Jump to content

tkyler

IXEG
  • Posts

    2,818
  • Joined

  • Last visited

  • Days Won

    577

Everything posted by tkyler

  1. so the animation of the yoke trim switches are squarely mapped to the 'sim/flight_controls/pitch_trim_up' (and down) commands only atm. The 'command begin' event animates them up and the 'command end' event animates them back. Those are the default x-plane "electric powered pitch control" datarefs. So any other trim up/down commmand won't animate the yoke trim switches unless I override those additional commands also...which is certainly doable. feedback.....Should I add other up/down trim commands to the list? and if so, which ones? and the reasoning behind? (all of em probably I open to flexible use cases. The trim wheel, (being mechanically linked to the trim tab) is animated with the flight control itself..they don't move separately (or shouldn't anyhow).
  2. I should have known better daemotron...you're pretty thorough. Sorry! I can see that issue in your video, but not reproducing it on my end on the 4B_OEM variant with the 'sim/flight_controls/pitch_trim_up / ....trim_down' commands ([ and ]). Those are all working with both mouse manip and keystroke/hardware mapped commands. I assume those are the default commands you're referring to also?
  3. Thx Dave. That's an odd one for sure....smells of hardware config at first sniff, but can't be sure just yet. Sorry for the barrage of questions here: 1) Are you using hardware? one paddle or two? throttles or condition levers....if so 2) What axis are you mapping them to...? throttle / prop, etc. 3) Have you made any adjustments to the response curves for those axis?..especially the condition levers. If you can repeat the process, perhaps take a screenshot of the quadrant just before you hit that second starter button. Thx -TomK
  4. Not yet.....when you say "flap axis"....are you assigning flaps to a constant "linear axis"...rather than a discrete command? The Moo flaps don't stop "mid travel" and use "limit switches" at the primary stops so in effect, each flap position is "flaps down a notch" in the truest sense and using an axis is a bit of a difficult paradigm as it doesn't match the actual behavior.
  5. BAM...that is it! I knew there was a good reason
  6. No...this is definitely a bug on my end. ...verified. Glad you have the parking brake in the meantime till we get this updated! This is what I get for applying toe brakes during testing.....seeing the brake value go up and down and then walking away and going "ah, it works"...because I still have 1000 more things to test that day Great catch and definitely on the bug list. Thx for reporting. -TomK
  7. Agree its a bit confusing, but still correct in a way. The UP command from X-Plane is "PITCH TRIM" up, not "switch up". So you move the switch down to "trim nose UP" and vice versa. My commands are for the switch direction of movement, not the nose direction....which is the reason I included the word "switch" in the command (for my own clarity when coding it up). I may rethink this The rocker switches will move the trim when BOTH switches are used together. This is by design and I have no clue why. Both switches must be actuated together to drive the electric pitch trim.
  8. Thx daemotron. You used the overhead switch to turn off the strobes first? ...and how'd you shut down BTW? RCS switches? fuel valves? condition levers? etc. Thx.
  9. PDF Export is planned for sure, but I'm still evaluating multiple options. Some exporters did not quite work as advertised. That being said, the docs are avail as a downloadable zip file at the link below. NOTE that this download is NOT a PDF however, but simply a folder and you open the "index.html" file (in screenshow below) in your browser and you can use them offline, but still in a browser. Again, the PDF will make its way in at some point. As the docs mature, the PDF/zip file link will make its way on to the docs site. http://www.togasim.com/mu2_docs_offline.zip -TomK
  10. I THINK, I may have shipped with the "Brake Application Rate" preference set to 10 seconds. Check this...and then set it to 1 and see if that's more normal. Regarding the the stop/accelerate thing...haven't seen that, will do some tests. Which commands are you using for the braking? or perhaps hardware toe brakes assigned to left/right? -TomK
  11. What is your hardware configuration in this situation? Single paddle assigned to prop etc? left or right unfeather button etc?
  12. Noted on this, added to bug list. Thank you. Regarding the click zone, This is indeed a tough philosophical discussion. I'm on the fence about hiding the manips when hardware is present. I've heard arguments both for/against. I think this will evolve into an "options" where you can choose your preference but doing so requires a bit of coding infrastructure on my end....so hopefully we'll get everyone accomodated soon. I am not terribly happy with the 'unfeather test' / condition lever situation myself...its a fight against X-Plane...I fought this more than I would have liked. The only reason I accepted it for now is its a small part of the overall experience, but I won't be happy till its perfect. -TomK
  13. Thx Daniel. What I can do is map that default command to my knob so those work. Sorry about that, so many differing use cases. I've got this on my list. The Command reference in the docs lists all the commands I utilized, so if the one you use isn't in that list, it probably won't work...as you're seeing now. I fully expect this list to grow as users like yourself point out my limited hardware setup Thx again for the input...we'll get this in to an update. -TomK
