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Showing content with the highest reputation on 09/22/2023 in all areas

  1. Four new commands: ixeg/733/engines/left_fuel_lever_to_idle" ixeg/733/engines/left_fuel_lever_to_cutoff" ixeg/733/engines/right_fuel_lever_to_idle" ixeg/733/engines/right_fuel_lever_to_cutoff" So for the next patch, coming up shortly....executing these commands will animate/move the levers between the extreme positions with a single command/click. We did not originally embrace the concept of animating the controls based on single clicks for various reason at the time. IN the MU2, this paradigm is ubiquitous and I suspect I'll end up auditing all the controls in the IXEG cockpit for which ones are suitable to animate to some position with a single click -TK
    2 points
  2. Version 1.0.0

    56 downloads

    LIVERY PAINTERS INFO: Use this livery package as guidance on how to structure your paints. You can start from this package, and change the file and names where is needed. INSTALLATION: Extract the zip file and you'll get 2 folders; Aircraft and Output. Drop those folders in X-Plane's root directory, and make sure to merge folders. About the livery: That's All, Brother is a Douglas C-47 Skytrain aircraft (the military version of the civilian DC-3) that led the formation of 800 others from which approximately 13,000 U.S. paratroopers jumped on D-Day, June 6, 1944, the beginning of the liberation of France in the last two years of World War II. After the war it was returned to the United States and sold to civilian owners, eventually falling victim to neglect until it was found in an Oshkosh, Wisconsin, boneyard in 2015, facing imminent disassembly to be converted into a modern turbine aircraft. It has since been restored and is part of the Commemorative Air Force. (source: Wikipedia)
    1 point
  3. Thank you. First impression is very good. Cockpit is better than xp11
    1 point
  4. Interesting...it should be off by a bit (they rarely are exactly the same, one being fed from the air data computer, the other showing raw data), but 300 feet may be a bit too much. I will check!
    1 point
  5. will take a look at that will send log txt there shortly
    1 point
  6. Hey Jan! I agree with most of what you say here and the 180 degree opposite turn is true for sure. I would be inclined to disagree with what you say on anti ice and fuel flow, it definitely has a difference that’s noticeable on fuel flow in the Classic. I’ve noticed it over the years and it makes sense considering how much load is being put on the engines while bleeding for anti ice. The winglet difference is present too, I know it’s not something you would actively notice but it would be nice to know it’s as realistic as possible and choosing winglets will effect fuel usage. glad to see feedback is being listened to and issues rectified, hopefully it continues
    1 point
  7. I am waiting for you IXEG team supports my MacBook PRO M2, so that I can update the image
    1 point
  8. Liveries are here: Business Aviation - X-Pilot Create and save a state. For example: IRS aligned, APU ON, and various settings (Fuel quantity, Radar weather, NAV1/2 on Auto etc). Then, load this saved state, and untick Restore Position and Trajectory if you to start from an other place.
    1 point
  9. Not that it helps in this case, but just as feedback, I updated X-Plane 12 from 12.05 to 12.06 when X-Plane prompted me for the update a couple of days ago, and all my flights in the CL650 worked fine ever since, just as before the update.
