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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. XP12? We may assume that is coming, but who knows? I'm eager (just for fun) to say "will be released with XP12", but what if the new version has no more serial number, and be just... 'X-Plane"? Then we can postpone release ... indefinitely!
  2. If you mean if it as available on X-Aviation store, it is not yet. If you mean if it is on active development, yes very much!
  3. Although the ‘Gooney Bird’ is not the most complex aircraft in existence, the systems simulation has its own, unique challenges. X-Plane offers a generic way to simulate systems, so most of the times, you have to expand or adapt with the implementation of extra logic(s) via the use of plugins. The developer adds complexity to systems, which most of the times it is about newer automations that does not exist in X-Plane “default logic”. As you might imagined already, here the situation is almost the opposite. The added complexity has as target to reduce automation! Aircrafts from that era, do not enjoy automations we take them for granted in the recent years. One example is the landing gear extension/retraction operation. In a normal aircraft, you manipulate a lever, and in the background, electromechanical components, do the job of extending or retracting the landing gear. In the DC-3, you actually operate the valve that sends hydraulic fluid to the one or the other side of the hydraulic cylinder to retract or extend the landing gear, leaving aside (for now, we will talk about it in the future) that you have to manipulate up to 3 “things” to complete the operation! This leads us to the need to override X-Plane’s behavior with our custom one. Building the proper logic requires knowledge not only of how the systems are operating, but also intricate details, beyond of what is written in the manuals. We are very honored to enjoy the help and advises from a guy that both flew and maintained DC-3s and C-47s! His insights drives us to add a huge amount of extra details in the systems simulation side, way more that we had originally planed. So if you have the question “why the update takes so long?”, now you have your answer. Because examples help understanding, here is another one that might shed light upon the level of detail we are putting in, something we’ve already shared in our discord channel. Those old aircrafts are equipped with some old generators that must come up to temperature to provide the maximum amount of voltage they can. Taking into account various factors (environmental, time in operation, etc) we calculate another factor that plays role in the generator output, and if will connect or not to the main bus (despite if you have put the switch to ON position), as function of the voltage regulator, which we also simulate. That’s all for the introduction of the DC-3 systems. In the next updates we will look closely every system and its operation. While I am trying to post updates as dense as possible, sometimes you have to progress the work first enough, and then talk! Stay safe and enjoy flight simming!
  4. If everything is turned on fully, then this is the fullest possible brightness that they have.
  5. 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!
  6. 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.
  7. 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.
  8. 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!
  9. 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.
  10. Check if they are full bright. Each one has buttons to adjust.
  11. 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
  12. 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
  13. 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
  14. 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!
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