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Coop

TorqueSim
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Everything posted by Coop

  1. Yes We should have the fix ready soon, more information will come when it is fully tested. (next few days, hopefully)
  2. The flashlight interface of X-Plane can be used, you can bind it to a key or joystick command. This is a default X-Plane feature. I will look into the landing lights with the taildragger version, the angle might be slightly out of whack - bug logged
  3. I think this seems to be an issue with X-Plane preferences - it has come up once before here: To resolve this, can you try deletng the X-Plane.prf file from X-Plane 11/Output/preferences/X-Plane.prf Let me know how this works! This sure is a weird issue.
  4. Librain is loaded as part of the aircraft itself, it does not need to be installed (in our plane) Interesting, thank you for that information.
  5. We did some more VR testing and I we are unable to replicate the cursor disappearing issue in VR with librain running. Is it the rain obscuring the cursor?
  6. The old version of XGS (as linked) is fine, it is the newer version with libacfutils that is causing the grief with the aircraft. Ah - interesting that Xsaitekpanels was crashing it, must have not liked our config files (maybe ours are a newer version format). Glad that it is working now! Enjoy the plane
  7. The rudder trim would be what to use to alleviate this condition. The tilting is caused by a slight non-coordination in flight, so you can use the rudder trim switches to make sure you are pointed in the same direction you are flying. You can use the slip indicator to help align the plane properly (the white circle located on the G5, there is also a bar under the top triangle on the G1000).
  8. The screen going black would be hypoxia setting in. To turn on oxygen, there is a knob on the center pedestal that can be turned clockwise to start the flow of oxygen. The knob is located to the left of the oxygen PSI gauge.
  9. Ah yes, I see the problem in the log. Our aircraft's plugin isn't being loaded by X-Plane because the XGS Landing Speed plugin is installed. The reason this occurs is because both plugins (our aircraft's and XGS's) use libacfutils (An aircraft plugin library) XGS is using an older version of the library, and it is loaded before our aircraft as a global plugin, so X-Plane decides not to load our version (since one is already loaded by XGS) but since it is an older version, it is not compatible. We are working on implementing a version of libacfutils that is linked statically with our plugin, so it is forced to load again, but that is still being worked on. Until we can get a static version of libacfutils working with our plugin, I would recommend using a different landing speed plugin, there are many available that do not rely on libacfutils, here is one that I have used: https://forums.x-plane.org/index.php?/files/file/7995-landing-speed-plugin/
  10. That sounds like something is certainly not loading or activating. Please load the aircraft in X-Plane, quit the sim, then upload the file "log.txt" that is located inside the X-Plane 11 main folder. This file will tell me more about why the plugin isn't activating.
  11. I just took a look at librain repository and it looks like the VR compatible librain hasn't made it to the standalone version. Once a new version comes out, it should be as simple as adding a plugin to the aircraft's plugin folder.
  12. We should hopefully be able to get the VR graphical fix for the synthetic vision working this weekend, otherwise, we may split the update so we can get the other bug fixes (such as this) out!
  13. Odd, I don't know why rain effects would cause that issue but I will certainly be looking into it - thank you for narrowing it down! Does it do this with any other aircraft that have librain rain effects (the TBM?)
  14. Interesting - that almost sounds like some other application on your computer is taking the mouse cursor away from X-Plane. I really have no clue of what could be causing that issue, I will continue trying to find a reason behind it, but I still can not replicate the issue.
  15. The aileron flutter issue will be pushed in the next update, once we get the full synth fix, it will be pushed out to everyone. That is an interesting issue with the airspeed, that sounds like it is either caused by the pitot cover being on or your pitot tube being clogged (check the sidebar maintenance manager - the maintenance system can be fully disabled from the sidebar menus as well)
  16. Thanks for those videos - I am not sure why AviTab isn't working in VR - that is what it was designed to do, and we aren't doing anything special on our end except provide the AviTab interface. It is quite odd that the GTN is causing the cursor to occur, that seems like the GTN is the cause of the issue.
  17. Hi, The Pocket Rocket does work in VR. Currently, the main issue is a graphical artifact bug resulting from the synthetic vision. While a fix is in the works, we have a version available to anyone who has these issues that PMs me (it just disables synthetic vision). Regarding mouse cursor, we do not touch the mouse cursor settings in our code. I don't know why that is happening, but we can not reproduce that issue. Regarding panel screens, the transparency can look odd with some graphical settings. There is the ability to disable this using this file: The tablet can be disabled from the sidebar menu in the menu. The AviTab tablet is what is configured to display at the tablet, and that addon does work with VR. The setting for show/hide of the tablet is persistent so while that menu needs to be interacted with on the main monitor (not VR), once you set it once it should stay that way for good (Unless, of course, you decide to turn it on). Hopefully, these fix those issues! I am not sure what is going on with the mouse cursor, but I will look into it to see if I can find a fix.
  18. Sent hotfix via PM. To everyone else: While we are waiting on the official fix, if you use VR and encounter these issues, please PM me so I can get you the hotfix!
  19. Glad that's working. Sounds are only triggered by the command being pushed, so if you use your own hardware, the FMOD sound would not be triggered.
  20. Hm, that is very odd. @Cameron should know more.
  21. All the datarefs can be set to ensure everything is what you need it to be. A list of datarefs can be found here: https://www.notion.so/torquesim/4be24447f9b243b58aefc302d2ed5112?v=f0c5f70ac745461d9dba230a4b24e7bd Make sure to use the "afm/pr/switches/****" datarefs (Not the afm/pr/f/switches). Let me know if this helps!
  22. Glad to hear it is working now, not sure what could have caused that issue, but if it is working now all is good!
  23. We have identified the issue and it is looking to be related to the synthetic vision code. While we are working on a fix, I have created a patch plugin that includes everything except for synthetic vision. Please message me if you would like to try out this fix. We are working on a fix to the synthetic vision code and hope to have a fix ready for that in the next update. Thank you for all your help and patience with identifying this issue!
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