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Showing content with the highest reputation on 05/24/2020 in all areas

  1. I apologize for this one, we are aware...so how did it end up this way? Well...... I reverse my scrollwheel direction for my 3D work in Blender and so it worked 'normally' on my end and I simply didn't catch it during the exports.....I understand I'm the exception here. For those interested in a workaround, until we send out a patch, you can 1). use the manips as previously or 2) reverse your mouse scrollwheel direction in the OS before running X-Plane. This is on our list. -tkyler
    11 points
  2. I have to congratulate you guys for this outstanding work, i was really surprised for the flight model. In real life i fly 700s and 800s and always i found the 300 very close to the 700 on the flight characteristics, not the performance obviously. The new flight model is very accurate, really is For example after take off i needed to apply rudder trim to compensate and put that Yoke arrow centered again, was there when my mind blows. i am really happy with this plane, i gonna test more this bird . Just dont forget to udpate the FMC, i really need to know how much fuel i gonna have at my arrival hehehe. Cheers guys
    4 points
  3. We’ve been hard at work preparing a major update for the Islander since its initial release! Our philosophy at TorqueSim is to make the absolute best product we can, and to that end we’ve taken time and considerable effort to prepare the Islander Version 1.1, which represents a massive improvement over the original in all areas. With this part of the project now on the home stretch, we decided it’s time to share some of the improvements we’ve made with you. First off, we’re very proud to say that we’ve been able to fix or resolve all bugs reported to us so far, and many more that showed up in the course of our own continued work on the project. Thank you so much to everybody who contributed reports, contacted us about issues, and offered solutions! So many of these bugs would’ve just slipped by us if not for our dedicated beta team and all of you, flying the Islander out there in the wild. Probably one of the most anticipated additions to our Islander comes in the form of integration for RXP’s GTN simulations (RXP GNSs were compatible on launch, for anybody wondering). From 1.1 onwards, the Islander can make use of both the GTN750 and the 650, either separately or both at the same time, in both the regular and G5 versions of the aircraft. In addition, we’ve integrated the excellent Avitab plugin, including a way to move it to various locations within the cockpit. It’ll start out hidden on every flight, but a quick click to the center of the glareshield edge should bring it right up when you need it. In our quest to increase the performance of the Islander on all systems, we’ve undertaken some serious texture optimization, which should render the need for a 2K texture pack obsolete. The new textures retain full 4K format where needed, while selectively downsizing performance-intensive normal maps. Heavier reliance on LIT textures also permits night flights and cockpit lighting with little to no performance impact. A total of only 4 HDR lights have been retained in places where they make sense. Following some requests to make the overhead utility lights functional… that’s exactly what we’ve done! The utility lights are now fully operational, with individual HDR lights attached to them. No more searching for those overhead switches in the dark. The other two HDR lights are used in the pilot’s row cabin lights. It made little sense to bake the LIT textures here, as these lights can interact with certain parts of the cockpit, however they should have very little impact on performance. Further optimization could be achieved in the 3d meshes of the Islander. Many parts contained unnecessarily high numbers of polygons contributing nothing to the overall appearance of the aircraft. These have been eliminated, reduced, remodeled, or otherwise repaired. You should see a marked improvement in framerates in certain areas. Thanks to the combination of texture and mesh optimization, we’ve brought the size of the objects folder for the Islander down to just over 500 MB (including all objects and textures), from over 1 GB before. Needless to say, these are techniques we intend to apply to future projects. We could go on and on and on about all the little things we’ve changed and improved for this version, but instead, here’s a quick list of some other improvements: Expanded UI with more options for both the aircraft and the passengers Manuals now contain useful charts for operating the Islander, including gross weight limitations, take off and landing distances, and cruise data Cockpit switches are much more mouse friendly now, and we’ve eliminated the ‘click-and-drag’ style clickspots entirely Addition of a CSL package And last, but not least, a quick reminder that the Islander Screenshot Competition is still going on! We’ve had some excellent submissions so far, and participants have the chance to win their choice of either the TorqueSim Pocket Rocket, AFM M20 Collection, or both of Attitude Simulations “Gate to the Great Lakes” sceneries! There will be three winners. See the competition page for official rules and details. If you haven’t submitted a screenshot yet, now’s your chance, as the contest will end at the end of the month (May 31st)!
