
TedG
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About TedG
- Birthday January 1
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I find a "cool sim experience" in: -Hand flying a Beaver or Husky 50-60nm ducking around and under crappy weather and terrain. -A 1-3 hour max tricky procedural flight. Generally speaking my flights are no more than 2 hours or so....but the more complex the SID/STAR the happier I am. -A smooth hassle-free sim experience within an immersive environment (i.e. VATSIM and populated airfields lol).
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I saw Bryan Adams in concert many zillion years ago and he was pretty friggin good. Then again Heart was the opening act Ahhh....yeah....but there is Rush to consider as still awesome. And I always thought Celine Dion was actually a vamping Wayne Gretzky! Also
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Hmmmm...disregard. I seem to have found the chokepoint and the demo loads. It seems my system does not like #objects/#roads turned up past default and takes like 22 minutes to load! Which is fair enough given the rest looks fine.
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As much as I hate to cross-post from elsewhere I wanted to get some additional eyes on an issue I have been having with regard to XPX. I originally sent a mail to LR regarding this problem back in early December; however, I am sure they have been quite busy with other stuff to deal with this oddball problem. I have worked through some troubleshooting with Goran and tried a couple of things mentioned by Brett/Andy at the .org but am not really getting anywhere. Perhaps one of you folks might have some insight or suggestions? Everything else on my system works absolutely fine including XP9.7, FSX, and the few other games/sims I have loaded. This system is pretty much dedicated for simulation/games with no extra junk that I am aware of. Antivirus software is Kaspersky's basic KAV and thats fairly unobtrusive although I do shut it off for FSX. System: Intel Core2 Quad Q8300@2.5GHz ASUS GTX550 1Gb Ti Direct Cu with driver set 285.58 (this is a new card...previous was 430GT and displayed the same symptoms) ASUS P5P41TD board 4Gb RAM (3.5 enabled via USERVA switch option on boot...this has been modified to a simple 3Gb switch in boot.ini) WIN XP 32b SP3 **Note**I do have the XP9 USB dongle inserted. I have tried removing this in case of conflict with no change. The issue: XPX hangs on launch as shown in the attached images. It has hung like this on every attempt to load the demo at the same spot with the exact same stopping point in the log file. Goran had me delete the 747 and reload via the updater with no change. There is nothing to delete within the Prefs folder as XPX never actually got past the point illustrated below. The only way to kill the application is via task manager. Log File: -------------------------------------------------------------------------------------------------------------------------------------------------------- log.txt for X-Plane 10.03 Beta 10 X-Plane 100310 compiled on Jan 5 2012 14:23:50 This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions. If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications. If you got a hard system crash and want to report this to Laminar Research, then be sure to send your crash_report.txt file generated by the crash as well! Windows 5.1 (build 2600/2) Service Pack 3 This is a 32-bit version of Windows. CPU type: 586 Physical Memory (total for computer): 3757092864 Maximum Virtual Memory (for X-Plane only): 3221094400 CPU 0: Intel® Core2 Quad CPU Q8300 @ 2.50GHz Speed (mhz): 2500 CPU 0: Intel® Core2 Quad CPU Q8300 @ 2.50GHz Speed (mhz): 2500 CPU 0: Intel® Core2 Quad CPU Q8300 @ 2.50GHz Speed (mhz): 2500 CPU 0: Intel® Core2 Quad CPU Q8300 @ 2.50GHz Speed (mhz): 2500 X-System folder:'C:\Documents and Settings/User/Desktop/X-Plane 10 Demo/', case sensitive=0 WGL_COLOR_BITS_ARB 32.000000 WGL_RED_BITS_ARB 8.000000 WGL_GREEN_BITS_ARB 8.000000 WGL_BLUE_BITS_ARB 8.000000 WGL_ALPHA_BITS_ARB 0.000000 WGL_DEPTH_BITS_ARB 24.000000 WGL_STENCIL_BITS_ARB 0.000000 WGL_SAMPLE_BUFFERS_ARB 0.000000 