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Things that are NOT going to be in V1.5


Litjan

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2 hours ago, theenrage said:

Love this plane :) Great job. But i don't know but my reverse thrust L and R don't work at all.. Not even showing up as clickable region in the game. Is there a way to get this fixed? Have done a full reinstall. 

 

Kind regards

Hi,

the thrustreversers are pretty much straight X-Plane logic. You need to have the forward thrust at zero to engage reverse thrust, just like in the real aircraft.

You can bind keys (like toggle reverse, full reverse) to the reverse thrust function or assign a joystick axis, it should all work.

You can not "click and drag" the reverse thrust with the mouse or a VR wand...but you can assign a button or key to "toggle reverse" and then push the forward thrust lever forward with the mouse and it will actually pull open the reverse thrust lever.

Cheers, Jan

 

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1 hour ago, theenrage said:

Will this be fixed or added in later patches ?

I am not sure if the manipulator framework logic for X-Plane supports this functionality - but I have added this as a feature request and we will see what we can do.

Here is a post from another user that might help you (from the VR feedback thread):

Cheers, Jan

 

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  • 3 months later...

Could I post a feature request here?

  • Optionally - Ignore yoke input while A/P engaged

I've bumped into my yoke while working on other stuff more than once unfortunately. Things go spiraling down from that point onward (literally :P )

Still lovethis amazing plane, thanks for maintaining it!

Edited by Dozo
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38 minutes ago, Dozo said:

Could I post a feature request here?

  • Ignore yoke input while A/P engaged

I've bumped into my yoke while working on other stuff more than once unfortunately. Things go spiraling down from that point onward (literally :P )

Still lovethis amazing plane, thanks for maintaining it!

Unplug usb connector of yoke/ joystick ;)

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55 minutes ago, Dozo said:

I've bumped into my yoke while working on other stuff

This does happen in the real cockpit as well - and I consider it realistic. As is the solution: Be careful! :P

We will definitely not disable yoke input because it is a real and important feature of the real aircraft: You can override your autopilot with flightcontrol inputs most of the time.

Cheers, Jan

Edited by Litjan
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I understand Jan, and a thing like this should never be the default behaviour (which is also not what I suggested, to avoid confusion :) ). It would be nice to have the option to enable it, since not everyone is flying 1 hour flights with full focus in the cockpit. Especially on longer flights we have to deal with IRL situations that require attendance (be it in a pandemic or not): kids, work from home, partners, etc. Until I win the lottery, 5 hour focused flights will be rare ;)

Edited by Dozo
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Yeah, I totally understand what you are saying - same for me. But when I take care of my kids, work, partner, pets, housework, or anything like that...I am far away from any of my computer controls.

And IF I bump my joystick accidentially when sitting down or getting up or reaching for my coffee - all it takes is 3 seconds to recover the aircraft (it is usually well trimmed when the autopilot flies it) and then turn on the autopilot again.

I can´t - for the life of me - understand how someone could bump or deflect the joystick "accidentially" long enough to get a 737 out of control, short of falling asleep at his desk...

Thats why I think that even 5 minutes of dev time on this are not worth it ;) - plus the added complexity and support load because someone is bound to click that option and then go on a tangent because "his joystick doesn´t work".

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Thank you for your answer. Not all use cases are the same I guess ;)

I understand what you're saying and although I don't agree fully, I really respect the way you interact with the IXEG userbase. So thanks for looking at it anyway and as we say 'no is also an answer'  :)

 

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  • 5 months later...
On 12/7/2015 at 10:00 AM, Litjan said:

Updated July 2020, Version 1.33

Hi everyone.

While it seems to be the economically "smart" thing to do to NOT talk about the shortcomings of your product (and then sometimes to just ignore the complaints after you cash in the money), we are trying to run things a bit differently here at IXEG.

 

I would therefore like to share a list of things that will NOT be in version 1.3, and also give a little background of why, and wether we are planning to add it later. I will try to make this list as encompassing as possible, if I forget something, please don´t sue me! I will add/remove from this list as warranted.

