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Sean Moloney

Commercial Member
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Everything posted by Sean Moloney

  1. Thanks for the link Gregg. That is a fix for a separate issue that doesn't affect our aircraft.
  2. Glad the patch is working for you Gregg. The windscreen raindrops should still be working after you apply the patch though (the patch most definitely doesn't disable them).
  3. Accufeel and our RealView effects will work well side by side. For best results when using the two together, you may want to turn off some Accufeel effects, or turn off some of our RealView effects (which can be done via the Duke's Config Panel). Sean RealAir Simulations
  4. There was a bit of a delay getting the new installer uploaded, so you must have downloaded the installer before the new one was available. You could download the patch from our site (< 1kb download ) or download the installer again. The patch is available on our site at Support > Patches.
  5. We cater to customers with a wide range of experience levels. With our early Dukes, whenever the aircraft was loaded the fuel levers were set to be wherever the pilot last left them. This caused some problems - the FSX auto start function won't move the fuel levers from off to on, so if the fuel levers are "off" the FSX auto start doesn't work. For this reason we used to get a fair few customer complaints that the engines wouldn't start. To stop this from happening in more recent versions of our aircraft we chose to set the fuel levers to be on whenever the aircraft is loaded. By default the panel lights are set to on when the aicraft loads to encourage the use of panel lights in the day - it makes the panel a little brighter. You can change this via the Config Panel. I can certainly do that. But the paintkit will be some weeks off, we have quite a long list of things to do first (P3D versions at the top of that list).
  6. The fix is up on our site. Go to Realair > Downloads > Patches. It should be at the top of the page. Sean. RealAir Simulations
  7. Just had a quick look and there's an extremely minor error in the texture.cfg file for D-NSYR. I'm a bit surprised it's had that effect. D-NSYR is the only livery that is affected. Thankfully the fix is very easy. We're just testing that it works on a few different systems, then we'll upload a new file as soon as possible, probably within half an hour or so. Thanks, Sean. RealAir Simulations
  8. I can confirm, without a shadow of a doubt that the air file remains unchanged. There is no air file in the patch installer (it only includes the files that have been modified), so it couldn't possibly be different.Two very minor changes, unrelated to the engines or handling were made to the aircraft.cfg file, we're investigating whether these could have made a difference at the moment, but it seems unlikely.On another topic - I'm uploading the paintkit to our site now so it should be available within minutes.Sean.
  9. I'm very sorry to read you experienced this problem. It indicates there was a problem with the patch installer (see below).The RXPGNS.ini file located in the panel folder will always override the rxpgns.ini file located in the main Turbine Duke aircraft folder, this is how RXP chose to configure the RXP gauges. The old Turbine Duke config panel placed this ini file in the panel folder whereas the new config panel places it in the main aircraft folder. The RXP configurator places the ini file in the main aircraft folder so we chose to move the RXPGNS.ini file into the main Turbine Duke aircraft folder to make it more compatible with the RXP Configurator. The problem is now, if there is a copy of the RXPGNS.ini file in both folders then only the one in the panel folder will be read, meaning the changes you make in either the T Duke config panel or RXP configurator won't show up when you load the T Duke.Rather than copy the ini file from the main Turbine Duke aircraft folder into the panel folder as you have done, what you need to do is delete the ini file located in the panel folder, that way the ini file in the main aircraft folder will get used. The new T Duke config panel writes to this file so now when you make a change in the config panel your changes will work as desired.The reason there is a copy of the RXPGNS.ini file in your panel folder is simply becasue it was left over from your previous version 1 install. The V1.2 patch installer is supposed to delete the RXPGNS.ini file from your panel folder automatically so you don't experience this problem. For some reason this step didn't take place when you installed the patch. The mostly likely culprit here is the Windows UAC deciding that it knows best, not allowing the patch to delete that file on your system. So just to reiterate - if you experience the problem as described by AndyDigital above - the solution is to delete the RXPGNS.ini file from your panel folder.Sean MoloneyRealAir Simulations
  10. Thanks so much for your kind comments everyone, definitely makes the long hours worthwhile.I'll get to work on a paintkit over the coming weeks, it shouldn't take too long. We have a few other loose ends we need to tie up first. I'd love to see a jaguar repaint from you Bill.Sean.
  11. Hi Bruce, I thought I should confirm that the view problems you are seeing are solely due to EZCA. I have only spent a very small amount of time with EZCA so if anything I write here is wrong somebody please correct me - From what I have seen EZCA can make changes to FSX and the aircraft installed into FSX that are lasting, and remain even after it has been disabled. There are two possible solutions to your problem:1. Reinstall the Turbine Duke again. This should fix the problems that EZCA has caused (though I'm not completely sure that will fix it because I'm not completely sure what settings EZCA has changed in your FSX setup).2. Create a custom EZCA setup for the Turbine Duke. However if you do that our left click/right click interface won't work properly. This is not something we have control over, because EZCA takes over the view system, which we cannot stop from happening - again I say that with only limited exposure to EZCA.What I can say for sure is that the view problem will not happen on a default FSX install without a third party view system such as EZCA. Unfortunately we have absolutely no control over what settings third party program change to FSX or to our aircraft when they are installed into FSX.Sean MoloneyRealAir Simulations.