WGL_SAMPLES_ARB 0.000000 WGL_SWAP_METHOD_ARB 8232.000000 OpenGL Vendor : NVIDIA Corporation OpenGL Render : GeForce GTX 550 Ti/PCI/SSE2 OpenGL Version : 4.2.0 (420) OpenGL Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control threaded_avail : 1 tex_clamp_avail : 1 add_env_avail : 1 combine_avail : 1 dis_fog_avail : 1 instance_avail : 1 two-sided stencil: 1 separate stencil : 1 tex_comp_avail : 1 vbo_avail : 1 pbo_avail : 1 automini_avail : 1 aniso_avail : 1 fsaa_avail : 1 occlude_avail : 1 sprites_avail : 1 sblend_avail : 1/1 vprog_avail : 1 (16384) fprog_avail : 1 (16384/16384/16384/16384) depth_tex_avail : 1 shad_objs_avail : 1 vshader_avail : 1 (16/4096/124/160/32/2048) fshader_avail : 1 (2048) glsl_avail : 1 (4.20 NVIDIA via Cg compiler/100) first-gen shaders: 0 gshader_avail : 1 buniform_avail : 1 shad_lod_avail : 0 gpu_shad4_avail : 1 framebuf_avail : 1 frameblit_avail : 1 drawbuf_avail : 1 drawbuf2_avail : 1 tex_float_avail : 1 non_pots_avail : 1 packed_stencil : 1 texture_rg : 1 framebuffer_srgb : 1 max tex units : 4 (32/8) max iso filtering: 16.000000 max texture size : 16384 (hardware limit) max point size : 63.375000 idx in vram : 1 use_vsync1 : 0 use_vsync2 : 0 This video card is: DX10 or 11 - With instancing (found glMapBufferRange) CPU count : 4 Fetching plugins for C:\Documents and Settings/User/Desktop/X-Plane 10 Demo/Resources/plugins Loaded: C:\Documents and Settings/User/Desktop/X-Plane 10 Demo/Resources/plugins/PluginAdmin/win.xpl. OpenAL vendor : OpenAL Community OpenAL renderer : OpenAL Soft OpenAL version : 1.1 OpenAL hardware : DirectSound Software OpenAL extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context AL_EXTX_buffer_sub_data AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic I found the following scenery packages (prioritized in this order): 0 Custom Scenery/KSEA Demo Area/ 1 Custom Scenery/KSEA Demo Terrain/ 2 Resources/default scenery/1000 autogen/ 3 Resources/default scenery/1000 decals/ 4 Resources/default scenery/1000 forests/ 5 Resources/default scenery/1000 roads/ 6 Resources/default scenery/1000 urban terrain/ 7 Resources/default scenery/1000 world terrain/ 8 Resources/default scenery/700 roads/ 9 Resources/default scenery/900 beaches/ 10 Resources/default scenery/900 europe objects/ 11 Resources/default scenery/900 forests/ 12 Resources/default scenery/900 roads/ 13 Resources/default scenery/900 us objects/ 14 Resources/default scenery/900 world object placeholders/ 15 Resources/default scenery/airport decals/ 16 Resources/default scenery/airport scenery/ 17 Resources/default scenery/default apt dat/ 18 Resources/default scenery/default atc/ 19 Resources/default scenery/sim objects/ ATC audio initialized. Fetching plugins for C:\Documents and Settings/User/Desktop/X-Plane 10 Demo/Aircraft/Heavy Metal/B747-400 United/plugins Loaded: C:\Documents and Settings/User/Desktop/X-Plane 10 Demo/Aircraft/Heavy Metal/B747-400 United/plugins/systems/win.xpl. ----------------------------------------------------------------------------------------------------------------------------------------------------- So there you have it. I am aware of several other folks experiencing the same issue and would really appreciate any help you folks might be able to provide. It is totally holding me back from ordering XPX at the moment and aside from my personal enjoyment it is eventually going to interfere with my review stuff as well. I am happy to provide any further details you might require. Thanks for looking, Ted
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Its all good....and XP9.7 is perfectly fun regardless. Gives me time to deal with a new gfx card and allow folks like Tom Curtis, STMA, and others to update things for XPX (along with yourself and other XPX devs). **edit**I'm not a Pirañas
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I see what you did there! No trivial task in implementation; however, a significant impact on fence-sitters wanting something new while taking them out of a comfort zone provided by previous sim experience and expectations. But thats another discussion! Apologies for minor derail. No further oxymorons today-I promise.
