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AS CRJ update notes

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Untill we get HF and 0.6

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6 hours ago, JSmith2112 said:

Some of the systems in the CRJ are fake like the hydraulics if I'm not mistaken.

Actually the entire hydraulic system is internally modeled (with one very important exception that I’ll address in a moment).

All engine driven and electric pumps are modeled correctly, with correct pressure indications and flows on the system synoptic, the automatic activation of the system one and two electric pumps when the flaps are extended - even the rise in the temperature of the hydraulic fluid when the pumps are running, and the gradual depletion of stored pressure in the hydraulic accumulators when the pumps are turned off - all are modeled, as are most (but not all) CAS messages relating to hydraulic failures or misconfiguration.

In other words, it’s not a case that the hydraulic system emulation is simply 4 switches on the overhead panel that go “click” when you move them.

The important exception that could be described as “fake” (or more properly, a sim limitation) is the fact that flight controls will respond to the movement of the yoke and rudder pedals even with the hydraulics unpowered, which would not be the case in the real aircraft. Unfortunately, in MSFS there is no easy way to prevent the flight controls from responding to yoke or pedal movement, as the “connection” between hardware controllers and ailerons, elevator, and rudder is on a deep level, “beneath” the CRJ code, and not directly modifiable via any SDK function. 

I’m not saying it is impossible - PMDG has a control lock on the DC-6 that prevents movement of the yoke when engaged. I’m not sure how that was accomplished, but I know that the SDK does not directly support that sort of thing at the moment.

If the SDK had functions like “aileron disable()” or “elevator disable()” then it would be very easy to add the missing piece of the puzzle, since all the necessary state variables already exist within the CRJ indicating whether a given hydraulic system has pressure or not.

Edited by JRBarrett

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

7 hours ago, fakeflyer737 said:

You mean they never even tried to fix it or you havent tested it?

Several fixes have been implemented over the past few months, and LNAV is much better, but it is still not perfect.

There was a major bug causing continuous, lateral oscillations when the aircraft was flying on a heading very close to due north with a left crosswind that was found and corrected. It was also found that the sim autopilot was not limiting the bank to 15 degrees above 31,600 feet (but using the turn anticipation distance for 15 degrees) which would lead to the aircraft turning too far, too soon, causing a lot of hunting getting back on course. That was also corrected. There is still room for improvement, but in general, LNAV is better and often very good indeed.

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

I'm not a fan of Aerosoft support/leadership but I do love the CRJ, especially with the 3rd part sound pack! Good to see it's being properly updated. 

Former Child, Current Adult

9 hours ago, Nyxx said:

This info might help or not 🙂

I had no intrest in the DC-6 for P3D. Its an old banger with far to many gauges.

Since MSFS is more about really seeing the world as it is....Think of the DC-6 as a big GA. You Normal FL is around FL 12-14. Its also fantastic to learn as it comes with there AFE. I only do flights with the AFE as his job in real life is to manage the engines. You can focus totaly on just being the captain. It make it very very easy to learn. Not master but learn. But what i find is as just the captain i want to nail perfectly takeoff, 130kts for first 500ft, then 140, then when his calls climb power set i then drop slowly the nose to 165kts, then AP goes on. Then I like to level off with the smoothest level of anyone could do. The Descent the same way. Now here is the best bit, you never take over the throttles till 1000ft from landing. Simple? now becasue you have to descend level off and hit 165kts before you drop any flaps. Also hit 140Kts before GS. So for short flights I do enjoy being just the Captain is great, I love it and landing it butter smooth is a joy so is a silkly smooth rotaion on take off. Done right it just glides off.

I also made a guild that PMDG has Sticked on there forum. IT really is very easy and if you dont want to "learn" all the things you see, you really dont have to, just focus on what your job is.

Down load this and have a read if you like? https://forum.pmdg.com/forum/main-forum/pmdg-dc-6-cloudmaster-forum/129605-roberts-tutorials-made-into-a-simple-to-follow-pdf-for-the-msfs-dc-6

This sums up the PMDG DC6 extremely well. Not an aircraft I would normally spend time flying. However in MSFS it is a gem.

