Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/25/2020 in all areas

  1. TorqueSim and RealSimGear are excited to announce their next aircraft for X-Plane 11 – the SR22 G3 GTS! The SR22 will be entering internal testing in the coming weeks, with a release to follow currently forecasted to be in late Q1 2020. The SR22 is the culmination of months of work to revamp all our development practices to ensure the highest level of fidelity and accuracy! We will be posting more information about the SR22 weekly until release, make sure to follow here to stay up to date! Features G1000 Perspective customizations to the Laminar X1000 Synthetic Vision (using Saso Kiselkov’s Synthetic Vision, as implemented in HotStart’s TBM900 and TorqueSim’s Pocket Rocket) Custom engine page and engine sidebar Lean-assist functionality Checklists Top-bar customizations (% Power, Distance, etc) Custom boot sequence including “Know Your Limits” and fuel adjustments Designed to interface with RealSimGear’s G1000 hardware, especially their G1000 Perspective Package Fully-custom electrical system Dual-battery and dual-alternator simulated All 11 electrical busses individually simulated All 48 circuit breakers functional High-fidelity flight model created by Austin Meyer of Laminar Research Insanely detailed 3D model Full PBR 4K Texturing Highly immersive custom captured FMOD Custom Tail-Number configuration utility Persistant systems Fully custom C++ plugin using the X-Plane SDK for maximum performance ….And many more features to be announced soon! Again, regular product updates will be posted by the team in this forum section, so be on the lookout for that! In the meantime, enjoy some of the screenshots below! Check out the next previews here!
    2 points
  2. Only fly in VR these days so I'm really hoping the SR22 is fully VR tuned. If yes it's a must for me. . . : )
    2 points
  3. Just take my freaking money! All of it!
    1 point
  4. Now THAT's a quality aircraft right there. I for one, appreciate developers who take their time and get it right the first time, rather than churn out aircraft too quickly and have problems later.
    1 point
  5. Very very nice, can’t wait for this!
    1 point
  6. No way! I've been wanting an SR22 in XP for ages! I can't wait!
    1 point
  7. Once it's in high idle, hardware throttle should work normally. If it isn't, you likely have something not assigned correctly. Make sure you DO NOT have "Throttle 1" assigned to your throttle axis. That won't work. It should be "Throttle all".
    1 point
  8. Ben... So simple and so dumb for my part, it works beautifully now.... THANKS A LOT
    1 point
  9. 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
    1 point
  10. Just an idea. What happens if you safe a seperate profile for the TBM in the controls? Maybe that would solve the problem. I had a similar issue, and that solved it.
    1 point
  11. Yes, that's what I meant. If you look into the lua-file, there is a line commented out, that starts with "do_every_draw". Remove the "--" from the beginning of that line, so that you get some info on the lower right. Check the axis value and adjust these lines accordingly: function getvalue () if mixture_axis > 0.55 then SetTo = 0 end if mixture_axis < 0.55 then SetTo = 1 end if mixture_axis < 0.45 then SetTo = 2 end if mixture_axis < 0.09 then SetTo = 3 end To explain: "SetTo = 0" sets to cut off, 1 to low idle, 2 high idle, 3 flight idle. Put your axis in the highest position you still want to be "cut off", and replace both instances of 0.55 with it. Find the highest position for low idle, replace 0.45 with it, same for high idle and 0.09. Obviously, the axis should read 1 at cut off, 0 at the flight idle position. If it's the opposite, just reverse the polarity (j/k, reverse the axis ). Don't hesitate to ask if you have any furter questions or need other functionality, I'll try my best. Just one warning: Due to the implementation. Right now, you can not move to high idle (actually the complete right side) if you are in the taxi/reverse range. I don't really need that functionality. If you do need it, I can try to make it possible.
    1 point
  12. Do you know how to use FlyWithLua? It's quite easy to install. I'll attach my script, just put it in the FlyWithLua\scripts folder and assign an axis to "Mixture 1", it should work then. If you need help, just write. Mixture.lua
    1 point
×
×
  • Create New...