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Sean Moloney

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Posts posted by Sean Moloney

  1. RealAir Turbine Duke v2.0  & A2A's Accusim -

     

     

    Since the RA Duke has its own set of sophisticated, hi-tech cutting edge effects, I'm almost certain the recommendation will be to disable Accusim for this aircraft in order to take full advantage of all the built-in special effects. While I don't recall this particular issue in the Flying Guide, it is obvious there might very well be conflicts.

     

    I just wanted to put this on the table for any additional comments folks might have.

     

    Les Parson

     

    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

  2. Tested mine just seconds ago. Great work as always but there was the problem with the windshield getting blue when it started to rain. I thought this has been fixed by now. Model was the D-NYSR.

     

    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.

  3.  

     


    I think there is probably a good reason why the fuel levers default to on but I'll leave it to Sean to explain if he wants to add a comment.

     

    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.


    Request to Sean: re paintkit..   Can you include a PSD layer file for the main panel textures, especially the night texture? (mainly for ease in changing reg numbers on the night 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).

  4. 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

     

    The fix is up on our site. Go to Realair > Downloads > Patches. It should be at the top of the page.

     

    Sean.

    RealAir Simulations

  5. 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

  6. 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.

  7. I'm using a pair of RXP 530s i.e. Unlimited and after some initial teething problems with Crossfill I got it working, you need to put the ini file in the panel folder and not in the same folder as the aircraft.cfg as is done by default by RealAir.
    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
  8. I love this plane so much. Thanks Guys.
    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.
  9. The left and right mouse clicks don't work on my system eg a a left click on the left side of the main panel that is supposed to bring up the IFR view has me looking at the pedals. A left click on the centre of the main panel that is supposed to bring up the GPS/radios has me looking at the throttles and there are similiar issues with the other views. Now I assume this is because I also have EZCA installed however when I disable EZCA the problem persists. My difficulty with the zoomed in VC view as apposed to undockable 2d views is that your focus is taken away completely from what is happening oustide the cockpit and on other instruments. While not really an issue at altitude this very critical after takeoff and during approach. There is no shortage of accident reports where the primary cause has been due to the pilot not monitoring airspeed because he/she was distracted by something else that was going on.Bruceb
    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.
  10. Hey Sean. I see what you are saying. I have about 4500 hours in the real king airs but none of them ever alerted you to nearing or exceeding the max differential which was 4.6 in the Be10 and if memory serves me it was 6.0 or 6.2 in the be20. Yes, they alerted you on the annunciator panel that the CABIN is exceeding a predefined cabin altitude but there was no panic if you set 20,000 feet on the pressure controller and you went above that (which would cause the differential to be at max) cause the cabin outflow valve and the dump valve would limit the differential automatically. It wouldn't harm anything in doing this. I was just curious if the real duke had an annunciator alerting the pilot to max differential since the king air 90 100,200, or the 1900 didn't have this.
    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.
  11. Sean....I get nothing whatsoever. There is no change from the 'arrow' symbol of my mouse pointer. I will reinstall and see what happens. I'll send you an email with the results. I can't believe that I'm the only one to be 'grounded'. What luck.....Post Edit. I reinstalled the Duke. I fired the Duke up with the 'engines running' and they were upon loading it into FSX. But...absolutely no 'hand' or any change whatsoever when moving over the entire fuel console, let alone the switches themselves. No hand symbol. I do get the hand symbol on the rest of the cockpit. You definitely have a bug to fix...!Mitch
    That's disappointing Mitch but I'm sure we can get it working for you. My emaill address is sean(AT)realairsimulations.com
  12. Hi Rob. I couldnt find a support forum on the realair website so I will just ask this here. As you climb and the pressure differential reaches its max, the CABIN ALT warning light comes on even though my cabin altitude is still at 6000 feet. Now keep in mind I do not have any time in the duke but as for the beech king airs, 1900s is where I have a bunch if time. In these line of beech aircraft you do not get any indication of the cabin reaching the max differential. The pressure system has a built in relief that will not let you exceed the max diff. The only time you got a CABIN ALT master caution light was when the actual cabin altitude exceeded 10000 (for the Be10 anyway). Is this system simulated properly in the duke? Does the duke actually let you know you reached max diff on the cabin?Also it SEEMS the fuel vent heat is weird. On the king air the fuel vent heat did not affect the torque whatsoever. The ice inlet vanes did though. Maybe i gotta read up on the duke but usually beech is pretty standard. Can you confirm the fuel vent heat actually alters the engine torque?
    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
  13. ----------------------------------------------------------------------------------------------------------------------------------------Nope...looking straight down...and absolutely NO click spots anywhere on the levers between the seats. A total bummer....I'm going to fire up FSX again and try it once more. I even tried CTRL-E and only got a brief spool and nothing else. Not a good start after having bought it.....Just tried again. The fuel levers (the two red fuel levers) have absolutely no click spots or interaction. They are completely dead with my installation. I clicked upon every square CM of the levers.W7 64 bit.
    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
  14. 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

  15. 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

  16. I was speaking of visually seeing the prop going back to high (unfeathering accumulaters). I have seen that on other fs aircraft I think-but I will have a look at some others and report back when I get a chance.
    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.
  17. 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.

  18. >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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