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Showing content with the highest reputation on 02/08/2021 in all areas

  1. Ok, I've revisited this topic with Saso (programmer and flight model author), and this is the official word from both of us. Any future questions about P-factor/propeller induced roll, will go unanswered. I suppose the proverbial arm twisting has had an effect. Thank you for your feedback. We're aware there are some flight dynamics missing in the takeoff department and we'll be addressing those issues in a future update.
    3 points
  2. I narrowed down to what causes sound loss. HP Reverb G2 requires both WMR + SteamVR. When WMR is launched, it briefly takes over the default sound device. When this happens while TBM is running, the sound is lost. The work around is simple. Launch WMR BEFORE launching X-Plane 11. Then TBM will not loose sound anymore and toggling between 2D and VR has no negative impact.
    2 points
  3. You’re asking why the simulation behaves as advertised?
    2 points
  4. Hello All, This will serve as a formal forum announcement that we have released the version 1.1.13 update for the TBM 900. All customers who have purchased the TBM 900 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 TBM 900 from today forward, your purchased download will already be updated to version 1.1.13 for you. 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 TBM 900 download and re-download the file. It will download as the latest version! The following is a list of additions/fixes included: What's New / Changed: Improvements / New Features: Aircraft will automatically default to the X-Plane experimental FM Performance improvements to panel rendering code should result in less CPU time being eaten up every frame. Integrated new GCU478 keypad commands for stock G1000 integration. Migrated to new OpenAL 1.21.0 build to resolve some issues with the Default audio device sometimes not being detected properly on Windows. Added option to disable popup clickspots in VR under "Configure Visual Effects". Added support to blink the MIC light on the audio panel when using xPilot. New command mappings INI for RSG hardware. Bug Fixes: Window centering would sometimes cause a window to appear off-screen. LOC/VOR arming could crash due to a NAN value being attempted to be filtered. Additional hardening against somebody engaging stock X-Plane autothrottle. Reduced engine oil quantity life, because we should be burning oil a bit faster. Increased engine oil quality lifetime, the oil should last a LONG time. TAS system hardening in case NAN values are returned by X-TCAS. Bottom TCAS antenna wasn't touching the fuselage. Engine torque display on EICAS wasn't correcting for X-Plane TP engine model quirks. Nav data parser wasn't compatible with new X-Plane 11.50 navaid format, breaking the localizer receiver. DME range wasn't being displayed AoA indicator was black Rain effect should work under Vulkan (might require selecting "Low"). Incorrect logical inversion could wreck havoc in autopilot CDI switchover logic. MacOS: Bumped macOS deployment target to 10.13, since 10.12 is no longer supported. Fixed rain effect not appearing in the right eye in VR under Vulkan Fixed the HUD bleeding through the glareshield. UI scaling would break rendering in the Maintenance Manager. Mac build would crash due to querying non-existent OpenAL context for error information Mouse interaction with the oxygen mask wasn't correct when using UI scaling. Librain fix for ice effect flickering in the left eye in VR. Climb/cruise torque bugs aren't supposed to go away when gear deployment signal is missing. Enjoy these latest updates, and stay tuned to the forum as we continually announce the latest happenings.
    1 point
  5. I know this thread is very old but there's another way of getting a perf boost in the TBM. Just kill PFD 2 on the CB board, nets me a small FPS gain and makes VR smoother. You don't need PFD 2 for anything so it's fine to have it off.
    1 point
  6. Hi all! Has anyone configured the Alpha and/or Bravo for the TBM? If you're happy with the result, I would be happy if you could share the Honeycomb Configurator Profile here Thanks, Erik
    1 point
  7. Did you forget to put the fuel caps back on? A lot of people forget this tiny detail, and fuel will be blown out of the top of the wings via the bernoulli principle. It can also be seen leaking.
    1 point
  8. Have you made sure that Com1 / Com1 Mic is turned on on the Audio Panel?
    1 point
  9. Unfortunately Apple forces this. As they update major versions of the OS, they make it so that old versions cannot even be targeted or work more. I believe a big reason for this is also to get you, as their customer, to move to the next OS.
    1 point
  10. alright- I got back to it finally! I had a successful flight! so- here’s the thing that fixed the blur... I had the scaling setting set to 75% for the system. Now I know what everyone is thinking “well there’s your problem!”... but hold on! The default 172 and the ZIBO 738 handles this setting moderately well - or at least it’s good enough and I can live with the better performance. But the TBM? No way! Need this all set to 100% for system and game. I’m guessing that there is something slightly different about the textures here and they don’t scale down as well. Probably because the 737 is so digital and squared off it is easier to scale up and down. And the 172 is all gauges! now as for the windows. I have gotten very careful, but it’s still annoying. I found that if I can somehow hit the touch point while the giant pop-out covers my vision. My final notes: 1: The default seated position for VR is really far forward. I’m basing this on the headrest. I like it so the seated position is right against my headrest. 2: there are way too many view points (this might not be adjustable to devs- I think they coincide with the hard coded viewpoints) when you sit back a little further it is much easier to manipulate the avionics without them being hyper sensitive. so overall I’m really happy now and I did a lot of experimentation. If anyone else is having issues ill check this thread again and keep notifications on for it! This is a fantastic add on... so much better than the Microsoft flight sim 930 and even with my new settings it really performs worse on paper but I have no side effects from being in VR.
    1 point
  11. Tonight I'm trying to work on windsheer events, simulating them in different scenarios. I've sent the most of time not flying but dealing with this utterly stupid "persistence" regime. This doesn't exist at Simcom or FSI or anywhere else a professional sim is used. Why does the developer force this upon us and make the whole thing really amateurish?
    -1 points
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