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tkyler

IXEG
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Everything posted by tkyler

  1. should be plenty of space under the GNS units. no clue why it didn't take for you. discolorization is from xplane, but should be sufficient.
  2. Just a developer commentary to any who may also read this. CaptCrash did discuss these with me and I am happy he is looking at the performance and I am also keen to improve the performance numbers; however, the relative work (relative to everything else required to be done to get 95% of the customers happy) ... to get the last 15% of performance accuracy is such that I have always found it best to do those final refinement tweaks last, after everything else is working. This is generally because the final performance tweaks can be made quite quickly....with all due respect to the FLIGHT TESTING...which is not very quick though. As soon as the obvious issues slow down, I'll will take a deep breath and start on the fun stuff, which includes performance. Call it.."round 2" of V2 work! -TK
  3. You can make your own panel preview from within x-plane. There is a command to generate a screenshot of the panel texture of the loaded aircraft.....if you filter on 'screenshot' amongst the commands you'll come across it. I can't recall what it is atm, something like 5-key combo though...I always change it. Of course the GNS's need to powered. The resultant file is in the Cockpit3D > -PANELS- folder. -TK
  4. There is not. But the list is a good indicator at this point.....When the TODOs are done, I'll test it all one final time and then begin packing it up for distribution. I've been making decent progress through the list so I don't suspect it will be too much longer. -TomK
  5. See link below. Look at 'Added' section http://www.togasim.com/mu2docs/supplements/bug_tracker.html -Tkyler
  6. Updated Docs http://www.togasim.com/mu2docs/supplements/bug_tracker.html Cleaned up the page so its much easier to read and a bit more logical "top to bottom". I am getting close to the bottom of the list (depending on how fast it grows, if any), at which point I'l test all the fixes and after, will get an update patch on the schedule. Thanks to all who found things, its already feeling much more refined and natural! -TomK
  7. I didn't mean digress with respect to whether or not it should move on the ground, I do agree with that. digress in the sense that I said it was "fixed" for next update as of that previous post. I simply had a curiosity on the response of the instrument for rapid yawing on the ground..but will implement it.
  8. I digress a bit. I did my own calculations for turn rate based on bank angle and TAS, so bank has to come in to play for what I provided... but I did no calculations on the ground...so not modeling precession in this case. TBH, I'm unsure what kind of behavior these would demonstrate in rapid yawing during ground handling. Anybody? I could make it respond to movement on the ground...but now I'm kind of curious of its behavior during ground handling.
  9. That is correct....good catch. Fixed for update another good catch. removed it from the right side for the time being, until I can transponse my air data code from the ixeg project. Indeed. fixed for update. wondering why I missed these...turns out these were some of the earliest instruments I did and I put in some placeholder code pending "wiring them to electrical busses and fuses" which I would do in the future and apparently forgot about them. All fixed up though. Thanks so much -TomK
  10. http://www.togasim.com/mu2docs/supplements/bug_tracker.html The fix was actually part of bug #2...i.e. the lights. all that were related to the same bug. All good for next patch. That being said, I'm not happy with the lighting effects because XP "auto sizes" the lighting billboards/flare, etc. So I need to do a "custom light" which is a real pain...but its coming eventually.
  11. looking at the supplement here...its pretty basic. It only works in pitch and roll mode AND only when the turn knob is centered. If, in your case, it returned to a previous attitude, chances are you were in ALT mode at the time. I suspect this because I just tried it and had the same thing happen to me. The problem is/was, I am supposed to revert to pitch/roll hold mode any time you hit the CWS button (supplement calls it TCS btw)....but I don't revert, so letting go of the button, it goes right back to ALT mode. That's fixed for the update. Also the servo DISCO sound won't play whenever the TCS is active now, only in a true "servo disconnect" situation. -TomK
  12. not yet. Paint kit has been released though. and I will set about doing more liveries once everything has somewhat stabilized functionally. I keep a "bug tracker" page here: http://www.togasim.com/mu2docs/supplements/bug_tracker.html and at the bottom thre's a section there on "Things to do ASAP" this list is not in any specific order. I suspect the livery list will begin growing soon..and I myself will join in soon enough. -TomK
  13. Well...the bad thing is its on my 'paper list' here in front of me, (but somehow not on my bugs page....doh). Thank you for the report. -TK
  14. Thx Crash...those really piss me off. There is an insidious bug in Blender that I learned the very hard way...where if you have UV maps assigned to differing meshes and you join those meshes and the UV map names on those meshes don't match exactly, it "destroys" the UV layout of one of the meshes. I've been super careful since, but do have to keep an out for occurrences like this that may have happened before I tightened my processes. Thx for reporting. I'm copying/pasting the UV fix into the FBX, so you should just be able to update the mesh. I'll have that online pretty quick
  15. Small change to the format on the bug_tracker page. I simply included a status at the top as to when the page was last updated. http://www.togasim.com/mu2docs/supplements/bug_tracker.html Unsure how this will work out over time. A lot of good ideas go by the wayside if they're too cumbersome, but I think this is pretty lightweight on my end. I'm not scheduling any type of regular update timeframe so it can be updated at any time. I sit down to work...do some stuff and after a while, say to myself, "self...folks may want to know that these changes have been addressed" and I then I update the page. I probably will; however, create a new post here for each significant update so that folks can see it in the forums as a "new post" and have it stand out a bit. -TomK
  16. yea..did a test. no doubt I'm not representative of the norm with my trackball setup..2nd time I've messed that up! Talk about tunnel-vision....sheesh....anyhow, I swapped to a typical mousewheel and yea....very paintful I agree. My scrollwheel has all sorts of acceleration and "momentum" and I just spin it like a record player (a what?) and it it can blow through 30-40 increments in a quick spin. After testing with a normal mouse....single mouse click and single scrollwheel click logically should increment by 100' . Click and hold set to match the scrolling speed limit of the scrollwheels. The animation does have a 'mechanical speed limit' and I've matched the 'hold' speed to that. It takes approx 8 seconds to go from 0 to 25000' now with 'hold'. Much more reasonable and feels much more natural. Thx. gents.
  17. FYI, here are the now implemented numbers for fuel capacities. There is some "wiggle room" based on what density value you take for Jet-A/.A1 of course....averaging or whatnot, etc. I've decided on the low end of 6.71 as its more conservative and probably a tad safer to be under with FSEcononmy than over IIRC. It should be close enough for FSEconomy I should think. Thanks again Jerry....so many numbers (next update).
  18. Good call..just makes sense! Its just that I've been in so many older ones and the pics I used for reference were amber....but makes 10x the sense to make em green. done!
  19. Thx Jerry, I put it in the Bug tracker for the Moo
  20. data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==
  21. http://www.togasim.com/mu2docs/supplements/bug_tracker.html ongoing list of right good info! Just posted today.
  22. http://www.togasim.com/mu2docs/
  23. That is correct, but make sure 1) AP is engaged and 2) you're not in ALT mode (that's got me several time). My method for "altitude change"....FWIW....is to set the ALT preselect first (if desired), then disconnect ALT mode (if selected), then adjust the pitch trim wheel to get the VS desired...then hit VS...and finally...hit ALTSEL to arm the altitude capture (if you want). -TomK
  24. Looks like the transponder mode for Mode C is 3...even though it says TEST above. For V12, '3' will be Mode C. Since the source code inidcates that >= 2 is mode C, I'll set it to 3 and that way it should work for you and be rady for V12 as well. -TomK
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