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Everything posted by Coop
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As reported here by Threshold, UWXP has issues with certain manipulators, we use the same modern XP11 manipulators similar to what is in the Zibo/Default 737. https://www.thresholdx.net/news/uwxpai It is most likely this, but to make sure it isn't something else, can you upload your log.txt file?
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Do you have UWXP installed? Their recent update seems to have broken many different 3rd party aircraft.
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Good idea! I have put it on our list of things to add.
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Integration into the 3D panel requires the aircraft developers to either integrate it (as similar to the RXP GTNs) or provide the source cockpit manipulator object in blender format to add in the screen space and manipulators.
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G5s can be rendered onto the 2D cockpit as just the screen, or popup windows can be located and used for them instead. Right now these features are in the 1.1.0 beta, PM me for access if you decide to use the G5.
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Yes, it will certainly have a lot more than this preview in the final version.
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Fuel Valve auto shut off and engines textures issue
Coop replied to Avioman_Live's topic in BN-2B Piston Islander
Hm, yes please upload that as well. Gizmo certainly shouldn't be asking that every time. I am pinging @Cameron on this, he will have a better idea on what is going on. -
On the Ovation 2, the "Elev Trim" must be on for the Autopilot to function, can you confirm that is turned on?
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It will be next week most likely. We are still working on some final FMOD tweaks to get the sounds just perfect. We will be sending it to the store as soon as we are completely happy with it.
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Fuel Valve auto shut off and engines textures issue
Coop replied to Avioman_Live's topic in BN-2B Piston Islander
That sounds like the aircraft is failing to activate. Can you provide the log.txt file? Also please make sure the Gizmo plugin is installed and running (the X-Aviation installer should install it with the Islander) as that is what activates the aircraft. -
For the Cabin flood lights: yes, the switch is located on the left sidewall panel next to the oxygen pressure gauge. No, the instruments display temperature in Fahrenheit, as matching the aircraft and the manual. There is not an Acclaim manual yet, with the V4 update, we will be making a new set of manuals to reflect the Acclaim and the other changes. The Ovation 3 only has the G1000, as that is the differentiating factor between the Ovation 2 and Ovation 3. Yes, the FMOD sound preview is just that, a lot more is to come there. Thanks!
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Thanks for asking this, very understandable. The HMB SR22 is a great freeware aircraft, congrats to folks at HMB on that. Our aircraft is being designed with a different set of goals, as is understandable for the differences between payware vs freeware. Our SR22 is poised to be used for training at many different flight schools, as such we aren't making a typical aircraft. The stability and accuracy of what we do is paramount. The TorqueSim SR22 will shine when compared; we have a team of experienced developers working on the many different aspects aircraft. Some of the various points to highlight briefly: - Level of fidelity: we have a fully custom engine model, custom TKS model, custom oxygen, custom electrical, to just scratch the surface. - Our 3D model and textures are some of highest quality ever made for an X-Plane aircraft. - A fully custom-recorded and professionally developed FMOD sound pack. We have spent hundreds of hours recording and mastering the sounds to be perfect in-sim. - Our flight model has been professionally developed and is tuned to perform exactly like the real aircraft. - Maintenance and wear simulation: hundreds of different components are simulated to wear over time, proper care in flying is completely necessary. - Properly tuned for performance. We have many years of combined X-Plane experience, as such we know quite a bit on performance tuning. We are making sure to multithread as much as possible for optimal performance. - Synthetic vision on the G1000 along with numerous other improvements upon the base G1000 - Flight testing and validation, we are working with a team of real pilots and testers to get all the details ironed out and everything to be precise and working. - This and a bunch, bunch more features that we are still working on If these features aren't what you are looking for in X-Plane, the HMB is a fine alternative. We are confident our aircraft will stand its own.
