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Coop last won the day on March 25

Coop had the most liked content!

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About Coop

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  • Birthday October 19

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  1. Coop

    Editing/adding button mapping options? (ON/OFF)

    Glad that's working. Sounds are only triggered by the command being pushed, so if you use your own hardware, the FMOD sound would not be triggered.
  2. Coop


    Hm, that is very odd. @Cameron should know more.
  3. Coop

    Editing/adding button mapping options? (ON/OFF)

    All the datarefs can be set to ensure everything is what you need it to be. A list of datarefs can be found here: https://www.notion.so/torquesim/4be24447f9b243b58aefc302d2ed5112?v=f0c5f70ac745461d9dba230a4b24e7bd Make sure to use the "afm/pr/switches/****" datarefs (Not the afm/pr/f/switches). Let me know if this helps!
  4. Coop


    Glad to hear it is working now, not sure what could have caused that issue, but if it is working now all is good!
  5. rf7

    The pop up pfd borderless window you have provided in 1.01 when used on the realism g1000 crops out the top very important data line. Could you tell me where and how to edit this file to show it? Would love to keep the white border at the top from showing also.   Great aircraft and am loving it. Thanks so much.!!!!See attached photos:

    Mac OS.



    1. Coop


      Hey, sorry for the late reply, didn't get a notification for the post here. The top would only be cropped out if the monitor and window don't have the same aspect ratio. Can you try making the window slightly larger such that the top border is off the top of the screen?

    2. rf7


      Thanks for the reply, I have tried that but it snaps to the proportion of the Realsim g1000 screen and crops out the top data bar after doing this procedure. I have found if I crop in on both sides of the the G1000 monitor,  it will not snap to the aspect ratio action and the top two data lines will show. but the screen labels at the bottom line are off a little with the physical buttons on the unit (this is the way I have been running with it- see attached photo). Screen is not fully utilized and the top white frame is still there.

      One would think that removing the white frame at the top would allow enough room for the first data line in its place and still work with the aspect ratio.

      I have contacted the Real Simm team and they have no solution for me presently. (they did mention they hope more developers would adapt the way the TBM team handles it -whatever that means?). I said I would reach out to you guys.  I realize this is a small market and you probably will not be able to give resources to it.

       I am not having this issue with aeobask products or tbm900. (it works fine with them)

      Thanks for your attention and I am flying the heck out of the rocket. It is so much Fun!!  IMG_0073.thumb.jpeg.a474afd9ad495b82a1a77d536600257a.jpegI do fly real aircraft,  but by the book of course.

    3. Coop


      I will be looking into this, I will see what I can fix.

  6. Coop

    VR bug Trippy colours

    We have identified the issue and it is looking to be related to the synthetic vision code. While we are working on a fix, I have created a patch plugin that includes everything except for synthetic vision. Please message me if you would like to try out this fix. We are working on a fix to the synthetic vision code and hope to have a fix ready for that in the next update. Thank you for all your help and patience with identifying this issue!
  7. Coop

    Bottom buttons on PFD not working

    Updating nav-data is an optional thing for X-Plane, it brings all the procedures and waypoints, etc. to the latest version to match the real world. It can be necessary for online flying but isn't necessarily needed for flying offline. If you are interested, many people use Navigraph for their NavData: http://www.navigraph.com
  8. Coop

    Bottom buttons on PFD not working

    That is quite odd, I can not replicate the issue, but I am investigating it. Can you try backing up, then deleting the preference files in "X-Plane 11/Output/preferences" - the ones that start with "X-Plane__________.prf" and see if that resolves the issue? (If it doesn't, restoring the preferences you back up beforehand will bring back the settings)
  9. Coop

    Throttle quadrant question

    @Bourrinopathe Has a great summary there, it essentially boils down to this: Throttle (left lever) determines the power output of the engine in the normal range (not reverse or beta, then there are different control laws). Fuel control essentially determines minimum fuel flows (Fuel Cutoff: 0; Low Idle: low; High Idle: higher minimum than low idle) Prop will control your RPM In Beta mode, the throttle changes function and while the engine stays at idle, moving the lever will command a propeller blade pitch change to change your beta power output. In Reverse mode, the prop is set to reverse pitch setting; throttle controls the throttle.
  10. Coop

    P Factor

    There is a P-Factor that is determined by X-Plane as it runs - We are looking into making sure it is sufficient P-factor to represent the high torque of the aircraft.
  11. Coop

    Few bugs

    Bug for KG FF is logged. No inertial separator annunciator is currently present, but that is a good idea for an addition.
  12. Coop

    VR bug Trippy colours

    Thank you for the log file
  13. Coop

    Pocket Rocket v1.0.1 Update Released!

    These are commands that can be triggered either using keyboard or joystick commands, which is set through the X-Plane keyboard command/joystick command window, respectively.
  14. Coop

    VR bug Trippy colours

    We are still working on this issue - there is a bit more debug information, so log.txt and screenshots from 1.0.1 are very much appreciated in finding the root cause.
  15. Coop

    Plugin doesn't seem to be loading

    Both plugins use libacfutils (An aircraft plugin library) XGS is using an older version of it, and it is loaded before our aircraft, so X-Plane decides not to load our version (since one is already loaded by XGS) but since it is an older version, it is not compatible. We are working on implementing a version of libacfutils that is linked statically with our plugin, so it is forced to load again, but that is still being worked on. Until we can get a static version of libacfutils working with our plugin, I would recommend using a different landing speed plugin, there are many available that do not rely on libacfutils, here is one that I have used: https://forums.x-plane.org/index.php?/files/file/7995-landing-speed-plugin/