For me it feels the most realistic flight dynamics out of all the aircraft I use in MSFS. As David said it is a delight to fly to the numbers and realistically easy to do so.
 

The other bonus is that it is as easy or difficult to fly as you want to make it to operate. Using the Artificial Flight Engineer makes it a breeze to use. If you are up to it turn off the AFE and learn what it is like to manage a complex aircraft of this era. 
 

For me I do find this aircraft the hardest on performance of all aircraft (ie FBW A320, CRJ etc). I can still usually maintain 40 FPS though usually come back to 36 FPS for this aircraft.

Michael M

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9 hours ago, Nyxx said:

This info might help or not 🙂

I had no intrest in the DC-6 for P3D. Its an old banger with far to many gauges.

Since MSFS is more about really seeing the world as it is....Think of the DC-6 as a big GA. You Normal FL is around FL 12-14. Its also fantastic to learn as it comes with there AFE. I only do flights with the AFE as his job in real life is to manage the engines. You can focus totaly on just being the captain. It make it very very easy to learn. Not master but learn. But what i find is as just the captain i want to nail perfectly takeoff, 130kts for first 500ft, then 140, then when his calls climb power set i then drop slowly the nose to 165kts, then AP goes on. Then I like to level off with the smoothest level of anyone could do. The Descent the same way. Now here is the best bit, you never take over the throttles till 1000ft from landing. Simple? now becasue you have to descend level off and hit 165kts before you drop any flaps. Also hit 140Kts before GS. So for short flights I do enjoy being just the Captain is great, I love it and landing it butter smooth is a joy so is a silkly smooth rotaion on take off. Done right it just glides off.

I also made a guild that PMDG has Sticked on there forum. IT really is very easy and if you dont want to "learn" all the things you see, you really dont have to, just focus on what your job is.

Down load this and have a read if you like? https://forum.pmdg.com/forum/main-forum/pmdg-dc-6-cloudmaster-forum/129605-roberts-tutorials-made-into-a-simple-to-follow-pdf-for-the-msfs-dc-6

This sums up the PMDG DC6 extremely well. Not an aircraft I would normally spend time flying. However in MSFS it is a gem.

For me it feels the most realistic flight dynamics out of all the aircraft I use in MSFS. As David said it is a delight to fly to the numbers and realistically easy to do so.
 

The other bonus is that it is as easy or difficult to fly as you want to make it to operate. Using the Artificial Flight Engineer makes it a breeze to use. If you are up to it turn off the AFE and learn what it is like to manage a complex aircraft of this era. 
 

For me I do find this aircraft the hardest on performance of all aircraft (ie FBW A320, CRJ etc). I can still usually maintain 40 FPS though usually come back to 36 FPS for this aircraft.

Michael M

System: AMD 9950X3D II Asus X670E Hero MB II 64GB 6000 CL30 DDR5 II RTX4090 II 2TB NVMe Samsung 980 Pro II  EKWB  CR360 AIO II Dell Alienware - AW3821DW 3840 X 1600 G-Sync Ultimate

2 hours ago, JRBarrett said:

The important exception that could be described as “fake” (or more properly, a sim limitation) is the fact that flight controls will respond to the movement of the yoke and rudder pedals even with the hydraulics unpowered, which would not be the case in the real aircraft. Unfortunately, in MSFS there is no easy way to prevent the flight controls from responding to yoke or pedal movement, as the “connection” between hardware controllers and ailerons, elevator, and rudder is on a deep level, “beneath” the CRJ code, and not directly modifiable via any SDK function. 

Thanks for the explanation. I'd noticed that the flight controls would move before the hydraulics were powered and this is what I based my "fake" assumption on.

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8 hours ago, liamp51 said:

I'm not a fan of Aerosoft support/leadership but I do love the CRJ, especially with the 3rd part sound pack! Good to see it's being properly updated. 

