Jump to content

Fabio Pittol

Members
  • Posts

    52
  • Joined

  • Last visited

Everything posted by Fabio Pittol

  1. Just to be crystal clear, I was talking exclusively about the video posted. The database limitation, and current performance of the FMS on IXEG's 737 is completely fine for me!
  2. Actually, laggy as hell! This videos from Baltic Aviation Academy are from a simulator, not a real aircraft, aren't they? If so, the simulator uses the same avionics/computers to process the systems? I'm sure Jan can state how laggy the real FMS installed on Classics are. 'Cause videos from real (& newer) aircraft - not necessarily 737's - show it a lot more responsive than that.
  3. Ok, didn't know you're spokesperson for LR. Doesn't matter, anyway.
  4. There's a part on the video that LR guys explicitly say XP11? I only heard "we're not done with XP (10)" and "something with have for a future major release", which could easily be 10.60/.70/.80/.90
  5. It was about time for PBR shading! I guess they'll attach it to the same-old OBJ8 file, which would hopefully make the feature work for buildings too! What I still miss in this matter is an evolution on shaders for "ground" stuff. At the same time that the idea of WED, Airport Gateway is awesome, going beyond that (a.k.a. highly detailed custom scenery) is still very complicated/limited.
  6. Thanks for the detailed answer! It's amazing that you are being able to run at Max Cloud Distance with 4GB VRAM. Although, it's good to know! lol Now, all I can do is hope that the BRL - USD rate drops. Because with 3.5 - 1, things get a little impossible!
  7. Awesome! I wish I could crank up the settings like this! Out of curiosity, what's your system's specs?
  8. Source: https://www.faa.gov/air_traffic/flight_info/aeronav/digital_products/dtpp/search/results/?cycle=1606&ident=JFK Look at the line S-ILS 4L. 223/40 means: Decision Altitude (Baro) = 223ft / RVR * 100 = 40ft 210 means: Decision Height (Radio) = 210ft (310-3/4) means: Military-only This is for the FAA-style charts, that are available through their website. A lot of other sources only list as: DA(H) - 223 (200), which would mean Altitude (Baro) and Height (Radio). As the other guys said, it's always at the bottom of the approach charts.
  9. One note on this, that may help: On default aircraft (and most addons follow their behaviour) the Armed position if somewhat considered "-1" on the Speedbrake scale. So even when not using as an axis, you'll see that if cycles through Up > Flight Detent > Down > Armed. Even if the real aircraft has the Armed position between Down and Flight Detent, as the 737 do. I imagine that Laminar though that like this, you can still fake the lever position, but won't have conflict deploying them on touchdown (FJS Boeing aircraft do exactly like this). As you guys from IXEG modeled the realistic behaviour of the real aircraft (the Armed position "above" the Down), upon touchdown the sim it's probably thinking that the axis assigned is trying to raise/lower the Speedbrake to about 15%.
  10. Your answer is here: https://www.reddit.com/r/flightsim/comments/3x4bpz/can_reddit_help_save_world2xplane/cy23731
  11. I'm not able to select STAR Transition for SBSP (Congonhas/SP), here's the part of the log: SBRJ IH1A UMBAD UZ44 PAGOG KOMG1A SBSP SBRJ's departure and transition work fine, but when I select the PAGOG transition for KOMG1A arrival, it crashes like bellow: *Navigraph 1605 debug: 1324.050: TK: ***************************** PRIMARY LNAV ITERATIONS COMPLETE *************************************** debug: 1324.051: TK: EXITING PROCESS ROUTE FUNCTION debug: 1324.051: TK: ==================================================================================================== debug: 1324.051: TK: Exiting fmc.processActive() debug: 1325.290: TK: MSG 1.0: process LSK 4 from CDU # 1 debug: 1325.290: TK: we selected a star transition debug: 1325.291: TK: FUNCTION IN: fmc.burn_procedure. Burning start debug: 1325.291: TK: The num points currently existing for type start is 0 debug: 1325.291: TK: FUNCTION IN: fmc.append_procedure. Appending start. insertIndex is: 0 debug: 1325.291: TK: There are 3 points to append error: 1325.291: Callback_Dref_Hooked_setDataf: cdu1_lsk_4L_OnWrite: [string "ixeg.733.draw_route.lua.aes"]:3581: attempt to index a nil value debug: 1342.147: TK: MSG 1.0: process LSK 2 from CDU # 1 debug: 1342.147: TK: we selected a star transition debug: 1342.148: TK: FUNCTION IN: fmc.burn_procedure. Burning start error: 1342.148: Callback_Dref_Hooked_setDataf: cdu1_lsk_2L_OnWrite: [string "ixeg.733.draw_route.lua.aes"]:3683: attempt to index a nil value
  12. I use mine like Tom Knudsen, but I really liked your idea @dbpetrol. It just won't work well for me because I have the 3 different knobs. How did you manage to get the 3 black rounded ones?
  13. @Litjan, I know it's probably not near your focus right now (and it shouldn't, really) but do you think that anytime in the future you guys can take a look at why the X-Toebrake2Yaw plugin doesn't work with the 733? It's the only aircraft that shows this behaviour. * I really wish I could buy me some nice rudder pedals, but even a basic Saitek one costs a fortune for us in Brazil (specially right now).
  14. The wingtip is located at the bottom-right of the B733_leftwing.png file. (There's no template for it, you'll need to copy from the aircraft's "objects" folder). The flap track fairings are located at the top-right of the B733_Fuselage.png texture.
  15. Hey Tony,

