Jump to content

Litjan

IXEG
  • Posts

    5,673
  • Joined

  • Last visited

  • Days Won

    412

Everything posted by Litjan

  1. Be advised that the X-Plane default IS random failures on. IXEG doesn´t do that (yet). Cheers, Jan
  2. Yes, nothing was changed in that regard, iirc.
  3. Well, we will have to do it, one way or the other. No choice. Viele Grüße, Jan
  4. All checking/tuning of performance parameters (thrust, drag, etc.) will commence once XP11 is "final". Cheers, Jan
  5. You need to pressurize the hydraulics to get the brakes to work, its that simple. No hydraulics, no brakes (if the cylinder is depleted). Jan
  6. Don´t enter the PLAN fuel. It is only entered very rarely if the pilots want to check out the performance of the plane before the real fuel is loaded onto the plane. Once you enter a PLAN fuel, the FMC will not take the real fuel on board into account. So in short - NEVER enter the PLAN fuel (we allow it to be entered because the real plane does it, but I have NEVER entered the PLAN fuel in 10 years of flying the 737). Cheers, Jan
  7. Hmm - that leaves me baffled. Do you have HDR enabled? This is necessary for all lights to show (X-Plane limitation)... But I think the beacon lights should work without that.
  8. Yes, but did you power the buses? This won´t happen automatically, you have to connect the generators. We ship with some tutorials, maybe take a look at those and see if that helps?
  9. Hi, and thanks for the report, also thanks to you, poodster, for answering so many questions and reports, here. It´s great to see the veterans step up and help with these things! I think a 1024MB card is maybe a bit on the weak side, and that may affect the texture leak on the ND. But show us a pic anyway, maybe Nils can glean something from this to help update it. We haven´t had any reports from our 2 teammembers that run on Mac on this. Cheers, Jan
  10. I have never heard that one - can you verify that they are working on other (default) aircraft? Landing lights will only work whey the relevant buses are powered, logo lights won´t work with winglets enabled, the beacon light can toggle off for some users with use of the "B" key, inadvertantly... Jan
  11. I can understand your frustration and that you would like a faster update. However, some of your claims are simply untrue or grossly exaggerated. This actually takes away some of the power of your argument. The plane was released in late April 2016. The last update to the plane was hotfix 1.07, it was released June 26th of 2016. In my calender that makes it about 6 months without an update - can you explain how you calculated the "almost 1 year now"? I wish we could release the update sooner, but it isn´t possible. Jan
  12. No, you are not the only one . We will see if we can sneak that in somehow.
  13. Definitely still weeks away. I wish it wasn´t so, but claiming it would be shorter would be leading you guys on. Jan
  14. No promises - but I hope so!
  15. Thank you for the detailed report. I am unhappy to say that our VNAV calculation is only able to handle very basic scenarios for now. If you have restrictions on your descent path, you are well advised to use FL CHG or V/S modes to meet them (like most real pilots do, too). We are planning to update VNAV to provide a more robust functionality (as we learned that this is of utmost importance to simulator pilots ). Unfortunately VNAV is a very complex structure, and getting it right is not trivial at all - so it will be a while. Cheers, Jan
  16. Ok, you guys are getting to me . This is what I wrote to our testers when we started internal testing of 1.1 in October: Hello testers, we have some new things in 1.1 and a lot of bugfixing. Here is a list of what is new in 1.1: TCAS. Just like in the real airplane, it will show various types of traffic (PROX, TA, RA) and the relative altitude, plus voice callouts and visual aid to avoiding RA traffic. The panel should work as the real one, including TA only, ABV/BLW, STBY, etc. EGPWS. This is enhanced over 1.0.7 - the modes (1-5) should work a lot more closely to how the real modes work, including submodes (i.e. 4A, 4B). There is also a terrain-look-ahead feature that will alert when approaching terrain higher than the aircraft. New panel, new switches, new TERRAIN ON light. Opening cargo doors and 3D holds modeled. Eyebrow windows including selectable sunshade panels (select in preferences menu) Opening cockpit door To be implemented before release: Opening passenger and service doors Now showing current active waypoint