There's a 3rd party soundpack? Could you please post a link to it?

Edited by Belgarath

1 hour ago, Belgarath said:

There's a 3rd party soundpack? Could you please post a link to it?

https://mfsim-sounds.blogspot.com/2021/06/crjsp-fs2020.html

 

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8 hours ago, JSmith2112 said:

Thanks for the explanation. I'd noticed that the flight controls would move before the hydraulics were powered and this is what I based my "fake" assumption on.

Be interesting to see if that shiny A320 on the way from Fenix manages realistic behaviour in this regard. As noted, PMDG managed to put a control lock on their DC6, but on stuff like the A320 etc, with hydraulics powering the controls, the control surfaces don't simply 'not move' when it isn't powered up, they actually droop down until the hydraulics power up. Guess we'll see.

Alan Bradbury

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2 hours ago, Chock said:

Be interesting to see if that shiny A320 on the way from Fenix manages realistic behaviour in this regard. As noted, PMDG managed to put a control lock on their DC6, but on stuff like the A320 etc, with hydraulics powering the controls, the control surfaces don't simply 'not move' when it isn't powered up, they actually droop down until the hydraulics power up. Guess we'll see.

I heard the FBW team were going to try to implement the control surface droop. Don't know how far they got with it.

Let me check what the FBW does at the gate. Unfortunately 50/50 chance that the sim CTDs when I select it.

[Edit]: CTD with the FBW. I give up for now.

[Edit 2]: Managed to get in, cold & dark state - the control surfaces do move.

Edited by JSmith2112

Intel Core i5-12600k, Nvidia RTX 4070 Super, 128 Gigs.

9 hours ago, Belgarath said:

There's a 3rd party soundpack? Could you please post a link to it?

It's this guy! He does amazing WWise sound packs for a lot of MSFS aircraft. If you shoot him like $2 a month you get access to all his stuff: 

https://www.patreon.com/FTSIM

Former Child, Current Adult

On 8/5/2021 at 9:06 AM, steve310002 said:

I have the CRJ and really enjoy it. I can recommend it.

I am in the same position over the DC-6. Thinking of holding out for the Twotter instead.

I have both, the CRJ and the DC6. Both are wonderful planes.

 

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On 8/5/2021 at 6:19 AM, Nyxx said:

The CRJ updates for compatibility issues with Sim Update 5 have been completed and are being readied for release as we speak. They should become available in the next couple of days.

The nice folks at Asobo were able to identify and fix an issue in the WASM runtime (which is part of the SDK, but open source, so it's not made by either Asobo or us) and by this, to put the airspeed indicator in the CRJ back in action, without requiring a hotfix for Flight Simulator itself. Other issues (e.g. texture and shadow quality) have been fixed by our own developers.

 

1.0.6.0 Update 6 (for Sim Update 5)
- Fixed startup flag reset after engine spoolup (PACKS OFF Lt and CAS message)
- Fixed missing symbols on MFD
- Formula correction for IAS calculation
- Fixed L/R selection in MFD Menus
- Fixed Audio panel volume controls for COM radios << Hate that bug
- Several fixes in aircraft.cfg files (airline names, callsigns etc.)
- Flaps indication "1" on EICAS for lever position 1 (physical flaps position = 0)
- Fixed PA/CALL/EMER pushbutton lights
- Camera zoom increased for FCP and Fuel/Defuel Panel cameras
- Camera angle changed for EFB camera
- Fixed setting reserve and taxi fuel on loading a flightplan
- Disabled thrust reserver unlock during cold&dark
- CRJ-550/700 flight model updated
- Fixed Radius to Fix legs
- Fixed a condition where the value for a minute could become 60 and an hour could become 24
- Added math library provided by Asobo to fix airspeed indicator issue
- Fixed shadow center camera
- Added high quality flag for textures (no longer default setting in SU5)

I was very much enjoy version 1.0.5 so look forward to this.....and Asobo HF

Did they make it compatible with the FS20 flight planner/map?

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