Aircraft visual 3D model

  • Operating doors (passenger, service) - omitted due to time constraints, definitely planning to add later. Cargo doors work.
  • Ancilliary vehicles (catering, fuel truck, loading crew) - this is now accomplished by using the XP11 native ground vehicles, the docking locations for those are correctly added in planemaker.
  • Wingflex - not added because its a lot of effort and the real wings don´t flex much. Will be added later, high priority.
  • Fully fleshed out galleys and cabin interior. Omitted due to time constraints, definitely planning to add later. For now a basic, low-res placeholder 3D cabin is in place.
  • Cockpit keypad entry mechanism Omitted due to security reasons.
  • Deployable emergency slides.Omitted due to time constraints, planning to add later.
  • Deploying oxygen masks. Omitted due to time constraints, planning to add later.
  • Sound effects/visual model for passengers and their (assumed) behaviour. Too complex a simulation off it´s own, most likely won´t be added for fear of having something repetitive or cheesy.
  • Cabin crew interaction. Omitted due to time constraints. Planning to have basic interaction, for opening doors, for example. Need to get sound-samples first, basic infrastructure in place, though.

FMS

  • Pilot entered HOLDS. While we have database-inherent holds (like at the end of a missed approach), we won´t feature the HOLD page where you could enter all sorts of HOLDS. Omitted due to time constraints, definitely planning to add later.
  • RTA feature. Omitted due to time constraints, planning to add later, but low priority.
  • OFFSET feature. Omitted due to time constraints,planning to add later, but low priority.
  • ABEAM points (after shortcutting route, for example). Omitted due to time constraints, definitely planning to add later. You CAN enter stuff in the FIX page, and "find" a PBD point that way (enter a fix, enter a radial and a distance to see the green radial and distance-circle)
  • Entering descent wind forecast (normal wind entry on PERF INIT page possible).
  • Display of "RTE DATA" on EHSI/map, i.e. showing ETA and restrictions next to waypoint. You can see that on the LEGS page, for now. Omitted due to time constraints, definitely planning to add later.
  • Automatic entry of performance data (weight, etc.). We might include that for the "ready to fly" scenario, not decided yet. For now it must be entered manually, if FMS performance assistance is desired (not mandatory).
  • Fully working PROGRESS page - we started to code it, but much of the things shown are placeholders. We expect this to be one of the first things we will add soon after release.
  • Full VNAV functionality for descents with speed and/or altitude restrictions. The FMS gets confused by changing the cruising altitude while enroute and multiple descent restrictions and restrictions of a certain type. Basic unrestricted descents work, though.

GUI

  • Dedicated flight-planning software. We feel that this is not necessarily within the scope of our add-on. We model the plane like you get it after delivery from Seattle (+ free lifetime fuel!). There are plenty of flight-planning solutions out there, we include a basic "ballpark" fuel calculator.
  • Complex and visually appealing load+trim software. We feel that clicking empty seats to fill them and pulling sliders to load cargo is fun for a few times - but really all you get is a weight and a center of gravity. And you might just as well set those directly in the gui. We have simple sliders and click-buttons for that (or you can use the default X-Plane menus).
  • No way to output any CDU, EADI or EHSI onto an external device like iPad or such. Would like to have that (especially for cockpit builders), though. Exception: it is possible to use AirFMC, available at the Apple App Store.
  • No pop-out 2D displays of flight instruments/CDU/EFIS to make reading or entering stuff easier, no hiding of yoke to not obscure view. We feel that the ergonomics (or lack of) an airliner cockpit is an important part of the experience, so we don´t want to "help" too much. We have "preview pop-ups" of the EHSI when making changes on the EFIS control panel to help you see if you have the right setup.

Other systems

  • Wxr radar returns can only be displayed on the left EHSI/map. Omitted due to time constraints, definitely planning to add later.
  • Terrain colour display can only be shown on the left EHSI(map. Omitted due to time constraints, definitely planning to add later.
  • Flight attendant panel 1L. Including cabin light switches, ground service switch. Omitted due to time constraints, definitely planning to add later. The ground service switch can be "moved" through a sidebar menu.
  • Operating circuit breaker (CB). We decided that most CBs will never be moved in normal operation. We will add moveable CBs with the yellow collar later (to be used in abnormal situations), and possibly some others as well (standby altimeter vibrator!).
  • Automatic startup/shutdown "macros". Won´t add that. This plane is about realistic operation (it´s not hard!). If not desired, just select "ready to fly" or "turnaround-state".
  • IRS using "false" position. It is not possible to deliberately enter a "false" position and have the IRS align to that. The entry will be rejected unless reasonably close to the real position. In the real plane the GPS would also "correct" your wrong entry (if close enough) or warn you. A position far from the old "shutdown" position would be rejected once. A wrong latitude would be detected during the alignment process...It would be a lot of coding effort to maintain a "wrong" position with the corresponding effects (map-shift, etc.)
  • A dedicated way to fly the same plane together in multiplayer. Note that SmartCopilot has made great progress in making our plane flyable with a crew of 2, and while not perfect yet, it is working very well, going by user reports: http://forums.x-pilot.com/forums/topic/9714-smartcopilot-first-attempt/?page=1
  • Volume control for radios/navaid ident checking. We have implemented a better volume (more loud), but it can not be adjusted yet.