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Hurry up and sort out support for my nVidia 430 GT so I can fully load the demo already . I am updating my gfx card after the holidays-but it would be nice to see whats actually awaiting me in XPX so I can judge just how much system updating I actually need. **edit**The lack of autogen/generic airport basic buildings is turning out to be a major turnoff to those from other flight sims. I know-and you know-that XP is a flight simulator as opposed to a taxi/parking simulation; however, simply adding these items on a global scale will go a long way towards ramping up further acceptance of X-Plane as an alternative primary sim platform.
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Hi folks, Its been a while. Here is a little light reading for you. http://www.avsim.com/pages/1211/RealScenery/Oahu.html and http://www.avsim.com/pages/1211/JustFlight/AirHauler.html Hope you find them informative and somewhat entertaining. Happy holidays and blue skies! Cheers Ted p.s. I will be adding a post-script at AVSIM for the Oahu scenery. It occurred to me I never did a high level flight during testing.
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Never mind the screenshot selection and edits, troubleshooting time (if needed), documentation review, background email conversations with devs, and of course actually writing the piece itself in a reasonably informative and entertaining manner . It is hard work at times but quite satisfying when the piece is completed. The AVSIM review team is outstanding...and I have noted the the excellent job done by the XP blog guys. I would say the only other outlets for accurate reviews of sims in general would be the good folks at SimHQ and Subsim. Enough from me....back to the grindstone!
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Hi, I am glad you found the PC-12 review helpful. While AVSIM remains primarily oriented towards FSX they are more than happy to provide reviews encompassing XP and other sims (a recently published review covered a train simulator!). As a reviewer I am bound to provide an unbiased piece. I am constantly aware that others are making potential purchase decisions based on what they read and highlighting strengths AND weakness of a given product is paramount. Everyone who writes reviews for whatever organization does have a particular native slant in individual writing-personally while I do like impressive graphics I am far more concerned with an accurate flight model, the "fun and flyability" factor (immersive qualities I suppose), and estimated value for money. Not to mention I have a personal preference for flying prop aircraft. **Edit**You can put a beautiful ribbon on a pile of dogshit...but in the end it remains tarted-up dogshit ;D Yes the STMA PC-12 is not graphically advanced and could use a bit of polish-BUT...and a big BUT....it is a terrific good-looking procedural model that is easily accessable by any XP pilot and loads of fun to fly-not to mention all the neat little extra features (including responsive and knowledgable support) chucked in that do make it...in my opinion...a great value for the money. You won't go wrong with the Husky either by the way. For what-19 bucks or so you get wheels, floats, skis, tundra configs, a simple yet elegant VC, plenty of skins, the STMA tug/hangar plug-ins, checklister support, a really loud grumbly engine, and a flight model that will tempt you to shoehorn into teeny-tiny bush strips...and take off again! Great plane for flying the Tom Curtis scenery by the way. Enough mini-reviews lol. And as a side note....I OWN the PC-12 and Husky...these were not "gratis" review copies. Not that it makes a difference to how I write a piece but as this thread is STMA-specific I thought I would mention it. I have been posting notice of published XP-related reviews over at the org site-if there is no objection I will do the same here and provide the link to save you having to search cuz I'm sweet like that . Currently I have 3 X-Plane reviews underway-1 aircraft, 1 utility, and 1 scenery package. As each takes roughly 40 hours or so to pull together you'll be seeing the current batch appearing weekly-ish from around the first week of July. Papa Mac...if you are reading this get off your duff and do two things: -Sort out the yucky PC-12 EFIS controller garphics already and..... -Build me a DH-6 ;D. The Aerosoft DH-6/FTX PNW scenery is one of the few reasons I have for keeping FSX on my system! Cheers Ted
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Hi, Having formally reviewed the STMA PC-12/47 for AVSIM and also owning the excellent A1-A Husky bush plane the praise you hear is well deserved. While the PC-12 may be graphically a mixed bag in certain respects the flight modelling and procedural aspects of the model make the plane a joy to fly-not to mention they include loads of extra's such as multiple skins, interiors, STMA pushback tug, hangars etc. It is currently my number one XP model to fly around in. The Husky is cleaner from a graphics standpoint and the flight model is pure fun if you like bush planes. Support is also very responsive-but you won't need it as the aircraft work great out of the box as it were. I have no reservation recommending thier products. Great value for money. I wish they would come out with a DH-6 Twin Otter already! Even Carenado uses slightly tweaked default Garmin 430's and while a slight improvement over standard they are still rubbish-never mind the psuedo FMC. I just ignore the thing under most circumstances. p.s. The autopilot used with the PC-12 can be a learning curve if used to mainly VNAV/LNAV "push butan" jet type AP's. Sim pilots have similar issues learning prop airliner AP's such as those used in the ATR72-500 and the lack of actual VNAV can be confusing at first.