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The night lighting has been improved significantly in the coming update 1.1. You can see some screenshots here: https://blog.torquesim.com/2020/05/23/islander-1-1-update/
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We have wrapped up nearly every bug now on the list. We are finalizing the FMOD tweaks now. It should be releasing shortly (ideally by the weekend).
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Adding onto the 2D panel is possible via the config files, but the only way to get the knobs and buttons working would be to have the G5s opened as popups. The sizing and placement of the G5s can be specified in the config file (if you purchase, message me and I can get you access to the 1.1 beta version with these features). If you are using the 2D panel in Plane maker then flying in the 3D cockpit, I am not totally sure on how feasible it would be, but it could be done for the display, though I am not sure how possible it would be to add the commands for the knob and buttons.
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That should definitely not be the case. I would recommend trying out the 2K texture pack from here for now: With the 1.1 update in the next few days, there is going to be massive mesh and texture optimization which should hopefully resolve this issue entirely.
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We’ve been hard at work preparing a major update for the Islander since its initial release! Our philosophy at TorqueSim is to make the absolute best product we can, and to that end we’ve taken time and considerable effort to prepare the Islander Version 1.1, which represents a massive improvement over the original in all areas. With this part of the project now on the home stretch, we decided it’s time to share some of the improvements we’ve made with you. First off, we’re very proud to say that we’ve been able to fix or resolve all bugs reported to us so far, and many more that showed up in the course of our own continued work on the project. Thank you so much to everybody who contributed reports, contacted us about issues, and offered solutions! So many of these bugs would’ve just slipped by us if not for our dedicated beta team and all of you, flying the Islander out there in the wild. Probably one of the most anticipated additions to our Islander comes in the form of integration for RXP’s GTN simulations (RXP GNSs were compatible on launch, for anybody wondering). From 1.1 onwards, the Islander can make use of both the GTN750 and the 650, either separately or both at the same time, in both the regular and G5 versions of the aircraft. In addition, we’ve integrated the excellent Avitab plugin, including a way to move it to various locations within the cockpit. It’ll start out hidden on every flight, but a quick click to the center of the glareshield edge should bring it right up when you need it. In our quest to increase the performance of the Islander on all systems, we’ve undertaken some serious texture optimization, which should render the need for a 2K texture pack obsolete. The new textures retain full 4K format where needed, while selectively downsizing performance-intensive normal maps. Heavier reliance on LIT textures also permits night flights and cockpit lighting with little to no performance impact. A total of only 4 HDR lights have been retained in places where they make sense. Following some requests to make the overhead utility lights functional… that’s exactly what we’ve done! The utility lights are now fully operational, with individual HDR lights attached to them. No more searching for those overhead switches in the dark. The other two HDR lights are used in the pilot’s row cabin lights. It made little sense to bake the LIT textures here, as these lights can interact with certain parts of the cockpit, however they should have very little impact on performance. Further optimization could be achieved in the 3d meshes of the Islander. Many parts contained unnecessarily high numbers of polygons contributing nothing to the overall appearance of the aircraft. These have been eliminated, reduced, remodeled, or otherwise repaired. You should see a marked improvement in framerates in certain areas. Thanks to the combination of texture and mesh optimization, we’ve brought the size of the objects folder for the Islander down to just over 500 MB (including all objects and textures), from over 1 GB before. Needless to say, these are techniques we intend to apply to future projects. We could go on and on and on about all the little things we’ve changed and improved for this version, but instead, here’s a quick list of some other improvements: Expanded UI with more options for both the aircraft and the passengers Manuals now contain useful charts for operating the Islander, including gross weight limitations, take off and landing distances, and cruise data Cockpit switches are much more mouse friendly now, and we’ve eliminated the ‘click-and-drag’ style clickspots entirely Addition of a CSL package And last, but not least, a quick reminder that the Islander Screenshot Competition is still going on! We’ve had some excellent submissions so far, and participants have the chance to win their choice of either the TorqueSim Pocket Rocket, AFM M20 Collection, or both of Attitude Simulations “Gate to the Great Lakes” sceneries! There will be three winners. See the competition page for official rules and details. If you haven’t submitted a screenshot yet, now’s your chance, as the contest will end at the end of the month (May 31st)!
