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rosseloh

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Everything posted by rosseloh

  1. After touchdown I go from slightly above flight idle (wherever I was on short final) straight to Ground Idle, and then I wait a second or so before hitting reverse. Regardless - all of this is a bit of a mess and I know the next update includes engine tweaks so I'm just mentioning it for posterity, not to actually report an issue that I know has been well reported!
  2. Yeah that's a lot smoother than mine behaves - I see torque and EGT jumps all over the place when reverse finally kicks in. It would be funny to watch if I wasn't trying to maintain the centerline while it was going on. I do see a bit of a fluctuation on yours (the torque decreases a couple seconds into reverse), so it's not entirely gone on your end...
  3. I've done a few more flights (after far too long out of the sim and especially out of the MU) and have a couple more observations. Note that I have now reinstalled the plane fresh and do not have the engine mods applied anymore - the only ACF file mod I've done is to add the weight stations so I can load payload properly in XP12. Hopefully if I actually get these written down they can sneak into the next (soon:tm:) update.....maybe not. Unfortunately I don't have repro steps but I've on more than one occasion been able to get the ALT ARM light stuck on on the FCP. Even if ALT is engaged (and arm is not), the ARM light stays on. It's inconsistent and like I said I have no idea how I've actually triggered it, except that when it happens it appears to be when I've disengaged ARM by pressing the button a second time, while it's near/in the process of a capture. But I'm not sure on that. The animations and sounds for various button clicks (mostly noticed on the GPS units, but maybe it's elsewhere too) seem awfully slow. Like I'll press the button, the "down" sound effect will play and the "up" sound won't play until half a second later. In reality this would only be the case if I was holding the button down before releasing, which I'm not. I can follow a GPS NAV course via the NAV button even in the non-glass model. As far as I'm aware this should not be possible, because otherwise what's the point of the GPSS ROLL STEERING function. But, I suppose welcome to Laminar autopilot quirks! We all already know about the engine model issues but I just wanted to detail what I've seen in case it helps or at least gives us something to test against (in XP12.1.1 - so even more changes since the last time I flew a lot, I'm sure!): Beta range seems totally broken. With the power levers in ground idle and the condition levers at the (well, technically, below) taxi stop, the plane won't roll at all. I need to give it nearly flight idle power to break away at all, and going into beta range more than a couple of millimeters of lever travel will bring the plane to a stop right quick. I have the best taxi experience when I have the condition levers fully forward and the throttle jumps back and forth between flight idle and high beta as I need to speed up/slow down. Reverse is also messed up. I know we know about this one. But oh boy that can get pretty spicy if you're trying to use reverse on landing as the governor(?) goes crazy and the props go in and out of reverse a bunch. Power in flight seems fine though of course I can't tell you if it's tuned to the numbers or not. I wasn't taking notes as I flew this evening; the engine issues were the elephant in the room by far, so I'm glad to hear those should be hopefully licked soon. I will say with Gizmo being deprecated, if you're switching everything to C++ and if you happen to have enough raw data on the engine model itself, I'd highly recommend talking to Saso/Toto and seeing if you can get libTurbine licensed and implemented and get that engine simulation entirely divorced from whatever Austin or Phillipp decide to do on a given day... Just my personal pipe dream though, probably doesn't make sense from a business perspective. Finally I know not many people actually fly this, but I love a good turboprop and we are very, very lacking in XP12 right now! If you need a hand to do some grunt testing work or number checks on the update, please, let me know. Oh, and a long-shot request: obviously we don't have any weather radar right now, but if you're ever in the mood to mess with the 3D model....any chance of a version with a GNS430 (singular), traditional COM2/NAV2 set, and the radar display like in the OEM version? Or two 430s, I guess, if it's possible to fit them on the panel, but I'm not sure how that would work out. I like having *a* GPS in the modern sim since traditional radio nav is going out and fast, but I also like the idea of having a radar in my fast-but-maybe-not-able-to-outclimb-the-weather turboprop...
  4. Er, no it isn't. Not on my machine at least.
  5. Bonanza Air Lines - N491 View File This is a mostly authentic recreation of N491's livery from somewhere between 1949 (when Bonanza Air Lines started operations) and 1963 (when they stopped flying DC-3s). It is only "mostly authentic" because there are not very many reference photos available, and not from all angles, and the ones I do have are not dated. There are a few technical bits and bobs that aren't right, especially with the reflections/normal maps, as I didn't want to fight with it any longer and the paint kit is lacking. But I think it's 90% there! Please report any glaring issues you find. Bonanza flew DC-3s in the Southwest/West USA in the 1950s. Included in the zip file are a couple of images of the January 1959 timetable brochure, which shows all their routes at the time. As with all LES DC-3 liveries, there is both a livery folder (put in your liveries directory) and an "output" folder, which contains the ini files required for airframe management. Drag this output folder into your X-Plane root directory, or copy the ini files within manually to Output/DC3/Modern[and/or Classic]. Submitter rosseloh Submitted 03/24/2024 Category Vintage Livery For https://www.x-aviation.com/catalog/product_info.php/les-douglas-p-237  
  6. Version 1.0.0

