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Von Target

Moon phase and "position" appears CORRECT!

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I've been intermittently checking this since I restarted using XP10 with PSX. 

 

The first time, around 1 month ago, the Moon showed the correct phase and appeared on the correct place in the skies.... This was not true before...

 

Yesterday I confirmed it again, and decided to run a few tests against FSX, and astro data, and it looks just fine!
 

Was this an undocumented fix on any of the previous updates?

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Laminar listened to you, Jose!

:good:

 

Yep!   :rolleyes:

 

 

Next Project looking great Goran ;-)

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Hmm I think i had noticed the sun not in the correct position, or maybe just my imagination. Don't remember when that was.

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Yep!   :rolleyes:

 

 

Next Project looking great Goran ;-)

 

Jose ask Austin to fix the spiraling slip stream model !!!

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Nice avatar Goran  B)

 

 

Thought you might like it, Ryan.  ;)

 

Yep!   :rolleyes:

 

 

Next Project looking great Goran ;-)

 

 

Thanks.  Coming along nicely.

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Jose ask Austin to fix the spiraling slip stream model !!!

 

I have, repeatedly along the last 2 yrs, and indeed he sort of solved it, probably the best way to fit X-Plane flight dynamics model ( which is very complex internally, and even at the simpler level of using plane maker... ).

 

We are just waiting for the developers to use the tools Austin created to overcome the limitations the default approach presents. The solution Austin created is a wise one if we think of it and explore it carefully. These are:

 

Force datarefs:

sim/flightmodel/forces/fside_plug_acf

sim/flightmodel/forces/fnrml_plug_acf

sim/flightmodel/forces/faxil_plug_acf

 

Moment datarefs:

sim/flightmodel/forces/L_plug_acf

sim/flightmodel/forces/M_plug_acf

sim/flightmodel/forces/N_plug_acf

 

and the supporting document then goes on explaining:

 

( excerpt from X-Plane SDK at "xsquawkbox.net" )

 

Because you can apply moments, you can apply forces to arbitrary locations on the aircraft. Given a force vector Fx, Fy, Fz applied at a location X,Y,Z, the additions to these six datarefs are:

fside+=Fx;L+= Fx*Y - Fy*X;

fnrml+=Fy;M+= Fz*Y - Fy*Z;

faxil+=Fz;N+= Fz*X - Fx*Z;

This makes some sense intuitively: L (right-roll) increases when you apply a right force above the aircraft (Fx * Y) and decreases when you apply an up force to the right side of the aircraft (Fy * X).

( end of excerpt )

 

So, the solution to the "torque bug", which has actually never been a bug, engine and prop torque effects being correctly calculated an modeled, is now in the hands of those who are interested in exploring it.

 

I would try an approach based on scaling some of these 3 moments / forces based on propwash speed and AoA, among other factors like lift augmentation surfaces being used :-)  The propwash speed dataref is already available since I remember reading the datarefs list of X-Plane 10, long ago....

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Hmm I think the torque problem is not happening. But I need to check it with two freewares one is the Pedros Otter and the other one is the C172SP.

 

I do have the torque fix SASL plugin.

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I do have the torque fix SASL plugin.

 

Yes, that was a possible approach, but certainly not the best one because, it's kind of a fake solution. Using the above mentioned datarefs is, IMO, the way to go, allowing for very precise modelling of each aircraft's detailed behavior, provided the authors have access to flight tests, aero data, etc...

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Yes, that was a possible approach, but certainly not the best one because, it's kind of a fake solution. Using the above mentioned datarefs is, IMO, the way to go, allowing for very precise modelling of each aircraft's detailed behavior, provided the authors have access to flight tests, aero data, etc...

 

Hey I am not a programmer, I would not know how to use that.

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Not you / us iron, it must be used by the devs, and contrarily to the "torque fix SASL", it can't be simply cut & pasted from an aircraft to the other but requires detailed tuning for each aircraft.

 

I'm a programmer, but I didn't yet have the guts to try it myself :-/

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Not you / us iron, it must be used by the devs, and contrarily to the "torque fix SASL", it can't be simply cut & pasted from an aircraft to the other but requires detailed tuning for each aircraft.

 

I'm a programmer, but I didn't yet have the guts to try it myself :-/

 

Ok. I guess we just wait . hopefully even the freeware developers will start doing that.

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Noticed you admiration for the Twotter iron, can you recommend a good model for XP10?

 

It was used, long ago, in our Air Portugal regional flights, and I really licked to watch them operate from LPPT, and other aerodromes :-)

 

I had the Aerosoft version for FSX.

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Noticed you admiration for the Twotter iron, can you recommend a good model for XP10?

 

It was used, long ago, in our Air Portugal regional flights, and I really licked to watch them operate from LPPT, and other aerodromes :-)

 

I had the Aerosoft version for FSX.

 

She is a beauty , but the problem is the sound , that is a turboprop but it sounds like a jet engine, stdby I will provide you both the links and both are by the same person.

 

http://forums.x-plane.org/index.php?app=downloads&showfile=24699  THIS ONE IS THE LATEST ONE. 

 

http://aeropedro.despair.ch/Aeropedro/DHC.html  AND THIS ONE IS THE FIRST ONE I FLEW.   

 

Hope you can check the dynamics against the FSX one, and if you can also check the C172 FD . Ah asking too much but sometimes its fun to be a test pilot  :rolleyes:

 

And some screenies.

 

http://forum.avsim.net/topic/453972-good-morning-alaska/

 

And check this landing 

 

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Great links iron! Thx!

 

Will certainly give it a try, although it's listed as being for XP9 I guess it'll work in 10.30 too :-)

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