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Everything posted by Litjan
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Try to disable the "show vortices" option in the IXEG preferences menu (pops out left side of screen) - this may help! Cheers, Jan
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Hello Rys, thanks for the nice words - it looks like you are missing a decal there (a transparent texture that adds some detail to the window). This could be due to some reasons, which you will have to test one by one to identify: 1.) Possibly conflict with plugins - to identify disable the plugins and re-test. 2.) Possible effect of running a beta of X-Plane (like the current 11.30 beta) 3.) Another third-party program changing art controls in X-Plane. 4.) A side-effect of running the option "show vertices" in the IXEG preferences menu. This option should always be disabled, it is outdated and does not work well anymore with the current version of X-Plane. Let me know how it goes! Cheers, Jan PS: I deleted your redundant post in the "Flight operations" forum.
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Hi Vespa, the stall warning not playing with the test buttons is a bug - it is already fixed for the next release (whenever that may be)... The fuel gauge test should run - but you need to press the button for more than 3 seconds (like in the real plane). Cheers, Jan
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Ermm, why don´t you just open the cockpit door, move the pilots view into the cabin and in the right spot, then hit CTRL-Numpad key to save it? Cheers, Jan
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No. Just disregard the high oil temperature for now - I will personally guarantee that the engines of the IXEG 737 do not take damage from that. Cheers, Jan
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Hi Ian, thanks for the insight - that could possibly be a problem with the realistic fueling time. I never use it, don´t have the time for it ;-) And happy that the landing gear fix works for you - considering the sticky idea! Jan
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solved Flickering Textures - IXEG 733 - XP11.30b4
Litjan replied to RicyGaming's topic in Bug Reports
Turn off the option "show vortices" - it is not compatible with 11.30 anymore... Cheers, Jan -
Hmm, that is weird - the "realistic" option should work the same as "instant" - except that it takes a realistic amount of time. We don´t try to create any of these problems for you - but consider this a lesson learned: If a real pilot does not check anything or skip all parts of the checks before he takes off - to check the fuel level on board is the ONE thing you certainly want to check before departing. It has happened in real life - and planes have crashed because the flight-crew was too embarrassed to admit their mistake and tried to "just" reach the airport. I have once mixed up the fuel figure, ordering 1000kg too little from the tanker. We noticed before departure when we read the "before start" checklist - the fuel would have been "just about" legal, with little to no extra fuel left. So I ordered the fuel truck again, and the fire brigade, made up an excuse "Ladies and Gentlemen, weather at the destination just got worse and we decided to take on a bit more extra fuel..." and fueled with passengers on board. Everyone makes mistakes, part of being a responsible pilot is to admit to and deal with them. Even if its embarassing . Cheers, Jan
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Excellent, Jean - and if you have additional questions, please feel free to ask! Cheers, Jan
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Hmm - I am not sure I understand the purpose of your post. Care to elaborate? Cheers, Jan
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Thank you for getting back to me with the info, helmuthmoya! We will "fix" this issue in the future by removing the option of the vertices. Cheers, Jan
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Hi axmiha, the 11.30 reference was to X-Plane version 11.30 - which changes a lot of things with regard to the aerodynamics and ground modeling. So we will upgrade our version for that one eventually - although it will work initially, because Laminar Research provides backward compatibility. The current IXEG version is 1.21 - it is not determined yet what the next version will be called. Cheers, Jan
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It is a bug - you will find that the VNAV descent part of the FMS does not work very well. VNAV during descent works ok if you are not changing your descent profile and if you don´t have complex restrictions on your descent path. In general I recommend to observe airplane behaviour and profile closely during descent and revert to selected modes (FL CHG or V/S) if that is not satisfactory. Cheers, Jan
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Try to turn off the option for "show vertices", please. Let me know if that works for you, Thanks, Jan
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While this is clearly going off-topic I can only say that WED is the faster and more powerful tool. The only downside is the lack of "real time" feedback on how your buildings look in a 3D environment. But OE can only edit "Overlay" (i.e. stuff that goes into the .dsf file), never important stuff like taxiways, runways, etc. WED 1.8 will make stuff even easier it´s out in beta now. Cheers, Jan
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Haha, you crack me up! Just wait until you see my WED tutorial videos: https://www.youtube.com/watch?v=p84lyOu55Ug&list=PLGRsg_6rB1D4vm0UHvHm6J-rvIyUBGN_K Anyway, using PlaneMaker is fairly straightforward - it is located in the main folder of X-Plane. Just follow my instructions in the other thread, you just need to change a single value, then save - done. Cheers, Jan
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Hi Ian, for now everyone has to "fix" this themselves. We have changed the master aircraft on our server, of course - so once we roll out the post 11.30 update it will be part of this. Make sure that you use the 11.26 planemaker for the fix, not the 11.30 beta planemaker. Otherwise some lights in the cockpit won´t work for you anymore (they won´t cast light). Cheers, Jan
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Hi Iain, this has been "fixed" since May - and the fix was discussed in a forum thread that you were part of. So I am surprised that you haven´t heard of it! Cheers, Jan
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Hi ax, this is a problem with X-Plane - the nose-gear friction increases the more the wheel is deflected. We overcome this to a certain extent with our own plugin, but only to a certain extent. Real planes show this behaviour, too - the really tight turn places a lot of twisting stress on the wheels, and this adds to the friction. However, the effect is not as pronounced as in X-Plane. Here are some real-life strategies to avoid this - they also work in X-Plane. 1.) Avoid sharp turns wherever necessary. If line-up distance is not critical, it´s perfectly viable to give away a few meters to do a lower-angle line-up. 2.) Don´t use brakes to "help" with the turn unless an absolute minimum radius emergency turn is necessary (like turning on a very narrow runway without a turnpad). 3.) You can use some differential thrust to help with the turn. Me mindful of jet-blast hazard. 4.) Enter the turn at a minimum speed - in real life 3-5 kts work well. Make sure that your speed does not decay below that during the turn (add some thrust). 5.) If you stop during the turn, release the wheel, get some speed (3kts +) then start the turn again. Cheers, Jan
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Try to use another way to connect to the internet - it happened to me when using an old modem to connect - when using a modern one the download worked. Cheers, Jan
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You guys crack me up! First it´s "The plane is falling to the ground, I can´t keep the nose up, help help help!" Now it´s "The plane is floating, how can I get it onto the ground? Help help help!" I personally think the plane flies a lot more realistic (with regard to the flare) in 11.30 - and I can land it just fine. So I would say get used to the new dynamics. The only thing changed was the force needed to keep the nose up - no changes to wing lift, ground effect etc. Can´t say how the Zibo flies - and I couldn´t say if it is realistic or not, as I have never flown a NG. That is for Zibo to determine. Cheers, Jan
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Good find, Chris - we really have to get rid of that option soon! Cheers, Jan
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We will possibly remove the pushback option in the future (along with the vortices option) since X-Plane now comes with it´s own pushback and vortex option. Cheers, Jan
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Thanks for the kind words - and yes, I have been looking at that vintage 737 as well. I missed getting the familiarization for the 737-200 by a few months (when I got trained on the "Classic" in 1996), but the other pilots really liked it (except for the "hush-kit" retrofit noise suppressors that took quite a bit of power). Cheers, Jan
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I think it is most likely caused by new rendering paths for the shaders - and in your case a conflict with some add-on or plugin (environmental, colour change, etc.) that you use. It will most likely not get better with the full release of 11.30 - so you will have to do some troubleshooting (run with plain vanilla X-Plane and the IXEG, then add stuff back in) or stay with 11.26 for the rest of your life . Cheers, Jan