distance and ETA on EHSI upper corners in MAP and CTR MAP mode added increase/decrease map range datarefs 1.1 also includes a bunch of fixes: A multitude of fixes to FMS stability and LNAV performance Several texture fixes INOP label for the Logo Lights if winglets fitted Autopilot fixes (autothrust gain, logic of MA buttons, GS arm logic, cleanup of FMA modes in some circumstances, FL CHG pitch behaviour in MACH regime with turbulence, dual AP go-around behaviour above 400 feet, second AP engage possible while LOC only armed) Several rare gizmo crashes fixed for switches and levers Fixes to headings and bearings shown on FIX INFO and LEGS page (now show correct magnetic tracks) Ground power not showing anymore when booting in turnaround state fixes to default transition altitude not always showing correctly (still just a crude east/west division) Added realistic way to operate approach speeds on APPROACH page Added failure flag to altimeter when no elec power improved EFIS symbology when IRS units not aligned Fuel guages now show "lbs" when imperial units are selected LNAV tracking accuracy improved (no more offset flying) Fixes for textures turning "the wrong way" on some knobs In the meantime we have also added some more stuff to make our plane work better with XP11 (note that we are still not claiming compatibility, yet): Fix for some cases of hypoxia blackout in XP11 Fix for "airplane rolling away on sloped ramp in cold and dark" in XP11 There are some things that won´t make 1.1, but are not forgotten! Holds (user entered) RTE DATA on EHSI Solid fuel and time prediction for LEGS and PROG page OFFSET feature VNAV reliability I will add some screenshots later to show some of this stuff... Jan
  17. Hi Liam, we unfortunately have some lingering gizmo-soft-lockups like you are describing. Whenever that happens, the only way to continue the flight is to "reboot gizmo" through the right-edge pop-out console. This will reset the state of the aircraft (the location and speed stays the same), so you can at least continue the flight. Our next patch should solve a large percentage of those annyoing bugs! Cheers, Jan
  18. ...and you did not enter the PLAN fuel, did you? Cheers, Jan
  19. The ETA for the next patch is a rough estimate of "several weeks to a few months". I wish I could say it would come sooner, but I don´t want to lie to you guys... Jan
  20. And just to add my two cents here - I have not reinstalled X-Plane or Windows EVER in 20 years of using windows and X-Plane. It is simply not necessary, especially not with the latest windows versions from 7 on up. The plane is out for 9 months, and if I had bought it, I would still have 2 activations left. Save yourself the trouble - do NOT reinstall every time something doesn´t work. Here is some further reading on this: http://developer.x-plane.com/2016/11/you-dont-need-to-reinstall-x-plane-to-fix-it/ Jan
  21. I think thats most likely a no.
  22. Your observations are for the most part correct. For now, handle your descent with the MCP. We plan to improve VNAV in the future. Jan
  23. Yeah, it actually should spool up all the way... I will take a look if it does on my end or if we have a bug here. Thanks for the report, Jan
  24. Thats why its called PLAN fuel - it is used to plan your flight, not conduct it. You have to eraze (or better yet: never enter!) PLAN fuel for the GW to dynamically update. It overrides the actual fuel. Jan
  25. I think this is actually due to a change in the way that X-Plane handles the "plane is static on the ramp" friction. We at IXEG have so far spawned the plane in "cold and dark" with no braking available whatsoever. This simulated the state of the plane after sitting dormant for a few days. The brake accumulator would have been discharged, and only the chocks hold the plane in position. We simulate this by failing the brakes. In X-Plane 10, this seemed to work, even on sloped ramps. While the plane was "not moving", Austin made the plane be "glued" to the ground. Only with a certain force applied would the plane brake free. This seems to be changed in XP11, the force needed is much smaller. So the 737 starts rolling (as chocks can´t be simulated in X-Plane). I have added a change to our model in the next patch. The plane will spawn with the brake accu charged, so the parking brake and brake pedals will be effective. Until then, spawn in "ready to fly" or "turnaround". Sorry for the inconvenience, but also keep in mind that we are not officially supporting XP11 with our product yet. Jan
×
×
  • Create New...