    1 point
  10. Hey Morten, great to see you chime in! I will take this up with Austin in a little bit, right now we are on his case to fix the too rapid N2 rise after fuel is injected. You know him, it is better to feed him stuff one after the other ;-) All the best, Jan
    1 point
  11. Hi guy's, been a long time Regarding rotate feeling light, this is mostly an XP issue (at least in XP11 that i knew well). In short, the 737 has a supercritical airfoil (NASA term, or "aft loaded" airfoil as Boeing calls it). One of the differences between conventional and aft loaded airfoils is (as the name implies) that the aft loaded airfoils have the center of pressure further aft. Meaning also the center of lift is further aft than on a conventional airfoil. XP does not model this very well, and as far as I know has its center of lift at the 1/4 chord. So this means XP airliners have their center of lift too far in front which cause problems in the transition phase between ground and flight. Should be a fairly simple fix for Austin. There are some temporary "hacks" one can do, but it's a can of worms... Good to see the old girl in the XP12 skies - great work Jan and Tom
    1 point
  12. Please do so - it is what I have used to tune performance ;-) I agree on the ground effect thing - it does strike us seemingly more than the default 737-800, might be a geometry thing. If I make the nose more "heavy" on rotation you would be unable to pull it past 10 degrees until out of the ground effect - the landings one can get used to, but you need to be ready for the nose wanting to drop (more than on the real aircraft). I might take this up with Austin, but got him busy on the N2 acceleration during engine start for now ;-) Try taxiing again on a verifiably flat area - I find that even a bit of slope plays a huge role. The 737 starts rolling on my side at idle power up to 50 tons of weight, as it should. Cheers, Jan
    1 point
  13. Otherwise you can download that i have made from scrats. .
    1 point
  14. This isnt' the kind of thing I'd normally throw out there....I don't like excuses, but there is some behind the scenes info on whats going on time wise. ...and I know how hard the team is working despite the circumstances. We had planned the release earlier, when everyone was avail to support, but my elderly mother had a AAA (Aortic aneurism) a short while ago and I had to bolt out of town for the emergency, and this delayed the release. I don't want sympathies or well wishes here or in PMs, please keep those to yourself.....that's not what this post is for. This delay pushed the release back a bit.....to this weekend where some of our team are out of town (one out of country) for events with their families they scheduled months ago...and unable to work efficiently as they'd like. They're trying the best they can..and we're trying to get back together as fast as possible so we can get on with the business of improving the IXEG. We'll be hitting this hard tomorrow as well. We are fully committed to getting everyone up and running. This post is simply to let folks know that "life happened" to us these past few weeks and we're not just ignoring folks or don't care, or have lowered our standards. With all that said, I'll be hammering away all week on the things I can control. The other team members will continue as well and we'll be running on all cylinders again very shortly. TomK
    1 point
  15. Your post is noted @daemotron Welcome to the world of Austin and (X-Plane evolution) For the longest time, the electrical system on XP was pretty vanilla, minimal busses, no switching. SO us develoeprs wrote ALL this code to customize our electrical code. Then Austin starts ALIA...an electric vehicle. NOW the electrical system in XPlane gets ALL this attention and next thing you know he's changing everything...our code starts having issues, new datarefs, new switching, etc. So we now have to re-evaluate the entire X-Plane system because we never know how far Austin's simulation goes.....and this just takes time. There was two real challenges with the Mu2 electrical setup. 1) The two radio busses...because Austin only had 1 Avionics bus and all radio functions were tied to that one switch....and 2) The emergency bus, which kills very specific functions. I had lots of code to handle all this before XP had more than 2 electrical busses....and so to just start using more of XP and less of my code, I have to audit a whole lot of code and do a whole lot of testing and experimenting with XP and even then...I may find something with Austin's model that doesn't work. For example, for the longest time (and still may not be implemented), you could not have a simple 3 bus setup (left - Main - right) and isolate the left/right busses. In that little example, (imagine the dashes being bus ties)...but XP only has ONE bus tie...and when activated, it connects ALL the busses in X-Plane. This is a HUGE headache working around and I know Jim with Laminar (replaced me back in 2012) just recently begged the systems team to fix this...as he's working on the Airbus stuff for Laminar and can't even isolate busses. Simulating busses and switching is easy...the problem is all the downstream things X-Plane drives off of default XP bus values. Things we can't code...like the radio functions, or GPS, or generators...which feed even more functions downstream. So we have this "line" where we have to stop, which is basically "bus is powered". but with headaches like the bus ties...well...