the overhead panel The plane's LIT textures do not include windows of the fuselage Reading the manual is very useful, be sure to take a look at it before consulting with me. This plane is subject to copyright by all developers, in order to re-distribute, modify, or otherwise share this plane, you MUST ask all of the following for permission and credit them on the post: Hiroshi Igami: Objects Peter Tram: Normal map texturing Philip Foglar: Base textures Jerry Ng: Sounds Michael Chang: Flight model, objects, liveries Redistribution of this file without the consent of all of the above is strictly forbidden and will not be tolerated. Ground services: This plane has a set of stairs that appear when the main PAX door is opened, activation is covered in the manual. This Boeing 767-300ER is equipped with no paints Other credits: Hiroshi Igami: animation guidance Warren Daniel (CEO of CLS): Flight model data Enjoy your flights, Michael Chang.
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