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Showing content with the highest reputation on 05/30/2022 in all areas

  1. RE the GTN. I believe I found the information I needed from an example *.ini file provided by timber61 from X-Plane.org....certainly enough to experiement. I'll set about integrating the GTN; however, the offering will have to wait until after the initial release though I suspect it shouldn't take terribly long. My workflow is already set up for handling variants efficiently. -tkyler
    3 points
  2. Hello all! Since last report, things have been moving very steadily towards release. Work completed includes night lighting, extensive systems programming, documenation and general GUI interactivity refinement. Sound work is mid-process and the last thing remaining. Night Lighting The cabin and baggage areas lights can be actuated from the rear of the cabin, just aft of the door. The cabin light can also be turned off from the cockpit. This is so you can flip on the lights entering the cabin, and turn them off when you get to the cockpit. The baggage light; however, can only be turned off from the rear of the cabin. As you move through the cabin, the reading lights are also implemented, as well as the cabin flood lights. Table settees and privacy doors are actuable of course. The cockpit panel lighting is controlled via 6 rheostats on the overhead, and also, there is a cockpit flood and map light control, also on the overhead. The yokes have map lights on their undersides as well. These yoke map lights are controlled via rheostat sliders on the yoke. Exterior Details Outside the aircraft, more detail was added, including ground support equipment. The ground support equipment affects the relevant systems as expected. If you leave the engine intake covers in, for example, you won't be able to get the engine spinning for lightoff as the airflow into the compressor will be severly restricted. In addition, this will eat up battery charge a bit more quickly as well. With the front chocks on, taxiing and wheel control is restricted, and of course leaving the pitot covers on kills the pitot system functionality. @tkyler tossed in a 3D pilot so things don't look too funky from external views; however, you can disable this option if you like via a preference. I've tried to add a bit of lifelike behavior to the pilot and will expand on this more over time to be more immersive and natural. Here's a quick video link of some of the pilot animation: https://www.dropbox.com/s/m0t6c5qxhjep0xj/taxi_opt.mp4?dl=0 Online Docs Also, the documents are moving to be browser based. They are in a simple static HTML format and so can also be viewed locally as well as online. This makes them searchable, and a bit more reader friendly, as well as more readily updated. Illustrative graphics and animations will also be more easily implemented in this way and PDF exports of the online docs will also be available for folks who like hard copies. Sprinkled throughout the docs are a few The Real Deal technical tidbits. These are descriptive details about real MU2 system behaviors and quite informative in understanding the how and whys of some aircraft operations. Systems simulation The systems simulation is relatively straightforward, but indeed customized quite a bit over default X-Plane. The MU2 isn't the most complex aircraft systems wise, being an older aircraft, so Tom has focused quite a bit on the accuracy of behavior of the simple systems that are there to enhance immersion and have a more natural feel. As it turns out, this is quite a bit of work. All the electrical busses and switchgear are simulated. Most all the fuses work and feed their connected equipment as expected. The autopilot system is working very well and quite accurate per the Sperry SPZ-500 system that is installed. I essentially refer to the real procedures, step by step and ensure that the simulation works the right way for the right physical reasons. The engine have received the most work. The TPE-331 has some interesting nuances that have been challenging to simulate, particularly during engine start, which is automated by the SRL computer and affects the EGT and FFs, but there are also other unique features, such as fuel purge on shutdown, NTS test and lockout, overspeed governing and temperature dependent start behavior that come into play as well. The manual discusses these system in more detail. What's left At this juncture, the sounds and small pieces of polish are all that are left; however, the polish work can drag out as many folks know. With three variants to test and so much reloading of X-Plane, it takes quite a bit of time to ensure each user will get the experience they are expecting. But things are definitely winding down towards release.
    2 points
  3. Like Cameron said, what you get with other planes doesn't have much to do with it. The CL650 is a bit more GPU-heavy than the TBM and the Zibo. I had a M1 machine when the CL650 was in beta, and I was seeing frame rates similar to what you reported. The M1 is a best when it comes to CPU workload, but its GPU is a bit weak for the Challenger unfortunately.
    1 point
  4. I don't know if this has been reported as a "wishlist" item. When the FO states Flaps.... (brief pause) 20... but the flaps are still coming down. Ideally, in the real world, it's a 2 pilot verification procedure-, FO calls flaps XX (selected)..... when it indicates 20, the CA states: "20 set/checked" Can we have our Hot Start automated FO wait for the flaps to reach 20 before stating 20? And/or add the ability to manually "check" the item like other checklist items?
    1 point
  5. If Flightawre blocks the tail - which they often have to do in the FAA LADD programme- you can also use ADS-B Exchange using the ICAO code of the tail and the HISTORY function
    1 point
  6. No there's not. The patch is called "new hardware". This is a meaningless statement.
    -1 points
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