*sigh. Its not uncommon to be approaching the work .... "well...lets try it this way"....nope...."how about this way".....nope...."A...U..S...T...I...N"! SO....this is what we deal with and its just a very long process to assess. Throw in "other developers who NEVER respond to your contact"....yea I'm talking to you Jean-Luc from RealityXP.....then it makes it tougher in cases like this. ANYWAY...enough blabbering. as usual.....I'll come across this at some point and poke around and try an improvement. My whole philosophy now with XP development is "steady as she goes". XPlane is quite the niche market and hobby.....can't support big teams full time, so I'll just try my best to be that tortoise and keep going thx for your poking around though @daemotron I do log these posts and when I address them I go back over them thoroughly. Thx again! Tom
    1 point
  16. Hi everyone! Thanks for everyone´s support and feedback for our initial launch of the IXEG 737 in XP12. This post will detail the bugs that were reported and confirmed by us. This post will be updated regularly and shall serve as a tool to check if something you observe has already been reported. Activation issues with the DRM that revolve around the "Level 2 check" failing - fixed Wiper switches not working - fixed for next patch Standby airspeed indicator drum not moving - fixed for next patch Bullseye windows on doors 3L and 3R too far outboard - fixed for next patch VRconfig.txt file missing - fixed for next patch Starter not strong enough at high density altitudes - fixed for next patch Engine start process going too fast - improved (total duration matches) but fix in LR´s court Wing illumination light not working - fixed for next patch Visual texture glitch on underside of left wing - fixed for next patch Taxi light a bit too dim MCP backlighting a bit too dim Window heat OFF logic reversed for right side windows - fixed for next patch No turnoff light for right side - fixed for next patch INVALID ENTRY message when trying to manually enter a V1 on TAKEOFF REF page - fixed for next patch Pitch up moment change during liftoff and landing too strong - fixed for next patch Idle fuel flow too low - fixed for next patch No CDU backlit keys - fixed for next patch. FMC / Gizmo crash when executing VNAV calc with only one waypoint in LEGS - fixed for next patch. ECAM gauge needles not lit up at night - fixed for next patch. Added four commands to command the fuel lever to idle/cutoff. For hardware binding to buttons/switches. Linked to default XP commands to connect/disconnect/toggle the GPU. Helpful for VR users. Cockpit door default to pen in the Turn-around mode Cockpit door occludes front galley lighting at night when closed. Fuel Crossfeed annunciator dimmer (less bright) when crossfeed valve open. Was too bright. - fixed for next patch.
    1 point
  17. Hi Franz, The update is being worked on, but given the age of the original pocket rocket, it's a pretty intensive update to get it up to speed. We don't have a timeline to share at this time for it, but we want to get it released once it is ready!
    1 point
  18. Captains, This will serve as a formal forum announcement that we have released the version 2.0 update for the BN-2B Islander. All customers who have purchased the BN-2B Islander 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 BN-2B Islander from today forward, your purchased download will already be updated to version 2.0 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 BN-2B Islander download and re-download the file. It will download as the latest version! The following is a list of additions/fixes included: Improvements / New Features: Fully optimized for X-Plane 12 Re-tuned flight model including tuned flap behavior and drag New user-interface Visual ice-accumulation on airfoil leading edges and surfaces Reworked FMOD soundpack including new engine, gear interaction, and environmental sounds New HDR lighting for the panel, cockpit, and cabin Updated textures for 3D people As always, thanks for being a customer with X-Aviation. We appreciate your feedback and support! Enjoy this latest update, and stay tuned to the forum as we continually announce the latest happenings.
    1 point
  19. It's a major re-write of code to get it properly working in 12, and that work continues. We will e-mail all customers once this has been released.
    1 point
  20. Hi, no the AFM version is not, but we are working on the TorqueSim version of the aircraft, as we outlined over here: AFM M20 customers will receive a discount on the TorqueSim M20 when it releases (no timeline on release).
    1 point
  21. 20lbs of bags per passenger?! As someone who has unloaded countless challengers, those pax carry a lot more than 20lbs in bags. 20lbs is like just their shoes.
    1 point
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