    19 downloads

    This is a mostly authentic recreation of N491's livery from somewhere between 1949 (when Bonanza Air Lines started operations) and 1963 (when they stopped flying DC-3s). It is only "mostly authentic" because there are not very many reference photos available, and not from all angles, and the ones I do have are not dated. There are a few technical bits and bobs that aren't right, especially with the reflections/normal maps, as I didn't want to fight with it any longer and the paint kit is lacking. But I think it's 90% there! Please report any glaring issues you find. Bonanza flew DC-3s in the Southwest/West USA in the 1950s. Included in the zip file are a couple of images of the January 1959 timetable brochure, which shows all their routes at the time. As with all LES DC-3 liveries, there is both a livery folder (put in your liveries directory) and an "output" folder, which contains the ini files required for airframe management. Drag this output folder into your X-Plane root directory, or copy the ini files within manually to Output/DC3/Modern[and/or Classic].
  7. I had the same issue when flying above roughly that altitude. I did check my engine instruments and all were within (real world) limits for the altitude I was at - but I think the sim model isn't putting out enough bleed pressure to keep the pressurization where it should be (by the book). I reported this in my old bug thread from last year, but of course Tom has been busy. For now it does seem that you have to run the RPM higher than you're "supposed to", if you want to cruise that high, at least the last time I flew.
  8. View File N3250N (Dunkman - Shaquille O'Neal) Made at the request of a Hot Start Discord member. Thanks much to Oisín who created the base livery, as this plane has the same grey stripe design as OE-IIX: Submitter rosseloh Submitted 02/08/2024 Category Hot Start Challenger 650 Livery For https://www.x-aviation.com/catalog/product_info.php/take-command-hot-start-challenger-650-p-212  
  9. Version 1.0.0

    50 downloads

    Made at the request of a Hot Start Discord member. Thanks much to Oisín who created the base livery, as this plane has the same grey stripe design as OE-IIX:
  10. View File S.O.N.G. (Fictional) In the not so distant future, 6 young women are tasked with protecting humanity from the greatest threat they've ever seen... Operating as a Japanese organization but under the overall command of the U.N., S.O.N.G (Squad of Nexus Guardians) responds to disasters both natural and supernatural with the power of music and ancient relics. Will they be saving a space shuttle doomed to crash land in the Himalayas? Will they be coerced into acting on the U.N.'s behalf in war-torn South America despite not being a military? Investigating relics in Antarctica? Saving civilians from the seemingly ever-present threat of the extradimensional Noise? Wherever they may need to go, the Challenger 650 and this slick paint job are ready and waiting. This organization and story are sourced from the anime Senki Zesshō Symphogear. The livery is fictional, not flown in the show (I imagine they'd probably have a Global or something that can otherwise fly halfway around the world without landing), though the S.O.N.G. logo is shown painted on various aircraft used in various capacities. Watch Symphogear. That is all. Submitter rosseloh Submitted 02/07/2024 Category Hot Start Challenger 650 Livery For https://www.x-aviation.com/catalog/product_info.php/take-command-hot-start-challenger-650-p-212  
  11. Version 1.0.0