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Sent via your ticket
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We have made the necessary changes to Synthetic Vision so it now works in X-Plane 11.50 with Vulkan/Metal! Before we push out the update in the release version, we are making the plugin update available as a patch file for your existing file to test out. Let us know if it works, or especially, if it doesn't. No other significant changes are in 1.1.1 except for SVS compatibility. --- 1.1.1 is now officially released. ----
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I will look into this more once I get working on the big slew of changes on the todo list for the G5
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We are excited to share what we have been working on behind the scenes for the last month and a half! We last shared about how we are integrating the many unique aerodynamic features of the SR22 into the model, this has been further refined along with our custom engine model (which was discussed here). While refining our custom systems has been a top priority for the development team, our 3D artist Steaven has also been hard at work, making one of the best 3D models for an X-Plane aircraft to-date! RealSimGear Integration Our rendition of the SR22 aircraft has designed from the onset with the hardware customer in-mind. Our aircraft will integrate perfectly with the RealSimGear Perspective Hardware, providing the ideal home flight simulator. The RealSimGear Cirrus Perspective hardware package will work out of the box with the new aircraft providing a fully integrated and easy to configure home training solution for people wanting to learn and practice flying real Cirrus aircraft. The PFD and MFD screens will automatically display the screen contents when the aircraft is loaded, all buttons and knobs will be pre-configured. This makes it possible to practice the exact same workflows and procedures you would normally encounter during a real world flight, including full checklist operation, flight plan loading and instrument approaches. This coupled with the extremely realistic engine and system modeling means that flying with the simulated aircraft combined with realistic hardware provides an incredibly effective home training platform. 3D Modeling and Texture Update We have also nearly completed the 3D model and texturing process for the aircraft! The model has full 4K PBR texturing, with accurately replicated materials throughout (Even down to the style of fabrics and leathers used)! Engine Model Update The SR22 IO-550-N engine will be the most accurately replicated piston engine for X-Plane. The engine is simulated down to each individual component! Over the past few weeks, the engine model has been further refined and extensively enhanced in order to represent the proper behaviors of the IO-550-N as authentically as possible during normal, hot, cold, flooded and false starts. This is now supplemented by an extensive oil system and other features never seen before on piston engines in X-Plane, such as engine knock (detonation) based on real data as well as some unique characteristics pointed out by real Cirrus pilots on our testing team. The entire component-based simulation of engine, fuel, TKS and oxygen systems has also been integrated into a novel maintenance concept which organizes maintenance intuitively in the form of inspections. Our custom FMOD sound pack also benefits from the advanced physics-based system simulation. For example, when flooding the engine you will hear fuel dripping from the cylinder drain port. On the SR22TN you will hear the sounds of the turbochargers depending on their speeds. Electrical System Update We originally discussed the Electrical System back in February, detailing the level of depth of the system. We have further refined, tested, and validated the system in all of its various modes! We have developed an internal physics model simulating the lead-acid battery and its various behaviors. The behaviors of the Alternators and the Master Control Unit are also all simulated. The electrical system is a low-level physics simulation, when a switch is flipped on the plane, instead of simply checking for power on the bus, the SR22 simulation actually connects the “switch” tying the individual electrical item onto the power bus. This new logic allows for the many different states of the SR22 to be dynamically simulated at runtime. New Website! TorqueSim has a new website! Visit torquesim.com to check it out, our goal was to make everything easier to find and for the website to load quickly across the globe. We have split off the development blog from the main website, you can now find our development blog at blog.torquesim.com with our update blog posts and more.
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Hi nopixar, This is due to the docs being currently out of sync with the release version. I will send you the beta of 1.1.0 with that feature integrated.
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The GTN750 will be integrated in the next update
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I will send you a beta to try!