Morten
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Everything posted by Morten
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Correct, this is why a heavier aircraft needs to either; 1. Fly lower to maintain optimum AoA (optimum altitude) 2. Fly faster to reduce AoA back to optimum. The last option usually compromises the sweetspot for engine efficiency, so in reality you go for option #1
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Hi guy's, Generally, we spent and insane amount of time and research into all these areas, and I will be very surprised if you find anything "off" on the flightmodel in terms of lift, drag, thrust that is not "nitpicking decimals". We have all the real wing data, we have all the engine data (thrust & drag) we even have data on "speedbrake drag" and it's all been finetuned and reverse engineered. As for what aircraft are "slippery", what does this really mean? Basically it means that the higher Lift/Drag ratio an aircraft has the more slippery it is. Typically GA aircraft have L/Dmax of about 10-12, transport aircraft around 15-22 and gliders maybe 30-70! The 737CL has a L/D about 17 and a NG about 18-19 I think. So the NG is a bit more "slippery" (clean config) than the CL. Also, one of our pilots that flies the CL says that those with retrofit winglets are a bit more slippery than those without. You need another 2-3 extra nautical miles to slow down. And why? Exactly - winglets increase L/D ratio What really surprised me working on this was how little effect the spreedbrakes have on the CL and only give you about 500 fpm extra decent rate.
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M.74 is normal cruise speed for the classic
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Noted thanks
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I hear you, the G550 must really be a "floater" However, it is a common misconception (also amongst pilots) that there is only one type of ground effect and that the floating is related to span. In fact there are atleast 2 types of ground effect. 1. Chord dominated 2. Span dominated There are several reasons why the G550 is such a "floater" compared to many other aircraft; -> The main wing has a very long root chord (relatively speaking) -> It has very little dihedral which places more of the wing in Chord GE. -> low aspect ratio (long chords) -> It has (relatively) short landingear. (chords gets close to ground) All this means that a very high % of the wing will be in well inside chord dominated GE close to ground (lift increase). And this is what the FSX/P3D (default flightmodel) has misunderstood, they only have one GE effect and have mixed up the two. So I can understand the designers there are having a hard time getting that right. Took me a while to convince Austin about this many years ago as well M
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Just for the record, I believe this great blog was written in 2013 and posted at Avsim ( before the IXEG 737 was released). So we hope that Rick will be more pleased with the crosswind performance and the "wing low" technique now than he was with "the other sim" M
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What we hope is that we now have shown other developers what really can be done in XP, and that this will bring more designers over. With PMDG around the corner I'm sure more will follow As for us, we have no idea atm, as you know we need to finish this bird first. Cheers, M
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You arm with keys, buttons or moving the lever manually? None of them work?
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Hi Phillippe, thanks for the report, not sure if less than 1 deg deserves a medal or a bugreport though You are jumping to conclusions here You have tested PITCH, not AoA (FCTM), which are two very different things. So you do not know if it's wing Cl, fuselage lift, washout or incidence (deck angle) that might be just a *tad* off. This is not FSX which I understand you have been working with, things are far more complex in XP. We have not altered the default manual braking forces, airliners almost always use autobrakes for many reasons, but we might look into that later You probably do not have the data to do that (we do), so assume you just mean checking N1 vs pitch/weight values. If so you need to take into account that the FCTM values assume some ideal engine and are only ballpark figures, so comparing those will not be completely accurate, we have a random aging model on our engines which means N1 numbers will vary slightly. No problem, we are offcourse open to finetune - if it makes sense PS: Make sure you port that Concorde to X-Plane one day!! We really need a good one!
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Could be a conflict, so start by disbling them to exclude that.
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cockpit overall sound reduced after turning on pax signs
Morten replied to xplana's topic in Bug Reports
Thanks, will check M- 7 replies
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- fasten seatbelts
- no smoking
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(and 2 more)
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On RTE page 1, you should also enter the departure runway after origin (below)? Like "01L"...
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We need more information to help you Confuzzled... all airports? AI aircraft on? all other aircraft woking ok? rendering settings, other plugins etc
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Might be you came in (relativly) slower this time? On another note, I found a bug in XP's radio altitude that will affect autoland. Hopefully that will get fixed in XP v 10.50 - or we will fix it ourself...
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Lets hope Jan doesn't see this... Just don't try a loop, doubt you'll be in for a safe landing then... M
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Thanks Pete No decision made at this time, but it's not unlikely. M
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Well, there is really no correct answer e.g. - OEW depends on the cabinfiguration of each airline, number of toilets, galleys, seats, classes etc - MTOW is the same thing, airlines pay landingfees after a predefined MTOW, so an airline that flies longer routes & charter will probably have to set a higher MTOW set than an airline that flies shorter business routes (atleast it used to be that way)
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Alt alert is there, it however only plays under certain conditions, read following topic;
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Yes, we are aware of that already, will get fixed
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You have some extreme terra haze settings on maybe? M
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Only this airport?
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I'm sorry to hear about your problems. I suggest you wait a few days and recommend you grab the upcoming hotfix 1.0.3 when ready! In the mean time I really suggest you study the many professional tutorial videos we have made and many others have uploaded on how to fly this aircraft and use of systems. Those say more than a thousand words in manuals to non-professional users. After this I'm confident that things will improve greatly for you and we will then all try to help you out if things still are not working for you.
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Just want to say that I'm absolutely STUNNED by the work all of you are doing. The quality and number of repaints is just AMAZING!!!I still havn't seen one livery that looked bad.. Last time I counted a few days ago we had about 100 liveries total, now it's many more - INCREDIBLE! And whats also fun is all the "exotic" ones that you rarely see - some I've never even heard of before. And not to mention all the retro liveries that bring back sooo many memories I thought I'd be up to my ears in livery requests right after release - but don't think I got more than a couple and those you have already have taken care of . So thank you all for helping to keep the legend of this magnificent machine alive for many years to come - Have a great and hopefully "bugfree" weekend everyone
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As you can see on pic 2 on the textures, the is already shading in for ambient light. With regard to direct sunlight, personally I don't like XPs shadows on the panel, they seem very *hard* to me as you can see in the last pic above.
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Wrong engine sound at max reverse thrust (since update 1.0.2)
Morten replied to Cpt. Oveur's topic in Bug Reports
Recommended max reverse thrust for normal operations is about 80%N1 to preserve engine life. So if you hear the growl thats because you exceeded that, and they would normally never do in real unless it's and RTO or something. The sound happens when the N1 fan tip speed goes supersonic.