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Morten

IXEG
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Everything posted by Morten

  1. Last one for now, 4 of 4 All four can also be found on the site http://www.ixeg.net/blog/item/33-from-cold-and-dark-to
  2. You will find this aircraft can handle more turbulence than most others. M
  3. Finding bugs is easy. Have a few beers first, then start flipping random switches and buttons etc for a few minutes. (problem is reproducing them afterwards) M
  4. Just to make it clear, the highest priority in this project is making this aircraft as realistic as possible from a PILOT and ENGINEERING point of view. In plain text that means that any real 737 pilot should feel right at home sitting in the pilots seat and everything in the cockpit should look, feel, behave and sound as expected and the aircraft perform as it should. Like the big real simulators. To us this is the what makes the basis for good flight simulation, and we will make a minimum of compromises and as few loose ends as possible in these areas before any release. This is also because the systems complexity we expect a majority of "bugreports" to be user error, so if we release too soon it will just slow down the development process chasing ghosts and spending time (which we don't have a lot of as you know) on customer support. As for everything else (like what the big real simulators don't have) - gaming perspective "nice to have" category bells and whistles - it is likely we will release before all this is complete. M
  5. Livery.. did I show you thisone before?
  6. I quoted Tom and added a couple of sentences ​ M
  7. No strange airfoils XP does a great job on it's own in most areas, but if you want extreme accuracy, it needs a bit of help. We "bend" the model if needed. Exactly what we do in various areas I cannot tell you, but the main point is, that if you are willing and capable of going that extra mile - you can get there n XP. So no, we are not going against the philosophy, we take it one step further and tailor it to fit the 737. M
  8. Tuning the flightmodel in XP to the level we are at requires; - Very good understanding of how XP works - Very good understanding of how the real world works - Access to very hard to get information of the aircraft and engine. - Have the knowledge to understand the documents and information you have - Access to the real aircraft and a full motion simulator - Programming skills, to make up for some of XP's inaccuracy's When you have all this it's time to start calibrating. You now know where you are, where you want to be, and have the tools to get there. Then it's basically a matter of callibrating everything IN THE RIGHT ORDER. If you don't, you will be running around in circles, like someone lost in the forrest. The key word here is reverse engineering and in sim testing. Offcourse, the average designer will enter ballpark numbers into PlaneMaker and airfoils etc, and the end result will in best case be a ballpark flightmodel. Garbage in = garbage out. Getting the 3D right is offcourse important, but then maybe 10% of the work is done. We offcourse expect some people to pick apart our planemaker model and airfoils etc and analyze them and maybe find some "strange" stuff there, but that will not get you very far unless you also have our code. It's the combination of the two that make up our flightmodel in the sim, so you will have to judge the aircraft from within the sim. M
  9. Correct, small bug, texture is reversed. Don't forget, these are work in progress shots, so don't look too close at the details yet. Stuff still missing, like registration numbers on the doors. So more details will be in soon.
  10. For our spanish friends, and one in particular that has contributed to the project.
  11. Ok, here is one NOTE: There are still loads of little details missing
  12. Couple of new pics in the gallery http://www.ixeg.net/gallery M
  13. I offcourse had to make thisone for myself
  14. A couple of shots. Still a bunch of exterior details missing, but we are getting there
  15. Yes, we have realistic spring constants and dampers. M
  16. Hi Mike, I'm not familiar with that program, but had a look at their site and it seems to be a great planning tool. You probably will get ballpark numbers but obviously not accurate. We are currently simulating the 20k (CFM56-3-b1) engine, also the fan speeds (N1) and limits will be different, also Vspeeds and runway required etc since the NG has a totally different wing. Jan can maybe fill you in on how they plan takeoff configuration and thrust in real. We already have a simple planning tool and we might expand this or make an Excel sheet or something. We will also provide tables with most of what you need for normal operation. Not sure how topcat works, but if their config file for each aircraft is open, we can maybe make our own file for this aircraft - or help them make it. You can offcourse use real data/manuals as this aircraft is extremely close to real world performance inside the envelope (outside we don't know for obvious reasons) M
  17. The max crosswind limit is company dependant. Boeing don't give limits, they give guidelines. Demonstrated crosswind on the 733 is 35 kts Most company's therefore set their max limit of about 30 kts. It also depends on the runway and weather conditions, an unexperienced pilot can also have a lower limit. NOTE: One can land in higher windspeeds if the wind is a bit more on the nose. It's the wind component from the side (90 deg) that should not exceed 30 kts. In other words, one would probably not land in conditions like this in real. We show you this video to prove it is possible to land in such conditions in X-Plane if the aircraft is designed to handle it and the pilot is good. Note there is also gusts and turbulence in the video which the aircrafts also handles very well. This means you can fly with realweather on and still master most "normal" conditions with a bit of training. When doing the xwind performance testing I hunted for real low pressure systems on the weather maps, loaded up realweather in the sim and shoot approaches wherever the wind was - great fun
  18. No problem, we have a custom view control panel where you easy can save a bunch of predefined view positions to any location and angle you like So doesnt matter what your monitor settings etc are, you can customize it to fit anyway. Click a button and the camera "fly's" to the wanted position. We can do a demo video of it. M
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