 

We are trying to be as upfront about the shortcomings of our model as possible. I have myself bought many aircraft for flight-simulations boasting great things, only to be disappointed. I want to avoid that for everyone, so if you find a "must have" feature on this list, I encourage you to hold off on purchase until we added your feature in a later patch.

 

I could make a feature list of things we have that would take you hours to read, but instead you can assume that our plane can do everything that the real one does, except for the things noted above.

 

Cheers, Jan

Ok... That's almost one year ago. When Will be the next update?

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  • 2 weeks later...
6 hours ago, Bulva said:


I read somewhere (thread from 2016) that there will be an option to set "unreal" shorter IRS time "quick align".
Will the idea of setting the time menu eg "semi-real" = 3 minutes appear in a future update ???

That is still planned.

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Actually, I do want to add a bit more to it:

Sometimes I have the urge to brush up on some flight procedural stuff and use Xplane to familiarize with new airports or changed airports by flying arrival and departure procedures. So I use Zibo to get the FMS, ND and A/P act together. 

Then I realize its not the procedural stuff I need brushing up on (anyone can study airport charts and chairfly through that), but stick-time is the big one: trim, pitch angles, power settings and hand-fly or brain-fly alongside procedural routes.

This is why the IXEG 737 makes more hours on my system.
(Side note: VNAV is overrated (in my aviation opinion) as it is VERY aircraft specific.)

I enjoy every bit of aircraft feel on the IXEG.
Maybe it's because in real life I fly an ultra modern aircraft that brain-deads me and gives me 10 minutes stick-time every 7 hrs on average. 

;-)

 

 

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3 hours ago, teeloo said:

Maybe it's because in real life I fly an ultra modern aircraft that brain-deads me and gives me 10 minutes stick-time every 7 hrs on average. 

Welcome to my world! :lol:

And thanks for the very nice words, of course. I agree - when I got reactivated after a few months of being at home due to Covid I found that its not so much "pushing AP buttons" that I got rusty with - it was the instrument scan! And this is something that you can only really practice by flying manually - even following the FD isn´t really cutting it, because you will invariably concentrate on centering the needles...which any 6 year-old can probably do better than me ;).

Cheers, Jan

 

Edited by Litjan
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  • 4 months later...

Tying into the discussion of wingflex of the 737 Classic: there is little to none due to the slimmer profile of the overall wing dimensions compared to that of the NG. This was recorded by me flying on a WN -300 into Indianapolis International (N694SW) from Tampa International. (On a side note, some PulseLites, please? :D )

 

Enjoy the approach to and landing at Indianapolis!

 

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  • Litjan changed the title to Things that are NOT going to be in V1.5

This is transparency between dev and costumer at a greater level. Good to see that on IXEG team!

One feature, being added on most recent addons and upgrades, simbrief integration, are you planning on adding it? Hence keyboard use for data entry is not avaiable, it would ease FMC setup a lot, if we’re able to retrieve the last flight plan submitted on simbrief.

Edited by S3rg1o
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1 hour ago, S3rg1o said:

simbrief integration, are you planning on adding it?

Given evernthing else no...but I've added it to my list of things to look at.   We'll be migrating to a documentation format similar to my MU2.  In that, I keep a section of bugs, todos, wanted things and such.  Some items stay on that list a long time, but at least you'll know whats in our heads.  It will look like so (see MU2 example link below)...and when deployed, you'll see your request reflected on that list.

http://www.togasim.com/mu2docs/supplements/bug_tracker_201.html

Edited by tkyler
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