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Showing content with the highest reputation on 10/22/2023 in all areas
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Unfortunately Gizmo does bundle a very old copy of OpenAL, so who knows if there's now some incompatibility. A weird one for sure. Not really fair of LR to just shrug their shoulders when there's nothing in the log--which they're responsible for--that gives any debugging information. Oh well. Fingers crossed for FMOD.2 points
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Getting close to next patch. As Q8 mentioned, the Preflight menu was a "step back", but I still contend we had to take that step back to take some steps forward. So in the next patch, the following GUI will be avail on the PREFLIGHT tab. From this GUI, you'll be able to set the start state as usual (via the RESTART button + checkbox state). Also the quick "Plan fuel calculator" for quick fuel calcs is back. For loading fuel, you'll now use a "Aircraft fuel request" panel to add your fuel. You can hit the 'typical' button, which uses a common fuel config for most short hauls...or the "plan fuel" button, which takes its fuel amount from the "plan fuel calculator" ...or finally, you just move the sliders manually. Each of these actions constitutes a 'fuel request'. As fuel is requested, then you will see the amount requested below, along with the estimated time to refuel. If you have the "real time fueling" pref enabled, then this will be on the order of minutes normally, but if that preference is unchecked, then the estimated time will show only a few seconds. To actually add the fuel, you hit the 'start fueling' button. The 'meters' on the right show the requested fuel (red lines) as well as the actual fuel. The load sheet GUI is used to configure the weight and CG of the aircraft, by adding passengers and cargo and shifting the cargo around. I don't have passenger shifting atm, they're currently 'well balanced' throughout. You can drag a slider to add/remove passengers. There is also a "weight factor" slider, that defaults to one, which represents 'average weights" for humans / baggage"....BUT if you want to overload the plane, or simulate say, a plane full of Sumo wrestlers, then you can up this slider to add some extra "density" to the passenger cabin payload. There's a pulldown to view the cabin vs. cargo hold. When viewing the cargo hold, there'll be two sliders, one for "additional cargo", which is cargo not related to the passengers, which many airlines do carry...and there'll also be a "bias slider", where you can shift cargo between the front/rear holds to adjust the CG range and get the trim units value. Adjusting the cargo hold loading between front/rear is the preferred way to tweak the CG. Sorry we had to backtrack a bit before we could get this back in, but hope it helps maintain immersion by not having to go to the default XP menus for fuel and payload. Down below is what the cargo sliders look like (more or less...this was a few days back and there's been some slight improvements since then) -tk cargo_slider.mp42 points
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The sim's Log.txt probably shows the go-around actions being triggered, but it won't say by what key, etc.1 point
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You are right, there seemed to be a bug or something with my rudders. I reconnected them to my PC and now it works fine. It didn't show any input on the indicators in XP and Windows, so I thought it can't be my rudders. Thanks!1 point
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This might help: Start XP12, load IXEG, NAV1=101.09 (Ignore red colour in window, as suspected, just a reflection). Set both NAV to 115, quit XP12, start XP12, load IXEG, NAV1=101.09, NAV2=114.95 Set IXEG preferences to ready to fly, NAV1=101.09, NAV2= 113.90 Set IXEG preferences to cold and dark, NAV1=101.09, NAV2= 112.85 Set IXEG preferences to ready to fly, NAV1=101.09, NAV2= 111.80 Changing the IXEG preferences in this way reduces the NAV2 reading by 1.05 each time. (sorry, pics came up in reverse order)1 point
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And I do appreciate your patience in dealing with this problem and your help in finding the cause - even though we were ultimately unable to fix it for you. I did like to start the engine with my window open once in a while in summer, but pretty much had to close the window as the engine sped up to idle because it would get too loud in the cockpit to communicate efficiently ;-) Cheers, Jan1 point
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Well, Laminar is wrong, because the add-on developers themselves have no clue why your X-Plane crashes at 20.2% N1 . There are a myriad of possible reasons in operating systems and hardware, we used the OpenAL engine for our sounds to our best ability but I think there is nothing we can do right now to fix this for you...except ask you to keep your window closed during engine start and maybe wait for us to move to FMOD sounds, it is planned for the future!1 point
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That is a crazy coincidence! It could be something related to sounds, but we are running our OpenAL sounds, so I can not imagine how that can crash X-Plane?1 point