    3 points
  4. Hello All, This will serve as a formal forum announcement that we have released the version 1.3 update for the Take Command! IXEG 737 Classic. All customers who have purchased the IXEG 737 Classic up till now have been sent an e-mail by X-Aviation with complete instructions on how to obtain your update. We have made this a very simple process! For those that purchase the IXEG 737 Classic from today forward, your purchased download will already be updated to version 1.3 for you. It is for X-Plane 11. If you use X-Plane 10, you can still install an old version of the aircraft from the installer, but this update does not otherwise apply to you. Caution: This update is optimized for XP11.41 and newer only! If you run it any previous X-Plane version it will still work, but the aerodynamic model gets changed and will not fly "by the numbers" anymore! Install at your own risk (make a backup of the aircraft folder first, especially if you run XP10)! What if I didn't get the update e-mail? If you did not receive your update e-mail don't fret! X-Aviation has updated our system to allow all customers to update with ease, regardless of whether you received an e-mail for the update! Here's what to do: 1. Login to your X-Aviation account here: https://www.x-aviation.com/catalog/account_history.php 2. Find your original IXEG 737 Classic download and re-download the file. It will download as the latest version! The following is a list of additions/fixes included: Bug fixes: Stopped "brakes" helping with turns if no rudder pedals installed Fixed turnoff lights lighting up the MCP Fixed Standby Power logic Disabled engine reverse thrust when fire handle pulled Removed option for "show vortices" which doesn't work with XP11 Fixed stall warning test not working on ground Fixed external view not accessible if watching a saved replay Improvements: Adjusted flightmodel to work best with the "new experimental flight model" option enabled (disabled works too, but less accurate) Switched ground model to default for XP11 users (better handling of engine failures) Adjusted "runway shake" effect to not move viewpoint too much Adjusted sensitivity for altitude and vertical speed manipulators when mouse-dragging Increased intensity of landing, taxi and runway turnoff lights Several updates/polishing of cockpit 3D (smoothing, better material, etc.) Improved import ability for different company route formats Updated shape of optional "winglets" Removed logo light lens if winglets enabled (it was still peeking through in places) Updated mesh of engines and fan animations Improved representation of flight controls (avoid spoilers popping up), gear lever animation and weird sounds in cockpit during replays Enabled basic "hot start" functionality if fuel introduced at (way) too low N2 Improved windmilling start behaviour (now works for lower N2s) Additions: Added grab and move around flashlights(white) and maplights(red) Added mousewheel support to all twistable manipulators Added TAI ON WITH TAT ABOVE 10C warning to FMC Added "altitude reminder dials" on CPTs and FO yoke Added option to disable/assign button to "pop out" IXEG menu Added option to disable/assign button to "view presets" IXEG menu Added option to increase/decrease EHSI preview popups Added option to totally remove EHSI preview popups Added option slider to adjust yoke height Engines now windmilling on ground if wind strong enough Added default support (and option) for AviTab integration As always, thanks for being a customer with X-Aviation. We appreciate your feedback and support! Enjoy these latest updates, and stay tuned to the forum as we continually announce the latest happenings.
    3 points
  5. Ah, thanks for this info - I wonder how that happened, I really didn´t change anything on the nosegear... I will see if I can make this modification in our .acf file for the next update! Edit: I think any user could also make this modification in planemaker, if you don´t want to wait. The entry is in "Standard" "Landing Gear" - and then change the first gear to "2 lateral". Cheers, Jan
    3 points
  6. Just take note that the mouse directions are fine for the FMC brightness (BRT) controls
    3 points
  7. Hello! Congratulations on the update, been looking forward to it! You've finally added scroll wheel support BUT the direction is the opposite direction of every single other addon which makes it a bit annoying to use. For example in the 733 scrolling up on the altitude selector decreases the altitude whereas in every other addon it would increase the altitude. Is there any chance you'd consider changing this or adding an option to change it?
