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A2A Aerostar is now available

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38 minutes ago, UrgentSiesta said:

Did it end up being written off after the gear failure...? That would make me really sad.

It did! At Bradley International in December 2020 I believe. 

MSFS 2024. Primary Planes: Black Square TBM850, Duke, Baron, Caravan; A2A Comanche; FSReborn Phenom; Fexix A321; PMDG 737-7, 777: Utilities: Active Sky (Passive Mode); BATC, FSLTL.

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  • Scott - A2A
    Scott - A2A

    Thanks for the feedback regarding the cockpit condition. The aircraft we modeled is based on the actual Aerostar I owned and operated for several years. Our approach has always been to focus on a

  • Scott - A2A
    Scott - A2A

    I haven’t tested the Aerostar in heavy turbulence yet, but it’s on my to-do list. If anything feels off or isn’t behaving as it should, you can expect it to be addressed in the next update or shortly

  • Stearmandriver
    Stearmandriver

    Turbulence and the Aerostar: feels pretty good to me.  I'm not sure if I've ever flown an Aerostar - seems like I must have at some point - but I've spent too much time in many other similar twins.  Y

15 minutes ago, UrgentSiesta said:

1.  Left turning tendencies.  There aren't any, near as I can tell?  In a zero wind condition, I was able to line up with the runway and then take off with my feet basically on the floor.

I had a little time this afternoon to fly and I concur with Stearmandriver, there seems to be no left-turning tendency. I also could line up on the runway and take off; I needed to touch the rudder only once briefly at the start to complete lining up. Seems the flight model still needs some tuning, unless there is some other explanation. 

MSFS 2024. Primary Planes: Black Square TBM850, Duke, Baron, Caravan; A2A Comanche; FSReborn Phenom; Fexix A321; PMDG 737-7, 777: Utilities: Active Sky (Passive Mode); BATC, FSLTL.

3 hours ago, UrgentSiesta said:

TBH, I have the same issue with the Comanche, at least in 2024. Very little rudder needed around the pattern even with all the power changes, tho it is there to a small degree.

Whereas the JF Piper Turbo Arrow seems quite over-exaggerated in that regard. Seems like it needs more rudder than a P-51! 

Not saying which is more correct, tho A2A are certainly more intimate with operating an IRL Comanche than JF are an Arrow (not bashing JF, just contrasting)

Does A2A have counter rotating props ?

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13 minutes ago, sd_flyer said:

Does A2A have counter rotating props ?

Given that they are modeling the 600, no, it should not have counter rotating props. Also if you watch while starting they are definitely not counter rotating.

MSFS 2024. Primary Planes: Black Square TBM850, Duke, Baron, Caravan; A2A Comanche; FSReborn Phenom; Fexix A321; PMDG 737-7, 777: Utilities: Active Sky (Passive Mode); BATC, FSLTL.

12 hours ago, Cognita said:

Given that they are modeling the 600, no, it should not have counter rotating props. Also if you watch while starting they are definitely not counter rotating.

I wonder why was not the real plane designed with counter rotating props ? Are there any advantages with non counter rotation ?

11 minutes ago, jfri said:

I wonder why was not the real plane designed with counter rotating props ? Are there any advantages with non counter rotation ?

two identical gearboxes and props to design/procure

I like it! It's surprisingly fast and handles beautifully. Review over.

Well. I find it veers to the left quite a bit once in the air.

I don't remember reading that the real one veers much if  at all on take off.

I agree with Jamstro.

Fast and handles well.

Handles more like a station wagon then a sports car.

 

 

Edited by Ron Lefebvre

Ron

MSFS 2024 -Too many airplanes to name. Too many airports to name.

6 hours ago, jfri said:

I wonder why was not the real plane designed with counter rotating props ? Are there any advantages with non counter rotation ?

The 700 model has counter rotating props.

Manufacturers avoided it due to the additional cost of creating the engine components that allowed for counter rotating props.

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Below is a list of changes in update 0.9.2:

- Reprocessed engine sounds
- Fixed airframe hours counting too fast
- Electric trim slowed down
- FM: Fixed tail/rudder
- Added close camera view
- EDM lean find visual tweaks
- Fixed flaps axis control
- Fixed nose wheel rotation
- Fixed pitot heat inop
- Fixed rudder axis inop with gamepad controller
- Fuel pressure no longer rises when cutting off the fuel selector
- Misc 3d mesh fixes
- Prop locks fixed so feathering not possible with the engine stopped
- Props governors a bit more stable
- [Tablet] Late GPS Radiobutton and fuel tanks initialization

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2 hours ago, jcomm said:

The 700 model has counter rotating props.

Manufacturers avoided it due to the additional cost of creating the engine components that allowed for counter rotating props.

Why are additional or special components needed to make the prop rotate in the opposite direction ?

  • Commercial Member

The Aerostar doesn’t require a lot of right rudder during takeoff, but it does need some correction. Line up the airplane, advance to full throttle, and don’t touch your rudder pedals. The airplane should definitely veer to the left. If it doesn’t, let me know, that would indicate something’s not right.

Thanks to StearmanDriver for his post mentioning the rudder authority. It turns out there was a typo, my fault, that made the tail (including the rudder) much larger than it should be. This has been corrected in version 0.9.2.

One of the beautiful things about Accu-Sim is that you build the airplane visually, and the flight model is generated from those visuals. After reading Stearman’s post, I did a quick test flight and agreed the rudder was way too powerful. I then opened the dev tools and saw this huge tail 🙂. Honestly, I was happy to see that, easy fix. After scaling it back in, the rudder authority and directional stability felt much more in line with the real airplane. I still have a final flight test to do, so there may be some minor adjustments ahead.

Also, since the Aerostar’s engines are mounted close to the fuselage, it requires less rudder than most twins during single-engine performance.

Scott

1 hour ago, jfri said:

Why are additional or special components needed to make the prop rotate in the opposite direction ?

Two identical engines would rotate in the same direction.

Bert

1 hour ago, Scott - A2A said:

The Aerostar doesn’t require a lot of right rudder during takeoff, but it does need some correction. Line up the airplane, advance to full throttle, and don’t touch your rudder pedals. The airplane should definitely veer to the left. If it doesn’t, let me know, that would indicate something’s not right.

Thanks to StearmanDriver for his post mentioning the rudder authority. It turns out there was a typo, my fault, that made the tail (including the rudder) much larger than it should be. This has been corrected in version 0.9.2.

One of the beautiful things about Accu-Sim is that you build the airplane visually, and the flight model is generated from those visuals. After reading Stearman’s post, I did a quick test flight and agreed the rudder was way too powerful. I then opened the dev tools and saw this huge tail 🙂. Honestly, I was happy to see that, easy fix. After scaling it back in, the rudder authority and directional stability felt much more in line with the real airplane. I still have a final flight test to do, so there may be some minor adjustments ahead.

Also, since the Aerostar’s engines are mounted close to the fuselage, it requires less rudder than most twins during single-engine performance.

Scott

@Scott - A2A

Quick (related) question: are the Comanche's left tendencies correct for 2024...?

Seems incredibly minimal to me (no IRL Comanche time, but a fair bit in a Warrior).

I posted in the A2A support forum but never got a response of any kind...

Any pointers/info welcome 🤙

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