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Coop

TorqueSim
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Everything posted by Coop

  1. Were the engine parameters in valid range? Full throttle with the turbine engines will cook the engines and can lead to engine failure.
  2. This sometimes happens if the terrain isn't able to load the full tile from disk in time, it uses a lower resolution copy instead. We are looking into ways to improve this behavior.
  3. The terrain read performance is largely dependent on disk read speeds, and if it can't load a full tile it will load it at a lower resolution.
  4. I'll note the pitch report and have it looked into. Regarding flaps, the Islander has 6° as the default for most flight conditions, and you can put it into the 0° bump position for low weight flight for improved cruise speed and altitude.
  5. I found the issue and it has been fixed in-code. It will be part of the next update. The issue number is T-1910 for reference.
  6. Thanks for the log.txt file. It appears that the aircraft is unable to reach the validation server to authenticate the license. A few potential culprits for this: No network connection Network connection is firewalled / connection blocked for the aircraft plugin and our servers A conflicting 3rd party plugin is blocking the network connection for other plugins. If the above two aren't applicable, temporarily remove other 3rd party plugins and see if any is the culprit.
  7. Regarding performance, it varies between minor to negligible. If you are already running at very high FPS the cut would be more pronounced, but that is just math, when introducing extra microseconds every frame. Regarding XP11 vs XP12. XP12 broke the previous multi-threaded uploader. The build in v2.0.0 of the Islander is a slightly older version of the new version than what we have in the SR2Xs (just due to how we got these updates out). I've found with Mac the latest builds of the system (as seen in the SR v2.0.1) have removed the issues for me, and we'll be rolling this into v2.0.1 of the Islanders. Something minor of note, we no longer do testing on Intel Macs ourselves (we've all moved on to M1+ based systems), so behavior there is less predictable there.
  8. Regarding ECU test needing parameters in the green: I've got this logged and will look into this. Regarding the two cycles, this is currently simulated already, what parameter is making you think it isn't doing the two cycles? Regarding ECU switching, this is also already simulated, there should be an RPM kick when the handoff occurs. Regarding speed bugs, the V speed notes are unfortunately not something we can change much as it is part of the X-Plane X1000 and only certain values can be set.
  9. I've got this logged to get looked into. T-1909 for reference.
  10. 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!
  11. That is a potential culprit, that isn't something we have ever tested for.
  12. Thanks for the dump file. From analyzing it, it appears that OpenGPWS is crashing, which is responsible for MFD terrain parsing, though the reason isn't clear. I'm thinking what might be happening is that something on your machine is preventing OpenGPWS from grabbing the terrain tiles to load in, perhaps an overaggressive antivirus software or file permissions. This isn't something we've seen with others and I can't replicate it myself though.
  13. Good catch! I'll get this logged and see how we can get this integrated.
  14. Can you check your X-Plane 12/Output/crash_reports/completed and see if there is a "b1659ce4-e2ef-4ca7-bd82-8d6fafea7730.dmp" (to match the above log.txt's error reporting UUID)
  15. Yes, of course it should. Are you using the base GNS or RealityXP?
  16. Good catch! That bug is logged.
  17. Hi Alexis, I've heard conflicting information both ways on this. From the docs, it is pretty clear as you mention that the x-axis of the RPM schedule is not % Load, but the physical power level %. The propeller controller is already scheduled to the chart referenced above based on this.
  18. It's modeled and will be in the next update.
  19. The custom engine page is a feature of the DA40NG with NXI avionics. The custom 3-pane engine sidebar as on non-NXI NGs is modeled. I've got the note on the background color markings logged. The power level responsiveness is something we are looking into.
  20. Thanks, this is logged.
  21. No, that is a feature of the Perspective+, our aircraft are G3s with the only modifications made are in the style of the standard Perspective.
  22. Try setting disable_mtuploader to 1 in the file settings.cfg (G:\SteamLibrary/steamapps/common/X-Plane 12/Aircraft/X-Aviation/SR22 Series Entegra/TorqueSim SR22 Entegra/plugins/sr_systavi\settings\settings.cfg) and seeing if that helps. AMD graphics card drivers are notorious for behaving terribly with X-Plane in terms of compatibility, this has helped in the past.
  23. I'll need to look into this further. It has been logged [T-1904]
  24. I'm a bit confused here as you seem to mention two issues. First is that the FMS isn't working and as well as that the YD isn't properly coordinating the aircraft. I've heard no reports of the first issue, can you describe what is going on there?
  25. Yes, in settings.cfg file (located in the aircraft plugins/sr_systems.settings, there is an option "hide_3d_details" that you can turn to 1. This will completely disable rendering of most of the aircraft for those with complete hardware cockpits.
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