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airfighter last won the day on May 15

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About airfighter

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  • Birthday 09/12/1971

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    Developing for X-Plane (...is that really an interest ???)

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  1. With the power of newest Graphical User Interface (GUI) available on X-Plane, we build what we believe is a clear, simple, easy to use, but also informative way for loading the aircraft. LOADING PAGE LAYOUT The loading page is divided in 2 columns. On the left column is the area of ‘actions’, where you do the loading. On the right column is the area of ‘information’, with a Center of Gravity chart (CG) on the top, displaying the Gross Weight (GW) and Zero Fuel Weight (ZFW). On the bottom is a numerical representation of each weight category, in both kilograms and pounds. PASSENGERS LOADING The passengers section is divided in 3 compartments, B, C, and D. Using the sliders in the top of the seat map, you can adjust the number of passenger, per compartment, as you want. The seat map will display the seat coverage, as you adjust the passenger. Always pay attention to the CG chart! You are the responsible to proper load the aircraft! CARGO LOADING The cargo loading also happens in 3 compartments, 2 in front of the passengers area, and 1 aft. For clarity, the seat are not drawn here. Keep in mind that the aft cargo area (compartment 3) is way back of aircraft’s CG, so adding a lot of cargo there, will move the CG far aft! Load with caution! FUEL LOADING Last (but not least!) is the fuel loading section. On the top of the section is the representation of the 4 tanks (2 main and 2 auxiliary). Left and right of each tank there are buttons to adjust the fuel weight, per tank, in steps of 10 kilograms. Also in the map below, each tank with the relative level of fuel is represented in their actual position on the aircraft. Again, pay special attention on the CG chart! IN CONCLUSION Loading the aircraft is an act of balancing, no pun intended! You have to consider how much fuel you need, the payload (passengers and cargo) you have to carry, and load the aircraft properly within the limits. Act responsible… and before start your engines! After starting the engines, you will not have the ability to alter anything of the above!
  2. If by the custom damage model you mean failures or something like this, we are up to something, but I will do a dedicated post to analyze it in the next weeks. About autopilot, again, I will do a dedicated post what exactly we are implementing, the short answer is that will have not an autopilot capable flying RNAV approaches! A GPS used maybe as reference, is another story though.
  3. No ETA, but working on full steam. About performance, I can't give any concrete numbers, but testing in XP11.50 Vulkan, we are on par with the default B737, and most of the optimization is still ahead.
  4. We are going to talk about "eye-candy"! Yes, this term has been used to point out those aircrafts with serious lack of functionality, which is not entirely fair. When you are trying to simulate an aircraft, how the aircraft looks is neither irrelevant, nor secondary. It is in an equal role with the systems’ simulations and flight dynamics, if you are looking to create the best experience, as close as possible to flying the real aircraft. And this is what we are looking for! Returning to DC-3, we have created every little detail of the aircraft, with high definition textures, and the application, everywhere, of PBR materials. As this is an old bird, there is extensive use of weathering effects, ranging from bare metal and rust, to rough metal surfaces. For example, on the cockpit walls, you can see the thousands of small bumps, covered in thick paint, and the way the light is interacting with all these, thanks to PBR materials, you can almost “sense” how this surface feels on the touch. In my personal opinion, the visual quality is “top-notch”, and I must admit that there are times that I feel… mesmerized the way everything looks! @Goran_M’s 3D skills, as well in texturing and application of PBR materials, are present here, in every (small) corner of the aircraft, and I feel very lucky and honored to work with such a talented guy. Of course some might worry about the cost in performance of such detailed aircraft. When there is a deep knowledge of 3D modeling, and how to use materials and various effects, you can achieve great results without suffering in performance. In addition, the new tools that Laminar introduced with X-Plane 11.50 (Vulkan/Metal), allow us to have metrics of the performance, and help us to optimize the aircraft, without any loss in quality. This is not magic, just hard work and experience built through the years, developing aircrafts for X-Plane. In conclusion, we are packing as much as detail as possible, without performance penalties. It will be a nice place to be and fly, projecting the character of the aircraft, and doing justice to the one that change the airline industry as no one else! Now it is time to enjoy more visual details of the aircraft!
  5. First you need to select from the tablet if you are going to use hardware (joystick and such) or mouse. If you select hardware, then you must have a button assign to Toggle Reverse, to engage reverse thrust (a REV indication will appear inside the TQ indicator), and then increase thrust as you like. If you use mouse, you must pull the levers to idle (there is a manipulator between the 2 levers to grab both together), pull a bit up and then back to reverse area.
  6. Check if they are full bright. Each one has buttons to adjust.
  7. Thanks! I will have a look for the light. You can get those numbers from this manual http://www.smartcockpit.com/docs/P180_Avanti-Specification_and_Description.pdf Also smartcockpit has all manuals for Avanti systems. http://www.smartcockpit.com/plane/PIAGGIO/AVANTI.html
  8. You can find a lot of Avanti manuals here: http://www.smartcockpit.com/plane/PIAGGIO/AVANTI.html http://www.smartcockpit.com/docs/P180_Avanti-Specification_and_Description.pdf You can also have a look at my youtube channel. I have a coupel tutorial for the Avanti and lately I made a full flight. https://www.youtube.com/channel/UCheNLdO4Y4Xf6X15LL3KugA