    2 points
  8. @Litjan The problem is the nose gear type of Ixeg 1.3, It was changed from 3 (double) to 2 (single) and the PushBack tug can´t handle single gear. There are 2 fix workarounds: Change the P _gear/0/_gear_type in ACF from 2 to 3 Or Open the file info.cfg in folder \X-Plane 11\Resources\plugins\BetterPushback\objects\tugs\AST-1X.tug and change the line "gear_compat" to "ff"
    2 points
  9. When will the new paintkit for V1.3 be available? SkyFly
    2 points
  10. Hi everyone! For does interested in engine paint kit for 1.3 you can find it in the link below I did some small adjustments for the nose cowl and as well for NML file
    2 points
  11. You can watch my latest video where I explain about the ground handling. It is not broken. https://www.youtube.com/watch?v=gXDlZhyKRnk Cheers, Jan
    2 points
  12. Great job guys, loving flying this aircraft and the flight model seems massively improved. Any chance you might tweak a few things for the ‘ready to fly’ panel state that seem a bit out of place? - position light currently off (would be on with power to the airplane?) - DH ref on 200 on both sides (have to drag this to -20 every time you ‘take over’ the aircraft - naughty outgoing crew) - transponder on TA/RA AUTO - wouldn’t it be to OFF and STBY at the gate? - Fuel pumps and ELEC hydraulics energised - I’m sure I read that for most of the service life of the classics, until the start flow you’d have the ELEC 2 and 1 off and the fuel pumps off apart from the (AFT?) number 1 feeding the APU? More than happy to be corrected by wiser heads than mine as to why these are all the way they are , though The only other thing on my wish list would be to link up the FO altimeter baro selector with the Captains’, to cut down the workload a bit and for those of us that fly the -800 a lot, putting the selection of the FLT/GND switch into the checklist as it’s easily missed. Cheers and keep up the good work!
    2 points
  13. Having flown the B734 IRL, this is the best handling I have ever seen for any Boeing in X-Plane. Great job with the flight model!
    2 points
  14. Have to chime in with saying sorry - I never caught this during my testing as I never use scrollwheel to work any manipulators, so it never registered on me for being "reversed". Progress is often two steps forward, one step back. We will get it ;-) Cheers, Jan
    2 points
  15. Hello. First of all. AWESOME!!! You have done a great job with this update and the aircraft looks fantastic and the performance... WOW!!! I am getting 110 fps in XP 11.5 b9. The taxi lights are a lot better. There is two things that we need a patch and another that if you release this patch and make it happen will be great. 1. It is no longer compatible with Better Pushback. Something is missing. Maybe an aircraft type like C or something. I am pretty sure it is just a line of code, so Better Pushback can recognize which kind of aircraft it needs to send the tug. This was working before. 2. Thank you for adding the mouse wheel, the only thing is that it is inverted. Instead of scrolling up, it will increase the number, it decreases it and viceversa. Every other aircraft the mouse wheel behaves the opposite. Scrolling up increases the number, scrolling down decreases the number. And the last one, this is just a request as all the new materials, etc look so good. Can we have a way dimmer light in the passengers cabin. It is really bright, during daytime is fine I guess, but at night it is very bright. Thank you very much for this update. Cheers!