    5 downloads

    In the not so distant future, 6 young women are tasked with protecting humanity from the greatest threat they've ever seen... Operating as a Japanese organization but under the overall command of the U.N., S.O.N.G (Squad of Nexus Guardians) responds to disasters both natural and supernatural with the power of music and ancient relics. Will they be saving a space shuttle doomed to crash land in the Himalayas? Will they be coerced into acting on the U.N.'s behalf in war-torn South America despite not being a military? Investigating relics in Antarctica? Saving civilians from the seemingly ever-present threat of the extradimensional Noise? Wherever they may need to go, the Challenger 650 and this slick paint job are ready and waiting. This organization and story are sourced from the anime Senki Zesshō Symphogear. The livery is fictional, not flown in the show (I imagine they'd probably have a Global or something that can otherwise fly halfway around the world without landing), though the S.O.N.G. logo is shown painted on various aircraft used in various capacities. Watch Symphogear. That is all.
  12. Mines in the mail but I'm currently out of town and being an international package I have to sign for it....just my luck! I was one of the original orders so rest assured if anyone is likely to get beta pains it's probably me.
  13. For what it's worth, Tom - both CaptCrash and I have manually added the weight stations and I haven't noticed any issues related to that, yet. But I also haven't been in the sim for a bit.
  14. The Saab does not officially work in XP12, and will likely need quite a bit of tuning to do so. That's all I can say for your issue, I'm not sure if it's that or not. Your screenshot makes me realize I miss it a lot though!
  15. I can confirm Pils' observations. As a result, when I was designing my own XMidiCtrl profile for this plane, I ended up doing direct dataref manipulation instead of using commands. Which, mind you, works fine (as long as it's the "ACT" dataref I'm using and I configure it to set back to zero when I release the button!), but it's "safer" to use commands because then any input limits can be controlled by you, the dev, rather than me guessing what those constraints should be. As an example, take the DH knobs. I can see from turning the knobs by hand that the limits are -20 and 999. But if I hadn't respected those limits in my XMC profile config, the knob will gladly keep going both down and up (and the EADI will happily show numbers above 999, though as expected it does blank below 0). So what this brings to mind is, when you're doing your re-evaluation, consider adding bespoke commands for everything the user may expect to manipulate in the cockpit. And I mean *everything*, which luckily seems like we're already well on our way for (most devs wouldn't add dedicated commands for the coffee maker buttons, but you did!). On the bright side, I've learned enough about the datarefs the 733 uses that I'm well on my way to being able to write a "persistence" Lua script (mostly so the lighting knobs are where I left them when I load in...), unless of course you'd like to add that functionality as well, which I would appreciate (but this is not relevant to the topic at hand). For reference, the commands I specifically noticed weren't working as expected this evening: All default autopilot commands (like OBS1_up, airspeed_up, etc) would change the relevant value but not animate the MCP knob. Bespoke commands for MCP buttons (CO_toggle, SPEED_mode_toggle, etc) would press in, but not "press out". Bespoke commands for the Heading knob specifically I know didn't animate the controls. I did not test the other knobs except VS, which *does* work. Those are the only ones I tested for sure.
  16. The window plugs would be a start, but since we have a full interior model making it go all the way would also be nice.
  17. Just so you know, your system might say it sent the email, but it didn't to everyone! There's not one in my inbox nor my spam. Not that it matters at this moment, since I'm sure I would receive the discount code email later, this is just for your awareness! (I've received other informational emails in the past, about the SR22 for example. Unless this was a "general promotional email" and not one related to products I own like those were.)
  18. Is there an exterior 3D model change or will my custom liveries still work with the new version? Nevermind, apparently I can't read.
  19. Thanks! You could potentially consider licensing libturbine from Saso if you decide a custom engine model is the way to go - but I don't know what that would entail to implement, what it would cost you, or if it would be worthwhile! Just that it would be a good call for the overall simulation if you went that way.... Another thing I noticed is that when above 25,000 or so, the engines can't put out enough air to keep the cabin pressurized, and above 26k/27k you start to get into the cabin alt warning area. The manual makes it seem like the thing should be able to hit 30k/31k at max diff with a cabin alt of around 10k, but what I've observed is the differential pressure can only get to max when below 25k-ish. This was on a very standard day (ISA was somewhere around 0 to +1 IIRC) This could be related to the engine changes I made as part of Crash's mod, however, so don't focus too hard on that one until we're sure it's a problem with the actual engine model and not my mods.