  12. Hi Jack, yes that definitely makes sense to engineer the real thing to never exceed max pressure differential. There is a second annunciator light in our Turbine Duke that lights when you exceed 10,000ft cabin alt. It's amber and reads "CABIN ALT 10k".Sean.
  13. That's disappointing Mitch but I'm sure we can get it working for you. My emaill address is sean(AT)realairsimulations.com
  14. Hi Jack,The Duke has a pressure differential indicator on the pressure gauge, it's the smaller needle. There were at least three different pressuriation systems installed into Dukes over the years so this is just one of the many. The red CABIN ALT annunciator lights when pressure differential reaches or exceeds the max allowable of 4.7psi. We do have a pressure relief valve simulated but we made a conscious decision to set it just over the 4.7 redline - it actually kicks in at 4.9psi. We could have made it kick in at 4.7psi, but we did it this way to force the user to manage the pressure differential to avoid over-pressurising the cabin. Being a simulator we wanted to make it so you actually need to use the pressurisation controls, otherwise they tend to be left alone to look after themselves. In real-life you'd be much more attentative of pressure differential because of its importance to your safety.Sean MoloneyRealAir Simulations
  15. Hi Sesquashtoo,When you roll your mouse over the actual red fuel selector, does your mouse pointer change from an arrow to a hand? If it does then it indicates that the click spots are working and you should be able to move the levers. You need to click and drag left or right rather than up/down like most of the other levers. If the mouse pointer doesn't change then something is definitely not right. Send me an email and we'll see what we can do.Sean MoloneyRealAir Simulations
  16. Hi Jim, That's fair enough, but I'm keen to know what it is that makes them toy like? Eg viewing angle, needing to pan/zoom? Graphics quality perhaps?Sean.
  17. Hi Guys,As far as I can make out the real issue here isn't 2D vs VC but how people like to interact with the panel. From what I can gather from this thread, those who prefer 2D panels prefer them for the following reasons:* Straight-on viewing angle.* Ability to have windows pop up with a keystroke.* Ability to move windows across to additional monitors.* Ablity to have everything layed out for easy acccess without panning or cycling views.Does that sound about right?All the best,Sean MoloneyRealAir Simulations
  18. Hi Guys,Thanks for all the kind comments!Just to reiterate what Rob has already said - we've taken all the feedback onboard and hopefully will be able to offer some solutions. It would be unwwise to promise anything at this stage, we need to look into the issues with a bit more depth first, but we're looking into the following:* Reality XP GNS 530/430 compatibility.* improved Go-Flight and other advanced hardware input device compatibility.* HSI HDG and CRS issues.All the best,Sean Moloney,RealAir Simulations
  19. Hi Geoff,The Duke we modeled doesn't have accumulators at least as far as I could tell. The B60 operating manual has a fairly detailed description of the propeller operation and makes no mention of accumulators. I have seen Dukes for sale that have them fitted but I assume they were retro-fitted. So what you're seeing is quite deliberate and required a bit of custom programming to simulate.Sean.
  20. This is very sad news. Tim was an incredibly positive force for us at RealAir, especially while we were working on the FS2004 Spitfire. He was full of such enthusiasm for the project and had many great ideas.I met Tim briefly while he was travelling over here in Australia. We enjoyed a long lunch together at the Eumundi Markets. I was struck by his positive energy and boundless enthusiasm for aviation and life in general.Thanks for everything Tim, you are in our thoughts.
  21. Hi Guys,The paintkit for our FSX Spitfire is now available to download from our site on [a href=http://www.realairsimulations.com/list_box.php?page=downloads&product=spit08&fileType=paintkit&submit=Go]this page[/a].Happy painting!
  22. Just a quick heads-up - I'm currently working on a paintkit for the Spit, it should be ready within a few days. It takes quite some time to merge hundreds of badly organised photoshop layers into a managable amount ;).All the best,
  23. Those shots are absolutely breath-taking! Nice work!
  24. >In the FSX version - as you increase or>decrease rpm a point is reached where the stroboscopic effect>of the prop seems to double the blade numbers somewhat, and>then they "twitch" back and forth.Paul, unfortunately we're at the mercy of FSX here - the prop animation in the Spit uses a standard FSX prop animation. It would be possible to program a custom one, but on my machine the prop animates quite smoothly so that didn't seem necessary. One thing I've noticed is the prop animation can be very framerate dependent, appearing quite differnent at different framerates.All the best,
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