    2 points
  16. Thx mmrelles. we'll add to list and keep moving. We did expect sharp eyes to catch some things. -tkyler
    2 points
  17. So with the update relatively imminent, I thought I'd go over some things that are on my mind, because I expect many folks will have some expectations of things in this update that are not there and may naturally wonder just what we do and don't care about. Way back when, we had to be quite conscious of our poly count and texture size, and while that is still true to some degree,, machines can handle a lot more now than they could in our early planning stages. As we've gone through this update, some of the things we defintely want to improve, and which you can expect us to continue working towards are (in random, brain dump order): wingflex, FMS performance (holds, VNAV, progress, etc), higher density and more regular 3D mesh and more accurate 'penetrations' modeling, i.e. NACA ducts, ports, etc, higher resolution textures, new paint kit (sorry, liveries will have to be done again for a V2.0), full cabin lighting and control, high rez cabin model, FMOD sounds, failure management. So just because we haven't put something in yet obviously doesn't mean we don't "see it" and know it needs improvement. We are very happy with how fast and efficient we have been able to move since porting our work to Blender 2.8 and expect to be able to make timlely 3D improvements and updates as we move forward with development. Improvements will be more regular and systematic rather than some "huge V2.0" type of thing with sweeping visual changes...nowadays release/patch cycles are much shorter and incremental. I can envision a V2.0 update essentially being the revised FMS using the XP1100 dataset and a higher resolution 3D model/textures with a new paint kit and not much else, maybe the FMOD sounds. Those are somewhat 'big ticket' redos and will take some time. Priority after this release will be the FMS work and the FMOD sound conversion. -tkyler
    2 points
  18. Version 1.0.0

    111 downloads

    Do not hesistate if you find some glitches ! Enjoy !
    1 point
  19. I've been waiting seemingly forever for mouse wheel support for this aircraft and finally today it happens and it is the REVERSE of what it should be. If I move the mouse wheel down (towards me) I would normally expect it to decrease values but instead it increases them. Conversely moving the mouse wheel up (away from me) decreases values. This is the opposite of every other aircraft in the history of flight simulation that has mouse wheel support, I can't for the life of me understand why you would implement it this way. PLEASE PLEASE PLEASE give us a fix or an update or something as soon as possible, I've only been using it 5 minutes and it's already driving me crazy.
    1 point
  20. For anyone experience the same issue, I solved the problem by clearing the vulkan shader cache. Once restarted the issue was resolved!
    1 point
  21. I just checked, you are correct - direction is reversed! Good find! Cheers, Jan
    1 point
  22. I made two flight and simply astonishing aircraft! I hace intention to do some repaints as soon I can. I´ve seen a lo quality light underneath the aircraft, i dont know if its any misconfig by myself. Any documentation about, flight planning (optimun FL, fuel req, etc)
    1 point
  23. That is definitely on the list for a future update! Cheers, Jan
    1 point
  24. Hi there, love the new 1.3 update. Honestly though, I am STOKED with the fact that this update finally included scrollable interface. BUT, there's one catch - it's reversed at most of the switches! I've been used with the Zibo 737 with its scrolling mechanism, so well, is there any way for me to reverse it to make it more familiar to my liking?
    1 point
  25. Oh, and look, the tiller is perfectly centered for me! Just kidding - we will adjust eventually ;-) Jan
    1 point
  26. Hi I am so happy that finally you give us the option to disable those annoying pop-ups and add finally the Avitab. Now if it's not too much work, why don't you put a tab in Aviatub with all those setups presented in those old annoying pop windows. Like performance tool and CG calculation, ground connection etc. Is there anyone smart that can do it? Hope to see more updating coming. Than you
    1 point
  27. Jan, That is great to hear! So far the only simulation I’m aware of, available for home and desktop users that does this is the Aerowinx PSX, which is also a FAA approved sim, so it’s in it’s own price league as well. But it does model the effect extremely well, among other things. This was one of the things that made me realize how differently the real 747 flies compared to, for instance the PMDG one that uses the old FSX legacy flight model. I’ve always liked your flight model and it’s certainly one of the best out there. It’s exciting to hear it has gotten even better with the update. Perhaps in the future you can also try to see if this effect could be amplified to match it even more closely with the real thing? In any case, looking forward to try the update, and of course any future projects from your team!