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Bingo! That, "scaleability", and stability across 3 OS's are also major factors. I enjoy both XP and FSX...but have come to favor XP over FSX for the above reasons. The singular exception being flying the Aerosoft DH-6 over ORBX scenery . What does make me chuckle a bit in reading through the thread is how it's all about PMDG realism and jets. Personally I prefer smaller props and actual flight as opposed to "push butan program FMC hit AP at 1500' AGL" system modelling. I don't care in the slightest which sim has the best model of "turn on IRS to align and wait 15 minutes or its not accurate simming". Lulz :. I am pretty sure I am not the only one in this catagory of virtual piloting either. This is not a bad discussion to read though and more civilized than most XP-v-MSFS threads floating around the fora.
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I am Happy with the CRJ I don't talk. Just fly.
TedG replied to Japo32's topic in General Discussion
Yup ....and don't rush it either. Measure twice and cut once! -
I didn't actually note anything like that with the Saratoga. I found it to be extremely docile even when adding flaps-perhaps a smidge nose up. In fact my only real complaint regarding the aircraft was even the slightest pitch up made seeing over the nose difficult which makes final approaches a bit tricky until you get used to the view. I am also curious regarding this statement: someone converting them that knows two shits about how to make a plane fly right in X-Plane. Could you elaborate further? The reason I ask is having just finished a rather exhaustive review I am sort of surprised to hear this with regard to the Saratoga. These are the first significant negative comments I have read about that particular model and Carenado in general. I just did a flight to test the flaps. When I went from none to full flaps, the nose shot up to almost 90 degrees vertical. When I took away the flaps, the nose plummeted towards the ground. Maybe I'm not at very appropriate speeds or something like that, but it shouldn't be that drastic. I have flown in GA's before and the plane did not act like that when I gave it flaps. I'm not sure how your result was the complete opposite of mine... Hi Perry, Cheers for responding although I am at a loss how to explain the disconnect between your experience and my own. While I have noted a couple blemishes (that will be published shortly and Carenado are working on) its like we are flying two different aircraft in the Saratoga. I don't want to trach you to suck eggs or anything but what speeds were you dropping flaps as I would like to see if I can replicate this behavior. During the course of my virtual flight time I performed many approaches, landings, and touch 'n go's as well as just playing around with full dirty stalls and the model was-simply put-gently responsive. Perhaps a re-install might sort things out? Sorry for the derail by the way.
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I didn't actually note anything like that with the Saratoga. I found it to be extremely docile even when adding flaps-perhaps a smidge nose up. In fact my only real complaint regarding the aircraft was even the slightest pitch up made seeing over the nose difficult which makes final approaches a bit tricky until you get used to the view. I am also curious regarding this statement: someone converting them that knows two shits about how to make a plane fly right in X-Plane. Could you elaborate further? The reason I ask is having just finished a rather exhaustive review I am sort of surprised to hear this with regard to the Saratoga. These are the first significant negative comments I have read about that particular model and Carenado in general.