    When to check the World2XPlane website today and found it offline. What happened to the project?

    Cheers!

  16. If you, as me, had a hard trying to correctly paint the winglets, since they don't show up when you load the aircraft on PlaneMaker, here's what I did to overcome this, and also, help the reload to be faster. Duplicate your aircraft folder, and rename it as you wish (I called it "IXEG 737 Liveries"); Delete what you don't need for opening it on PlaneMaker and check your livery progress, in other words, these folders: cockpit cockpit_3D coroutes Documentation fmc_data scripts sounds Weapons Inside the objects folder, open the file "B733_Fuselage.obj" with a text editor; Search for the word "winglet". You'll find two lines like the one bellow, on them, change 0.0 0.0 to 1.0 1.0. ANIM_hide 0.0 0.0 ixeg/733/misc/winglets Save the file. If you want for the aircraft load faster on PlaneMaker (useful when making small adjustments on the livery) I'd recommend you to delete some of the OBJs and PNGs inside this objects folder. I deleted all related to the cockpit or the ground equipment. IMPORTANT: This is a completely unofficial way of doing it, and not endorsed by X-Aviation nor IXEG. Just a workaround. Do it at your own risk. If you don't want to risk any conflict, keep this duplicated folder outside X-Plane, and move it to your X-Plane/Aircrafts folder only when painting liveries. For the guys at X-Aviation and IXEG: I'm posting this in order to support the product and engage more livery makers. If by any change it brakes any rules, or you find it'll cause you trouble. Don't hesitate in deleting it. Cheers!
  17. The stickers are on B733_glass_decals.png and B733_decals.png Copy them from the aircraft's root objects folder to your livery folder, and edit as you like. The window thing is probably that this one is mapped over the wrong window "hole" on the UV. My advice? Turn on the UV layer, and create a new layer and paint a colored dot on each window hole on the left side, and you'll find which one it is. After that, just cut your logo right on that window, and luckly it'll be blue. The engine nacelle is a little error on the texture. The paint-able part is missing one tiny bit that is near the metallic intake. You can find it on the texture's right bottom.
  18. I really liked the subtle buffeting while descending to the diversion airport. Which would be the cause? Flaps? Since the speedbrakes weren't out on the occasion.
  19. @Morten I just hope you already made this one:
  20. In simulation, the only times I need to set these up is when flying into Gibraltar (LXGB), 'cause their arrival procedure have Alpha, Bravo and Victor waypoints, which I think in really is bypassed by ATC vectors. But, as XP ATC's don't handle arrivals and I'm not flying on VATSIM. There's no way out, other then eye-ball it, which I did a lot with the FJS 727
  21. Hello, I always see you guys, talking about customizing a lot of standard behaviors of X-Plane, during the Classic's development. One of these days, while watching some real life videos of aircraft landing, one thing came to mind and I decided to chat about it with you. This is not a feature request or anything like that. Just curiosity! What do you guys think about X-Plane's modeling of landing gear suspension? Did you customized it? I'm asking because in real life, we always see, even on harder landings, the aircraft sitting down nicely. Actually, even on smooth landings, it has a nice effect of transferring the weight from aerodynamics to the suspension. But what I see in the sim, whether it's me flying or not, it doesn't happen. Seems like the bump force of the suspension is too high, so if you land smoothly, it almost doesn't compress at all, and if it's not that smooth (specially if you use 'runway follow terrain contours') it tends to do some small bouncing. I even played-back your "crosswind landing" video a few too many times to check it out, but the landing was so good, it didn't help. Here's a video of what I'm talking about: Jump to 1:05 and/or 2:25
×
×
  • Create New...