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Showing content with the highest reputation on 04/28/2020 in all areas
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2 points
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2 points
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To Whom It May Concern, I just wanted to congratulate the team responsible to create BN-2-26 ISLANDER for X-Plane 11. This is my first product from Torque Sim and based on my experience you are a cut above the rest. Hope you continue to make available to the X-Plane community products of the same great quality. Looking forward to the the next update and the compatibility with GTN. Thanks JC55JC2 points
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So, this is coming from a place of betterment! You guys seem really agile and excited to better the product, so I hope this can be helpful! Some feedback on things I've noticed: Core stuff, flight model: a. the engines are a bit too perfect and therefore identically perfect to each other. In a twin, you'd expect to have to do a bit of adjusting to synch them, but these engines are always perfectly synched. This makes this plane seem like it's on rails, so to speak. Also there should be a binaural beat forming when the props are close to each other, that's a very good way of telling their synchronicity. Part of the fun of a twin without a synchrotron is manually adjusting it all! b. (post update) The engines are sluggish and underpowered on the ground, unable to get prop rpm up. Avionics: 1. GNS 530 map display doesn't correspond to display range (e.g. display range 35nm is showing something 12nm away all the way at the edge of the display, 12 should obv be around 1/3rd of the display away) 2. both HSI and Nav 2 needles don't deflect far enough on the lateral axis (maybe vertical as well, haven't tested), (e.g. if OBS is at 360, and VOR is bearing 270, the needle should be deflected all the way to the left, in sim it's only deflected about half to the left) 3. I've noticed some funny business with the "carb temp" gauges at the bottom of the engine cluster. I'm not sure what this gauge is showing; if it's carb temp then I believe it's displaying something wrong. At cruise the carb temp wouldn't heat itself with the carb heats off? Anyhow, to replicate a problem, during pre-takeoff excercises, you'll see this guage go up above 30C, then flick down to -10 or so and well it goes all over the place. Or adjusting mixture in flight will very oddly and artificially move this, this seems odd. 4. Radio produces sound even though bat is off (reproduce: tune an ATIS, then power off, reload and you'll hear the ATIS even with batt and everything else off) 5. Autopilot is aggressive when activated. Also, it seems the default command is an alt hold or even a neg vertical speed, I'm not sure but I think it should be roll and pitch hold? 6. HSI OBS control: the binding command is acting independent of the 3d cockpit control. Replication: using joystick command (OBS 1 up/down) turn OBS to a value, then using the 3d cockpit control turn it to another value. Then using the joystick, if you change it, it will snap to the last place the joystick set it. 7. ADF freq select will infinitely scroll downwards (i.e. when scrolling down below min range will pop to the top of the range) but doesn't infinitely scroll upwards (will max out a 1799 rather than popping to bottom of the range), this seems like a logic bug. 8. the ADF/autopilot units seem to have a very low refresh rate, this might be true-to-life (in this case this isn't a bug) but it seems off comparing to all other aircraft in X-Plane at least. tuning new freqs/altitudes, there's a very noticeable, about second long delay before new value is updated. 9. discrepancy with pop-up and 3d model GNS 530. VNAV button on popup and "TERR" button on 3d model, this brings up VNAV descent page for both displays, so TERR is likely erroneous? Lighting: a. no external light billboards set up for landing lights (those should be the strongest!) b. billboard for beacon is pretty tiny, if at all, c. billboards during the day are non-existent, the lights themselves should be alight and visible at least d. billboards in general are rather dim, they're almost non visible at a short distance at night Sound: a. I know this was adjusted in the update, but the sound still seems rather "muddy". Almost like an equalizer is on the audio, and suppressing mid and high frequency sounds. b. no/very little directionality (turning head doesn't seem to change sounds) c. no/very little positionality (sounds are essentially the same between front and rear of plane) d. brake squeaking (using toe brakes on my pedals) is short and repetitive, artificial sounding Not bugs, but would be nice to have: a. spill lighting for inside cockpit from lights b. binaural beats for props not synched c. performance tables and expanded documentation d. more comprehensive engine modelling, the engines feel like they're on rails.2 points
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The last update was just the fix for the FMOD once we found the bug. It has since been refined to near pre-bug state and I am excited to share this with everyone....1 point
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We are looking into what could be causing the shadows to be causing such a serious impact. We are both working on mesh optimizations, and looking into what could potentially be a driver/sim bug.1 point
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It's already been released for a couple of days. You could have been hearing it already.1 point
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That's fine, the normal lighting for some reason also steals like 10-20fps for me, so it shouldn't be that bad I just love atmospheric night lighting in my planes, so this is right up my alley.1 point
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Hi Coop, Thanks for the response. You are right, when I disengage the chocks the Parking Brake lever can be moved and responds to both mouse and key commands.. What threw me off was that before the update, the Parking Brake was in the ON position by default. You guys are the best. Thanks.1 point
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Thank you! I had conversation with Coop regarding this lights mod. In general, I have permission to publish this mod in a future. Many Thanks to the TORQUESIM Developers Team for this permission! But keep in mind, this mod will work with HDR ON only and will cost you up to 10 FPS with all Spill lights ON.1 point
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Thanks Coop. It was obviously "Finger trouble" - in pilot speak. I think a lot of clients - like myself will also not be used to "Slide" rocker switches, this may be worth a line in the manual.1 point
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Hi @DB Marsh All of our light and electrical switches are tied to custom datarefs, not the default ones. This was done in order to intergrate them with our electrical system. If you would like your hardware to communicate with our plugin, I'd suggest the following: Make a separate controls profile for the Islander. Then, with the aircraft loaded, in Settings -> Joystick edit your button assignments to use the commands made for the Islander. Just type 'islander' into the search box, and it should give the whole list.1 point
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Just a big THANK YOU for all your help airwar...everything now works perfectly.1 point
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Okay great thanks. I took a closer look under the mixture control and there it is!1 point