    1 point
  28. Thanks guys! You have outdone yourselves! John
    1 point
  29. Chi, I think you have something more sinister going on. There are many factors that influence the controls and typical culprits in such super strange behavior as you're describing would be other plugin or hardware interference/settings of some kind and would be a suitable starting point for diagnostic debugging. Also, you might try the experimental flight model in 11.5b as another data point in your troubleshooting efforts. As of now, unfortunately, you are quite alone in seeing this kind of behavior. I'd start by clearing out plugins, backing out to just your mouse possibly (remove all hardware), even going so far as reinstalling the 737 (less you had some miniscule file corruption on install), etc....and finally restarting the computer after all those changes, etc. I know debugging isn't fun, we do it daily, trying to find source of issues...but I think a bit it in order here. As Jan mentioned, we'll want to start with the Log.txt file. -tkyler
    1 point
  30. I'm not picking up the weather, with SkyMaxx, on Vulkan.I have to disable it, and I have to use X-Plane default weather.
    1 point
  31. Hi I reinstalled the updated version and selected the stable version of Gizmo and all excellent looking forward to flying her tomorrow Thanks for the assistance Cheers Paul
    1 point
  32. I confirm - not sure when/where we lost that. The MEL is pretty lenient on this one. Indivdual lights may be inop, provided that remaining lighting is sufficient to see the indications/labelling, do not blind the pilots and are deemed acceptabel. So the MEL is ok with you guys using the plane while we fix this ;-) Cheers, Jan
    1 point
  33. That is a fairly common request - to output the EFIS screens in some way for cockpit builders/extra displays. We have that on our mind, Tom especially is very cockpit-builder friendly. Cheers, Jan
    1 point
  34. Hi, and thanks for this update. This aircraft looks fantastic in VR and i have flew it a lot in VR using the simVRlabs config file. The problem is with this new update the simVRlabs file is no longer usable. Everything in the aircraft works in VR except its almost impossible to adjust ALT, HDG, Speed and Course using VR manipulators, this is a real shame and its making the aircraft unusable in VR. I just wonder if there is anything can be done to rectify this as it s a fantastic aircraft?
    1 point
  35. Just a thought: Had you still the LH config for the overhead panel, then this mousewheel quirk would actually make some sense.
    1 point
  36. Hi, Found one more item. The V/S wheel on the MCP does not have a mouse scroll wheel function either. Thanks for looking into it! Werner
    1 point
  37. Hi Jan, No worries! The T/R themselves operate correctly in my installation. It is only the animation of the levers. As long as I pull both reversers, nobody will notice.
    1 point
  38. No worries! Thank you Litjan! Oh yes please...really sorry about that, internet is slow hereI assumed it didn’t post! thanks again
    1 point
  39. Thanks for letting us know it worked for you, Boom! There are bound to be some quirks in the new Gizmo beta and this case and your willingness to stay with it and confirm the workaround is helping to find and fix them. Thanks, Jan
    1 point
  40. Just re-update from the navigraph suite. I had the same thing.
    1 point
  41. Oh, ok - that is interesting! I will talk to Tom about it, but that should be possible... Thanks for the feedback, Jan
    1 point
  42. Because RWC communication with ASXP has issues on "Always" or "FSGRW/External Injector". The only option that works and has accurate metar is "Never". So now temporary i use Both ( no issues so far) .FSGRW injects weather for the clouds on FSGRW/external injector while i have all winds/turbulence and active air effects from ASXP.
    1 point
  43. Captain Jan has posted a near 30 minute long video showcasing the features in the upcoming v1.3 update from IXEG. Items like new 3D enhancements, flight model adjustments, and various other aspects of the systems/programming are covered and worth a look! You can find the video in the topic here at X-Pilot.
    1 point
  44. + Vr config file + Custom particle effects
    1 point
  45. Guys, make an effort to search for your issue before starting new threads please.
    -1 points
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