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taguilo

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About taguilo

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  • Birthday 06/25/1960

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  1. Yoi can do that, very recommended, or you can use a controler mapped to Vertical Speed INC/DEC as well, if you have one already. Should work the same. Tomas
  2. Hi, To obtain a good engine start check here: https://forums.flightsimulator.com/t/famous-flyer-vi-ford-4-at-trimotor/598029/123?u=skilfulbark92
  3. I was one of the MV KA350i systems coders (+2 years work) and I am a happy owner of the Black Square mod. Regarding the mod, no matter I found some differences in systems performance compared to the real aircraft, I believe we have a great potential here; this mod may improve a lot in future versions. The developer has done a great job considering he is using MSFS xml base code. Unfortunately a realistic simulation of the 350 engines, with its dual low pitch propeller system, requires using other resources like wasm + simconnect to custom code engine tables for the different parameters. I believe nobody should regret buying this product.
  4. GEN OVHT message should be removed in future SP. Even it is duplicated as Warning and Caution (same message!). After 50 % Ng engine is self sustaining so power draw by starter at idle for example is minimum, hence risk of overheat , unless a malfunction - is almost nil. Those 30 seconds are without engine combustion (this is not in the books 😉)
  5. MV KA350i is a systems realistic (99%) aircraft. This mod is not quite (especially the engines) but has the potential to become, considering the awesome work on the VC visuals and animations
  6. Which is of course wrong, as generator should not come online unless strarter switch is in OFF position. And viceversa, switching starter out of OFF should trip Generator offline if it was online.
  7. I guess this behaviour comes from a misunderstanding on how turboprop starter generators work compared to piston aircraft. It is important to understand that generator is "running" together with the Ng (or N1 if you prefer that name) and the L/R GEN light tells whether or not the generator is providing power. The pilot can "electrically" disconnect a generator from the electrical system, but he/she cannot "phisically" disconnect it from the gearbox attached to the Ng turbine. That must be done by maintenance personnel on the ground. Different is in some airliners that I know; for example in the Airbus A340 a generator that is overheated can be disconnected first from the electrical system and if the problem persist, physically from the gearbox through a guarded switch in the overhead (in this case cannot reconnect in flight, must be done on the ground) . BTW, there is no GNE OVHT warning & caution messages that I know of in the real KA, which are indeed present in this mod. Perhaps consider to remove this in an uncoming SP (?) Hope this helps
  8. THis is not the case. PT6 is a free turbine, it means the propeller gearbox is not physically connected to the gas generator turbine. The electrical generators are in fact "starter generators" which means they are used both for starting the engines and providing electrical power to the systems. But they can't work both sides as same time. While in starter mode the generator side is inoperative, which means to bring generator power online you need to have the Starter switch in OFF position. BTW this is a bug in this KA release, easy to fix. For the Generator to come online the N1/Ng turbine needs to be running above 50 % IIRC ( notice low idle is ~ 62 %). Below those revolutions the L/R GEN warning light will illuminate showing the generator is offline. In other words, generators available power depends on N1/Ng rpms and NOT Np (propeller) rpms Hope this helps.
  9. Position of prop blades, either in feather or max rpm should not affect generators operation at all. Haven’t checked that but if generators come offline with props feathered, that is not correctly simulated for sure.
  10. That message comes when the Propeller levers are not in the MAX RPM position. It is especially useful for landings, when the prop levers are not in full rpm it will take more time for the propellers to reach full beta and reverse rpms, delaying the reverse slow down action.
  11. Hi, Actually the JPL KPA140 does not work exactly like the real. For example, NAV mode operation for an aircraft with a DG (like in the C152) instead of an HSI (like in the C310) is not correct. It seems to be using MS default NAV mode. Milviz does have complete realistic versions of the KAP140 for both DG and HSI equipped aircraft. Their C310 for P3D includes one. I belive sooner or later they might decide to add those to their MS2020 aircraft.
  12. Actually the C310 Redux for P3D includes a realistic KAP140 version (with CWS). The MSFS one includes MSFS version, which is not realistic but performs good enough if properly managed.
  13. Hi, Max ITT in this aircraft is 830, so that was a reasonable ITT value. Props RPMs must be left at max (1800) in all flight phases. Tomas
  14. Hi, Stunning work you've done so far! And by you words all these mods/additions you did sound as rather simple tasks. But trust me, developing a professional Proline21 system is WAY more complex than that. You still have TONS of work pending, if you really want to reach that level. And I'm not saying you can't do that with current MSFS tools, I'm pretty sure you could if you wish. But again, it will take much more than the time you've invested until today. Now, when you have all that code working and based on a fast/reliable/powerful platform as C++ is, having to start from scratch with new tools is not something that will make you feel comfortable, so to speak. Then, and following your example, why to invest a month rebuilding VNAV if you have it already working? And I could continue with the rest of aircraft systems. As a matter of fact, MSFS has taken the original FSX structure for almost all sections of an aircraft project. You still have panel.cfg, and lookup tables for the FDE (though outside an .air file), Simconnect, etc. Even gauges header file maintains much of FSX functionality. Then, if FSX (and P3D 32/64) brought full support for C++ dlls, lack of it in MSFS is a clear drawback, IMO. I may understand the reasons Asobo has to do what he did in terms of supporting XBOX platform, but truth is, most of biggest developers' aircraft rely on systems coded in C++ modules, and so it is very reasonable for they to complain as they are doing. Should they turn around and face the change? Probably, and even more, surely at one point. But the right to express their disconformity still applies. Tomas
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