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Showing content with the highest reputation on 10/27/2023 in all areas

  1. 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.mp4
    2 points
  2. @Pils When the aircraft is 'populated', the weight and baggage is randomized "per passenger"...in addition, the per passenger contribution to the cargo vs. overhead is also considered and randomized. I do this for all aircraft seats. So the "possible" weight contributions "per seat" are determined first. THEN, I randomize the seating arrangement, and that is what shows up relatively evently on the graphic...but the actual values "per seat" I don't know. THEN...I add up all the occupied seats "per zone/station" and set the masses for those stations. We're still working through GUIs in VR Bulva....there as some headaches dealing with it, but we're looking at the integration for sure. -tk
    1 point
  3. I have tried to replicate this problem - but was not successfull. For me this works as expected (no error). Since you are the only one reporting this so far, there is the chance that you do something very unique to trigger this error, I doubt that it is interference from another plugin (although flywithlua and volanta are known to cause problems sometimes). If we can not get to the bottom of this, one solution would be to trigger the "reboot gizmo" function (right-side pop-out menu, the small "flash" symbol) to reset the logic for the second and subsequent flight... Cheers, Jan
    1 point
  4. We respect your opinion and understand where you're coming from. The flight simulation community is diverse and people have strong feelings towards their preferred platforms. You do come off quite bias rather than basing your opinion on factual information (like actual IXEG or other product sales numbers, which we have plenty of data on). Both X-Plane and MSFS offer different experiences, and our internal data does indicate a positive trend for X-Plane 12. Let's focus on providing the best simulation experience for everyone, regardless of the platform they prefer.
    1 point
  5. We're thinking "time is money". My mortgage payments runs on a timeframe...my internet fees...my software subscriptions, my commissions.....special offers in the mail......all time frame limited to encourage folks to act to keep the economic cycle moving. Time and money is inextricably linked. Without this principle, no business would survive and we've have no products...no add-ons, no x-plane, etc. Who is John Galt anyhow. TK
    1 point
  6. Tom explained it in the recent video he did with Q8pilot - he had to make a decision whether to continue developing the 737 or going down another road in his life to make money. And he needs to eat now, he can´t go hungry for a few months with people on the fence waiting if they want to maybe update or not ("I want to wait until they put in the holds..."). That is why we nudge people to pay the money now.
    1 point
  7. Must ask the question. since nothing has being said for a while. But what is happening with the test ver. There has being to mention since February. I havnt had any issues with it since install. Did ask if current new 737 is compatible. Thanks
    1 point
  8. This has been fixed in v1.8, issue #4138. The issue is being caused by the letter 'T' in the runway identifier, which only occurs at 5 airports in the whole world. As Pilsner noted, you can temporarily work around this by flying into these airports without synthetic vision enabled. The following airports are affected: BGTL, NZFX, NZSP, NZWD and YWKS.
    1 point
  9. New version is available v0.104- Fixed bug: in icy conditions you could get random 80kts callouts or other wrong callouts
    1 point
  10. It’s not a manual, but I’ve addressed the fuelling stuff and basic FBO interaction in my first video, which shows the initial procedures, up to the point you’d transfer to the simulated FO. 25 minutes or so that should help any new 650 driver get started, further videos will follow too.
    1 point
  11. I'm guessing they want people to pay big bucks for those who use the manuals for training or official flight use? I find it hard to think that someone who is completely unfamiliar with the airframe to know it in and out from just the provided manuals. Hotstart has made a wonderfully complex aircraft here. If any aircraft for X-Plane has ever deserved a full on manual, it's this one.
    1 point
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