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I have contacted Laminar and they are investigating the issue. I found out something which may help to figure this issue out! This crash happens whenever the cockpit side windows are open during engine start! I liked to hear the sound of engines when lighting them up I started the engines with side windows closed and everything was ok till I landed. side window L2 affects the engine no. 1 and side window R2 affects the engine no. 2 whenever the engine reaches 20.2% of N2. first it mutes and then crashes.1 point
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I would recommend we hold these reports until after the next patch, which may resolve this. In switching to our new GUI, we began switching over to a new preference system, which tracks settings between runs of x-plane. Because of the depth of our custom programming though, this is a 'piecewise' process we tackle in digestable chunks. When we released the V12 port, we defaulted to X-Plane's fuel setting GUI and in doing so, we disabled our own code that sets the fuel state at sim start. Well just so happens this same code also sets all the radio frequencies and some knob positions. The new "preflight gui" for the next patch "re-enabled" our code to manage fuel and in doing so, this also brings back code that tracks the frequencies. Regarding Jan's observations, if he's testing on our normal dev build (which is highly possible, dare I say probable)....he wouldn't see the issue since I've fixed it and I slipped it in under his nose with the new GUI. I do know that I re-instated code that does handle frequency state at startup...so I'd say lets get past this next patch, see if that clears things up and if not, we'll start debugging then. As of today, Its looking to be within the next 7-14 days for the next patch to release. -tk1 point
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Thanks for the answers and for the link to the 737 systems description site!1 point
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Scavenge pump http://www.b737.org.uk/fuel.htm (Scroll down to about midway, the scavenge pump system is explained there) It is possible in the real aircraft, but due to technical limitations it is not possible in our IXEG aircraft. We would like to fix that in the future. To solve the problem you are reporting I would recommend to either fly from the FO´s side (and put the weather radar display on the CPT´s side) or you can DIM the weather radar returns (the brightness knob for the EHSI is actually TWO knobs, one is for wxr/terrain) so that they don´t blot out the navigational info. Cheers, Jan1 point
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I just tested on my machine and between reloads of X-Plane the frequency of NAV1 stays the same and NAV2 decrements by one "click" for both the megahertz and 25 khz knob. The nav radios show default X-Plane nav frequency datarefs, so if you see something else you may want to check other aircraft you fly in between or third-party plugins (flywithlua, etc.) that may fiddle with this. Also make sure that you always select the "engine running" option in the X-Plane flight setup GUI, even if you then use the "cold and dark" initialization in the IXEG menu. The communication VHF radios stay at the same frequency for me.1 point
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Hmm, ok - I don´t know what the problem is, then I think Pils is right, since there is an entry in your log.txt that X-Plane detected the crash --=={This application has crashed!}==-- --=={FILE: D:\X-Plane 12\Log_ATC.txt}==-- there is a good chance that Laminar Research can figure this out.1 point
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I understand, but the log gives no indication that any of the plugins run by the IXEG 733 are at fault, which is usually an indication of a deeper simulator or PC issue, and that's not something anyone but LR can solve. I hope @Litjan will be able to come up with a workaround in the mean time, because I am out of ideas.1 point
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You just need to post a request on the Beta channel of the Hotstart Discord channel. Totoro will send you a link with instructions.1 point
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737-300 doesn't support Flaps 10 TO, only 1,5,15 -400 and -500 don't even support Flaps1 for TO.1 point
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Hot Start CL650 FBO Substance Painter File View File This file contains 3 UDIMS for the 3 different sections of the CL650 FBO. Default materials are already applied, but those of you familiar with Substance Painter will have no problem navigating the file. Submitter Goran_M Submitted 10/13/2023 Category Hot Start Challenger 650 Livery For https://www.x-aviation.com/catalog/product_info.php/take-command-hot-start-challenger-650-p-212?osCsid=3s771ioj1g7c3vdsh78u9ft1741 point
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Documents last updated 20th December 2022 IMPORTANT: you must be signed in to download the PDFs below. Not a user yet? Head over to Sign Up. 1128340285_CL650FMSPrimer.pdf CL650 Operations Reference.pdf 1323904309_CL650ExpandedNormalProcedures.pdf CL650 Checklists.pdf CL650 Checklists - Printable.pdf CL650 Flexible Take-Off.pdf CL650 Shared Cockpit Quick Start Guide.pdf1 point