  9. I will do a stream with the Avanti, today around 1600Z. The video later will be uploaded to my youtube channel. I will so a few tips and tricks and ask any questions regarding the Avanti. https://www.twitch.tv/airfightergr
  10. We are going to start, from this Development Update and on, to present the aircraft part by part, but first I would like to give you an insight of what we are working on to achieve. Our target is, within the limits set by a few factors like hardware availability, X-Plane limitations, etc, to provide you an experience as close to the real aircraft as possible. This, down the road will start to make sense, so let’s go! First topic I will address is how the DC-3 is controlled on the ground, and how we are simulating this behavior. As you might know the DC-3 is a BIG taildragger! That means that you do not control the tail wheel, except of the action of locking or unlocking it. The control is achieved with 2 methods and/or combinations of those. The first is using “differential throttling”, which means that you use more throttle on the engine that is on the outside side of the turn and less throttle on the inside side. The second method, involves the brakes. Applying brake, for example, on the left wheel, you will make the aircraft to start turning to the left, and vice versa. All this have the effect, with the tail wheel unlock, the tail wheel will turn and make the aircraft to keep turning, until you apply opposite action, either throttle or brakes! Keep in mind that all move must be planned ahead. You won’t get instant reaction from the aircraft to your inputs, and especially avoid to apply to much brakes! The aircraft has the tendency to roll forward around the center of the front wheel, and if you gain enough momentum, the nose will tip forward and down, and might bury it in the ground! Take caution! This is how DC-3 will be controlled in X-Plane, so If you have dual throttle controls and pedals, “driving” the DC-3 on the ground is straight forward. But many flight simmers, they don’t have complex or multiple axis hardware. For those guys, we have added a couple option to help them controlled the aircraft on the ground. In the new GUI for the DC-3, in OPTIONS tab, are 2 selection for you to enable. Differential throttling and differential braking. When enable one (or both), will take your rudder input and translate it to differential throttling or braking. The more you "turn" the rudder, the more differential output (throttle or braking) will be applied. Also we have added 4 levels of sensitivity for each option so you can adjust the output to what feels better for you. NOTE: The overall dynamics remain the same. The feeling of the aircraft does not change, or faked. We are not making the aircraft easy to taxi! If you turn too hard, the aircraft will have the tendency to rotate fast around the inside front wheel, and will require a lot of counter action to stop! If you use braking to turn and you have very low speed, the aircraft might turn slightly, but will stop! To have a successful taxi, you must go slow, make your turn smooth, and plan ahead your moves! This effect is operating in low speeds, up to 40 knots. Then is disable not to interfere with throttles or brakes when you are taking off, and during flight. Here's a screenshot of the options. As always, keep in mind, what you see is not final...at all!
  11. Thank you! To hide the yoke, there is a click spot on a screw at the top-left corner of the PFD. I have a couple liveries included, and a paintkit, if someone wants to create one.
  12. When MDA is used, is referred to a non-precision approach, which does not provide vertical guidance. This is barometric altitude, above mean sea level. Those kind of approaches have, usually, minimums around 500-600 feet. Min. around 200 feet or lower, are usually for precision approaches, like ILS, where you have vertical guidance, and always is height above touchdown, designated as DH (Decision Height).
  13. Kicking off a series of development updates, we will travel to the past, from when DC-3 was born to today, to understand the significance of this aircraft for the whole airline industry. Douglas Aircraft Company, after a TWA inquiry, started development of a new series of aircrafts, designated as Douglas Commercial (DC), the DC-1 in 1933, and DC-2 next year. Although DC-2 was successful, it was a bit narrow for what American Airlines wanted, which led to the development of one DST prototype. DST stands for Douglas Sleeper Transport! Yes beds in the airplane! Flew first time on December 17, 1935, the 32nd anniversary of Wright Bros first flight. The aircraft was fitted with 21 seats (instead of 14-16 sleeping berths), and designated as DC-3! Totally built, up to 1943, 607 DC-3 aircrafts. But WWII has begun and many DC-3s were put into military service. The needs for a military transport aircraft were huge, and with DC-3 fitting the bill, the C-47 Skytrain was created. It was based on DC-3 with few changes needed for the operations in the military, most notably the reinforced floor that allowed for higher gross weight, and the dual cargo doors. A total of around 10,000 C-47 aircrafts (and variations) were constructed. Many C-47s, after WWII, became available for civilian use, and even today, there are many DC-3s and C-47 in use! Later, in 1990, another variation was developed by Basler Turbo Conversions, retrofitting P&W PT-6 turboprop engines, and airframe modifications, designated as BT-67. Our Leading Edge Simulations DC-3 (v2) is based on the original, 21-seats, variants. The aircraft has a maximum gross weight (MGW) of 25,200 lbs for take off and landing, and can reach speeds up to 207 mph (180 knots). 2 Pratt and Whitney PW R-1830 Twin Wasp radial engines, providing 1,200 hp each, driving a 3-blade Hamilton Standard propeller. In the next weeks leading to the release, as development progresses, we will look into each area of the aircraft in more detail. For now, I will leave you with a few more random images. Keep in mind that everything you see here, up to the release, is work-in-progress, not final! (source: Wikipedia)
  14. Not dead for sure. There is progress and currently the focus is making the aircraft compatible with the experimental flight model. We will post in the forums when we have something presentable to show. For you or everyone else who want to interact closely with the team, here is our discord channel: https://discord.gg/7wauQjB
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