  14. Note that it won't show over 2500' either. Reflected radar signals generally get too weak at that altitude and so the display blanks out. So on the ground and over 2500' blank....in between should show.
  15. which variant? The radar alt is triggered by a wow (weight on wheels) switch. It will be blank until takeoff. You did mention that you tried it in the air though. its default XP so I wouldn't expect there to be an issues unless I missed a setting in the varient you're flying. I'll check them all just the same. its working on my end.
  16. No worries daemotron....and glad you're enjoying it. Getting my bug management system and features/TODO system going. Right back at it! -TomK
  17. ANYBODY who reads this....I am working on these AP docs soon. We were quite sure that many folks would ask this question. It is a very common mis-conception. Cameron is right, this is a GPSS concept and will probably take some explanation for folks to understand how it works. Even I myself, being a bit of an old-timer, had to get a AP lesson from Philipp at Laminar to fully understand and implement it. Rest assured though, that once you get the hang of it, it is quite a satisfying way to fly. NAV only works with radio signals, not GPS. Stay tuned for those AP docs soon. -TomK
  18. glad to see the white livery came in use quick. I figured it might be easier for some just to have that quick blank canvas. Thanks again Ither. Have to retire for the evening, but of course will be up soon enough looking to get right back to work. -TomK
  19. Hello all. I will endeavor to support and address issues on the MU-2 as rapidly as practical. The period after a release is always fraught with bugs and challenges, frustration and impatience. I have been there myself and please ask for your patience. I'd like to think that those who know me know I'll continue to support this product for many years to come and provide you a great value for your money! I am located in the GMT-6 timezone and work reasonably normal daylight hours. I generally don't work Sundays (though may converse on Sundays).
  20. Not at all. There is just a lot of logistics with regards to deploying a release. Its a process and we have a checklist and are working through it. Release is always an exciting time...but also a time to wisely 'slow down' just a bit and make sure we dont' miss something. We don't want to take off with our fuel valve set to OFF. -Tom
  21. Thank you.....and especially since I just spent the last 3 hours tweaking the 5-blade prop animation because I didn't like it (wobbled too much). No more!! https://www.dropbox.com/s/8gxp6uyghjbcri0/prop_anim_3.mp4?dl=0
  22. another quick weekend report. Still working the sounds. I'm past the difficult (engine) part. Check the link on page 1 (my June 9 post) if you haven't already done so. Now its strictly just the quantity of sounds to increase immersion. The unfeather pump for example. When the prop reaches its limit, then this loads the electric pump more and the sound of the pump changes...case in point: https://www.dropbox.com/s/egu45j7f1ntksku/unfeather.mp4?dl=0 ...also, tire screech, runway / taxi roll...etc. I should wrap up sounds pretty quick....and afterwards, I move into final quality control..re-read/amend the docs, go down the final punchlist, start packaging files for distribution, etc. -tkyler
  23. The sounds are finally coming along well. I've been 'worried' about...and playing with the engine sounds for quite some time, being that you can't just record a MU2 engine and handle all the possible ways a user may interact with the engine in a sim....and I've had to also learn FMOD along the way. If you want to simulate "cranking" or a hot start, or a shutdown, or a slow start, you have to accomodate the engine RPM at any given time and for any given duration. This means you need a relatively complex "looping" setup of sounds that only play when their "physical source" is in play. You don't find many videos of MU2s of cranking....or owners willing to 'crank' their engine several times for you and kill their battery while you record sounds. You may recall X-Plane firing up a turbine and playing the "lightoff" sound even if the engine doesn't lightoff. That's unacceptable to me. ....so the challenge has been to mix and synthesize the various components of the engine sounds to try and recreate the real thing. Well the engine is finally starting to sound realistic IMO...not perfect but not bad.....and the better it gets, the more I keep playing with it and why things keep dragging out. That being said, I think the wait will be worth it. I can honestly say that after 17 years from the first time I started building the MU2 for X-Plane....its finally shaping up to be the simulation I wanted it to me. Check out the engine sounds WIP video below. https://www.dropbox.com/s/8puz1xi88fvcbla/mu2_sound_opt.mp4?dl=0
  24. I see no reasons why it should not. The way the Reality XP integration works is not really part of the significant changes for X-Plane 12. It uses a "pipeline" that is largely untouched by XP12. I expect there to be little, if any issues.
  25. I've since made contact with Jean-Luc, have the GTN-750 and required info so I'm good to go after release. Thx Raúl.
×
×
  • Create New...