  20. The HSI does still display the information - or at least it's supposed to. This is the same issue the Entegra SR22 has. It won't display the waypoints on the map but the CDI should display navigation information. I have not shot an RNAV approach in the MU yet so I cannot confirm or deny if this happens here, though if it does I would expect 50/50 whether it's the MU's fault or the G500 addon itself (I've found a few bugs with it myself as this is the first plane I've bought it to use with, so it very well could be the G500)
  21. Finally got around to doing a few flights with the MU-2 in XP12. For clarity, I am using CapitanCrash's modified airfoil configurations and tweaks, so I *have* modded the ACF file - that shouldn't invalidate these observations, but if it does, so be it (none of them have anything to do with the flight model, which for the most part feels fine). Of course, as always, I apologize for any of these that have already been reported! (I did look through the first six or so pages of the forum to check) Here's what I've seen thus far. Things that may not be bugs but seemed off to me: 1. With Continuous Ignition set to off (as per the procedures in the real manual; I don't see anything about what to set it to in the TOGA Sim checklist), the engines will never light off. I've thus far only tested this while doing the NTS check during start, as I have not done a "second flight of the day" yet. I will check the next time I fly. What happens is, per the normal NTS check startup procedure you hold Unfeather, then hold Start the starter spins, fuel flow comes in, EGT comes up ever so slightly (if it's simulated I assume just from compression heating) but the starter light never engages and the fuel never ignites - *until* you release the Unfeather button. At that point the light comes on, and the start continues seemingly normally. As far as I've gathered I'm pretty sure ignition is supposed to come on on its own during the startup sequence - that's one of the things the Run-Crank-Stop switch does (since putting it to Crank disables ignition and/or fuel introduction?). But that's just from my reading of the manual, maybe I'm wrong! in contrast, the start goes as expected (including the NTS check) as long as continuous ignition is on in some way (generally Auto) 2. The Glass version of the plane flies on the GPS just fine in NAV mode, without using GPSS Roll Steering. This one I assume is expected behavior... However the Roll Steering button still exists on the panel. 3. The Glass version can track the G500 Vertical Speed bug in VS mode whereas the other models do not have this function and only hold the VS you have at time of engagement. This also may be expected? I'm not complaining, despite being fine with control-wheel steering options in most planes in this one it seems awfully janky, almost like the AP isn't quite trimmed out despite it being trimmed when I hand control over to it (this could be realistic, I'm not sure), so I am happy to have a proper VS mode where I can dial it in. 4. The toe brakes feel like they take half a second or more to apply even with the brake rate thing in the settings set to 0.01. I have hardware toe brakes and I'm used to getting basically a one-to-one mapping of brake force to pedal position. In the MU-2, even if I slam them to full, I don't get any indication they're applied at all for a short period of time (at which point they lock up as expected). Maybe this is normal. 5. Static elements (chocks, pitot covers, yoke lock) don't appear to persist after quitting the sim. Maybe intended, but seems a bit odd if so - what's the point of simulating them if I have to put them on before I take them off on my walkaround? Things that are probably bugs: 1. There is no clickspot/manipulator for the command rsg/g500/cmd/mfd/knob_push for the Glass version. I can get around this by mapping a key in the interim. 2. I cannot monitor NAV idents. Clicking the buttons on the audio panel does nothing. (I wanted to do this as I noticed some interesting behavior on the needles at extreme distance from a VOR, and was curious if you had implemented libradio into the plane; I'm guessing not since the DME doesn't seem fuzzy at all, but noticed this bug while I was at it) 2a. (There might be other issues there, but the NAV idents are the only one I've confirmed) 3. The audio panel does not light up except for the marker sensitivity lamps. I have seen this one was reported and confirmed already, but just for posterity... This is the case in both the GNS and Glass variants. 4. The flight timer on the transponder unit displays 60 in the seconds field for a half second or so after 59, before switching to 00 as it should. For example, the time going from 00:39:59 to 00:40:60 before switching to 00:40:00. 