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Showing content with the highest reputation on 06/23/2020 in all areas

  1. Hello all. What started out as a 'quick bug fix" for our annoying gizmo '470' error has, over the last 80 hours in one week..... turned into a very significant rewrite of our route procedures editing code. I was hoping to have it done by this weekend, but we are not quite ready. We are easily 95% of the way though and will continue to push to get this rather significant FMS update out asap. Depending on the routes you enter, some may not notice much difference, but for others, the difference will be quite noticable with the "routes editing as expected". Of course there is no way we can try all the routes that all the user can. In one 14 hour day, I may enter 100 test routes, all at the same airport, so feedback after release will be much welcome. We have refactored our editing code to be much more maintainable and 'debuggable'. That being said, we are pushing the CDU entries pretty hard at lots of locations and will continue to do so right up until release. I MUST re-iterate...this is LNAV editing code, not the VNAV. VNAV calculations are built upon the LNAV route and so this is a major foundational step towards improving the VNAV. I suspect many routes will improve though with this update. After this route editing effort is stabilized, I will go over the waypoint restrictions and then the VNAV. Holds will come after. -tkyler
    2 points
  2. What hardware you have? I have seen several forums post were people using WMR hardware have no sounds if they do start xplane before starting WMR.
    1 point
  3. I can get behind that especially in regards to our collaboration with FSGRW and HiFi. The biggest challenge has been trying to explain how we’ve gotten past the 3 layer limit in X-Plane and the various cloud types that are available if you use the above mentioned weather injectors.....
    1 point
  4. I agree it's tricky. I'm here because on the strength of a youtube video I purchased a competitor's product which was advertised as VR and X-Plane beta/Vulkan compatible... well unfortunately there are a lot of issues and unresolved visual anomalies so I uninstalled... but good luck to them of course as I'm sure it's not easy. Then, just a few days ago I read mention of SkyMaxx Pro, and with the beta listed on your web site with latest compatibility I took a deep breath and decided to take the plunge. I went for SkyMaxx Pro, RWC along with Active Sky and for anyone else in a similar boat, I've found those 3 products work very nicely with Oculus Rift S and X-Plane 11.50b11 in Vulkan rendering mode... ok I'm just a few days in but feeling very positive about it - I just wish I'd come across SkyMaxx Pro before the competitor's product which would have saved me some monies. Anyway, I guess the point is, youtube videos can be powerful influences, so putting out new content there would be another option, particularly right now when people are wondering what works with the latest betas of X-Plane.
    1 point
  5. Thanks JetNoise. I realised that the manual pretty much tells you what to do anyway though. (if the GTN versions don't get activated automatically:) "Simply select them from the Plugins menu, and assign any of the 7xx to GTN1 and any of the 6xx to GTN2." Well, to turn them off (and go back to the default xplane versions) you can just click on the item again in the plugins menu. So I just had the GNS530 with the GTN650 next to it (as I didn't bother changing that during the test). It even lets you make the change mid-flight, although I did lose my flight plan when I tried it (not a complaint, obviously). Thanks.
    1 point
  6. Whatever was intention to fix ground handling in the last update it absolutely killed correct rudder authority during take off . In reality, increase of airflow on take off roll requires more rudder to compensate for prop factors. In 1.1.6 this tendency is coming a wrong way! As airspeed increases and torque with spiraling slipstream becoming noticeable, rudder pressure must be increased to stay on center line, but in 1.1.6 touch of rudder act as full deflection which create havoc of instability. This is very unrealistic! I hope developers will fix it in the next update or at least roll back as it was before. Thanks
    1 point
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