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Everything posted by Litjan
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Hi there, please try again with the option "Show vortices" NOT selected in the left-screen-popout-menu (Preferences) - and let me know if this fixes the problem for you? Cheers, Jan
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Hi Torbinator, the volume for the radios is on our to-do list - but not for 1.3, unfortunately :-( Cheers, Jan
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I have just tried on my installation but have been unable to reproduce your problem. Are you running any other "third party" camera plugin, like X-Camera or such? Alt-tabbing in and out did not change any of my views at all. But just maybe this is a side-effect of some code-change that Tom did (for the replay mode). Lets see if this still happens for you after 1.3 Cheers, Jan
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No, not yet. It requires a total rewrite of the rendering engine, even Vulkan isn´t capable of fixing this - maybe DirectX21 will... just kidding ;-) We still have a few bugs around from back then that we haven´t fixed yet. I understand that this is very important to you, though! Cheers, Jan
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Hi everyone, starting today I will aim to make a video every week for your viewing pleasure...talking about IXEG development, flying our aircraft, showing you procedures, techniques and various other stuff. Stay tuned to this channel!
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Hi Jeff, yes, that problem has been known as long as the "workaround fix" for the braking issue has been found. It was new to me that other parts of the lighting don´t work, either. The whole thing came down when Laminar "fixed" or rather "tightened" some of their code which in turn exposed two authoring errors we made when initially making this aircraft. One was assigning a (wrong) spring constant to a wheel and the second was an authoring error pertaining to the light code. The first one could be fixed in planemaker, but saving your fix would enforce the new code onto the lighting - which would break that. So it is either or. We have fixed that problem for the next patch. I never quite understood why people with a "twisty" joystick are also affected, I always thought that that axis counts as a yaw axis as much as real rudder pedals do. Cheers, Jan
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I think what you are seeing is not due to the camera shake system we have implemented. You can tell by the fact that the camera angle is changing, whereas our code only changes the camera position. We also don´t have any code that reacts to longitudinal acceleration (braking, accelerating). I have tuned down the camera shake effect you get for rolling down the runway (fast) for patch 1.3, in XP11 it was too strong so that it could move the viewpoint persistently instead of oscillating around its position - like "shaking it loose". Cheers, Jan
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Not sure where you heard that ;-) As long as fuel on board is less than 9000kgs it is in both wingtanks. Each wingtank feeds it´s engine, the crossfeed is normally closed. If fuel is more than 9000kgs, the center tank gets filled and it will then get emptied first and feed both engines. If fuel gets unbalanced you can open the crossfeed and turn off the boost pumps in the tank which is less full, then the tank with the higher level will feed both engines. If you dont turn off the boost pumps, one of both tanks will feed both engines, because one pair of boost pumps is always slightly stronger than the other ones and will win the "tug of war" of who can create more pressure. Cheers, Jan
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Yes, there is a certain connection between applying the "brake steering fix" and cockpit lighting because you have to save the .acf with the new planemaker version. Our next patch (1.3) will fix that - it isn´t far out! Cheers, Jan
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Did you ever run any add-ons that alter the lighting/artwork/colour properties of X-Plane? Like Reshade, SilverLining, etc?
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Well, if you have the brakes helping with turns I could imagine they would disengage the autobrake. But with an extra axis for the yaw this should not be necessary (even with a twisty stick). Maybe wait for 1.3 and see if that works out better for you. Cheers, Jan
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Thats totally odd. I have never seen that before. Do you have HDR on? It is also possible that something went wrong with your installation and it is not displaying the _lit_ textures... No idea what could be causing that... Sorry, Jan
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Yeah, always a bit frustrating to try and help someone with a lot of time and effort, and then the last thing you hear is "ok, I will try that". I always try to console myself that the advice has worked and the user is happy now. Cheers, Jan
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I didn´t move your post...so no idea ;-) The sunblind things could be "wrenched" into the openings (brute force, no elaborate holding mechanism). The little latches would hang out, so you had a chance to get them out again if needed. No one ever pulled them out, though - except this one Captain who claimed that you had to absolutely pull them out at night in case a plane would approach right from above - and then you would see it that fraction of a second earlier to avoid the crash... Cheers, Jan
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I have no idea...
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Will add that as a feature request...maybe we can also change the clickspots, the real ones have little tags to pull them out with...
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Probably someone who forgot to turn off the battery switch before leaving the aircraft for the night...
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Ok, so at least we know its not working... There are a few requisites to it "triggering" - one of them is "thrust lever at idle". Just as a hunch - could you make sure that you really have thrust at idle when touching down? I am not sure how "forgiveful" the X-Plane logic is. We trigger the AUTOBRAKE DISARM light if the autobrake gets cancelled due to braking, but we cant (dont) catch the thrust not being idle, I think. So please verify the thrust levers are fully at the stop when you touch down. Cheers, Jan
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Hmm, I would never say never...but I would like to ask you again to output the brake values as applied by X-Plane and see if they are aound 0.22 for autobrake MAX. The next version of our plane (1.3) is really not far away now, and that one will incorporate the fix that you applied manually. I have been using 1.3 in my above test, so I am hopeful that it will fix this for you as well. But again - lets see how much brake pressure X-Plane applies on your system and go from there. Jan
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Nope, not missing anything. The passenger doors are not implemented yet - but will be! (inschallah)
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Now that ktomais mentions it - I vaguely remember another report about unusual ground behaviour (I think it was a payware Bergen airport in Norway). So it is definitely worth checking if this happens at other airports, too. Did you output and check the brake values applied by X-Plane? Cheers, Jan
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Hi Jeff, The real autobrake at MAX will decelerate at about 8kts per second (http://www.b737.org.uk/landinggear.htm). Judging from your video I would say you get about only 4 kts per second. Here is how I analyze your video: You pass the threshold at 5:10 and touch down at 5:16. That is 6 seconds at 130kts (65m/s) = 210m past the threshhold. That is a good, short touchdown. I would recommend using flaps 40 on a runway that short, but this is not the issue here. You have about 1100m runway available after touchdown (total runway 1320m). To stop within that runway, you would need to decelerate with roughly 4kts (2m/s²). Now I just tested the autobrake on my version of the IXEG 737 and I get about 4kts/second at setting "3" (roughly 0.14 brake application value) and about 8kts/second at setting "MAX" (about 0.22 brake application value). So that is very close to the specification quoted above. You can output the brake value applied by X-Plane on screen by going to the DATA OUT tab and select field 14 and click the field "show in cockpit". So - while Santos Dumont is certainly a VERY challenging airport to fly the 737 into - it should have been possible for you to stop with the selected values. Double check if your runway state is not set to "wet" or if other plugins (fly with lua, for example) are interfering with the stopping effort. From my experience it is possible for an average pilot (me ;-) to reliably make the center taxiway at EDDW Bremen (1000m past the threshhold) with a normal weighted 737. Cheers, Jan
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Good observations and everything noted! We will doublecheck and Tom can be lightning fast with these adjustments. We are down to the last 2 or three open issues for this next patch...and will finalize the "bugfix/improvement/additions" list in the next few days. I plan on flying the plane around for a few days before we launch it, but may take you guys along, showcasing the new stuff, in a little youtube video. Cheers, Jan
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