5. in the GNS version, the yoke shaker animation plays every few seconds with battery power on. I did not notice it happening once the engines were on or generators were on the bus, but I did not test properly so I don't have details for you. Update: saw it happening during taxi. So generators were definitely on bus. No sound, just the animation. This does not happen in the Glass version Yes it does. 6. You already know about the slow reverse application, especially noticeable while adding reverse after touchdown. But I've seen it as well! 7. The yoke lock prevents you from showing/hiding the yoke with the clickspot. I neglected to test the keybind. It doesn't matter what state it was in when you put the lock on (showing or hidden), but you can't change it at that point until you remove the lock. 8. In the GNS version at least (neglected to test in the Glass version), after using GPSS roll steering in a flight and then disconnecting the AP without switching back to regular heading mode, the GPSS roll steering lamp stays lit even after the battery is turned off. 9. I noticed that the two custom commands for "add_left/right_roll_trim" don't appear to work. Instead I just mapped the default roll trim commands and they worked as expected. Finally, not bugs at all, but just questions. Are there datarefs/commands for the pitch wheel and roll knob on the autopilot? I wouldn't mind lacking a controllable VS mode if I could just leave it in Pitch mode and control it manually with external hardware (the virtual wheel is just a bit of a pain, my own issue, I know). I see a pitch wheel command in the documentation but it doesn't appear to work, and I don't see anything for roll. Thanks Tom! No hurry of course, I think I'd prefer having the old 737 back in my sim versus these little issues I can work around here!
  22. What jsnapp said, but in more detail: it's not mentioned in this thread as far as I'm aware. I don't know enough under the hood to know if it's a command or a dataref since I'm barely a scripter, let alone a developer, but I know you can trigger it by writing 1 to it (it will reset to zero next frame). I've done it in DRE, and with my FWL script (required some finagling, as in I had to use jjjLib1.setDataRef_f(tickle_cubemaps, 1.0) to actually trigger it vs. using the built in FWL dataref manipulation, so maybe that's what you're having an issue with). In normal simming, when you make a lighting change, X-Plane doesn't update the reflections for a couple of minutes, or when you force a change to the time-of-day. As such, your ambient lighting environment is actually incorrect, until that couple of minutes passes and the sim updates it, and suddenly your flight deck gets brighter/darker accordingly. It also affects screen/light source reflections on windows. As an example, take the CL650 before Toto implemented automatic triggering of this dataref whenever you change a brightness knob: you'd load in, turn on the plane, have really bright screens because the last flight was in the daytime and XP12 requires you to actually change brightness settings. Then you'd turn the knobs down, the screens would dim, but the windscreen would still show an ugly blue reflection from the PFD until the sim decided to update the reflections (usually a couple of minutes, as I said). "Tickling the cubemaps" forces a refresh on demand. I wasn't aware Supnik said this was an alright idea since I'm not in the dev circles (except the HotStart discord which is full of really smart people), but there you go, take it from the man himself.
  23. Speaking of night lighting, has any consideration been given to triggering "sim/private/controls/render/tickle_cubemaps" when a lighting setting is changed (such as the bright/dim switches, or brightness knobs)? I have a Lua script that lets me trigger it manually with a keybind, but it's super nice having the lighting update happen instantly when you twist a rheostat or flip a switch in the Challenger vs. having to press a button (or worse, wait 2+ minutes for the sim to do it automatically - Laminar PLEASE make this happen more often...).
  24. Version 1.1

    173 downloads

    Livery for N89 (very similar to N88, N90, etc), flown by the FAA on Flight Check missions to ensure procedures, airways, and more can be flown and relied on safely. Many thanks to a real Flight Check captain for providing direct color references. To my eye the registration looks best in Arial Bold. For copyright reasons, this font file is not included in the download - if you're running Windows, you should be able to grab it out of your C:\Windows\Fonts folder and copy it in to the livery folder. If not, there are several open alternatives to Arial that will probably look fine.
  25. View File FAA Flight Check N89 Livery for N89 (very similar to N88, N90, etc), flown by the FAA on Flight Check missions to ensure procedures, airways, and more can be flown and relied on safely. Many thanks to a real Flight Check captain for providing direct color references. To my eye the registration looks best in Arial Bold. For copyright reasons, this font file is not included in the download - if you're running Windows, you should be able to grab it out of your C:\Windows\Fonts folder and copy it in to the livery folder. If not, there are several open alternatives to Arial that will probably look fine. Submitter rosseloh Submitted 01/29/2022 Category Hot Start Challenger 650 Livery For https://www.x-aviation.com/catalog/product_info.php/take-command-hot-start-challenger-650-p-212  
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