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Dozer

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  1. I can only point you at the manuals. I can't read them myself, because I can't download them, because my internet connection is rubbish. But the CRJ has a Flight Management System simulation that is at least mostly complete - i'd be surprised if it's missing any important FD or autopilot modes. CRJ: http://www.jrollon.com/CRJ.html ERJ: http://forums.x-plane.org/index.php?showtopic=45360 (I'm not sure this manual is up-to-date. It is from May 2010, and a new version of the ERJ was released in Oct 2011. Possibly the 2011 updates were only cosmetic, for example the pushback truck. I'm completely guessing here.)
  2. I bought it years ago to say thank-you to the author, Dan Klaue, for his excellent YouTube videos on how to use PlaneMaker and Blender to make aircraft. The ERJ-140 was the subject project of the video. At that time, it had no systems simulation at all, but now the .org page is saying 'Amazing model with custom systems' so it must have been updated. I'm a bit annoyed; I never received an email to tell me the aircraft I'd purchased had been updated... Modern glass-cockpit aircraft aren't really to my taste so I didn't use it much. I haven't had it installed for the last eighteen months or so; sorry I can't give more information. If you're not specifically after an ERJ-140, the Javier/Philipp CRJ-200 is on sale at the .org until the 30th, half price at $30: http://store01.prostores.com/servlet/x-planestore/Detail?no=292 I haven't used it, but this aircraft has an excellent reputation. It's been out for over a year, but most people will agree it's one of the highest-quality X-Plane additions yet made, with good systems simulation.
  3. Zero marks for observation; this is the X-Plane forum In XP9, you can't assign multiple axis to the same control, so you'll need to assign the pitch and roll each time you change over. Or you can use X-Assign to create presets and/or load specific control-bindings per aircraft. You can bind multiple joystick buttons to the same command though. Just don't be unplugging one device and plugging in another; this DOES confuse X-Plane. (XP10 has an entirely rewritten joystick interface bit, I haven't used it, but it probably works the same way as for XP9 as far as the end-user is concerned. You can experiment for free with the XP10 demo if you like, if you haven't got XP10 already.)
  4. I loved Silent Hunter III back in the old days. Never quite committed enough time to it to completely figure out how to plot torpedo solutions though. I like playing computer games which require plotting things on paper and using a protractor - hence interest in realistic-y aircraft navigation. I've found a likely candidate dataref: sim/graphics/view/view_pitch. I think it's the camera boresight angle above the horizon in degrees (so negative values are below the horizon). It can be easily read with DataRefEditor. Remember the DataRefEditor window can be resized by dragging the edge, and moved by dragging the centre, and if you type in view_pitch in the (not very obvious) filter box in the lower left frame, it will hide all the datarefs except this useful one. I'm wondering how a sextant tool might work in sim. It might be possible to have the main part of a classic naval sextant animated to stay vertical and aimed at the horizon, with a preset camera position at the pivot-point of the arm. (I'm inventing names for sextant bits here.) Then you'd manually aim the camera in the vicinity of the star, move the arm so it lines up with the star, and read off the arm angle from a scale on the 3d object. If the base and the arm of the sextant are both rotating around the preset camera position to keep the base aligned and the arm lined up with the star, this could probably be done without complicated camera-override-y plugin code - in fact probably without any plugin work at all. Aircraft bubble sextants and periscope sextants, used in the age of pressurised aircraft, would probably need a camera-override-y plugin and a bit more work.
  5. No worries, I should have used the 'check inside' feature. I'll order again for the correct item!
  6. Nooo! It arrived a few days ago, but this is the study guide - it's just contextless questions with the answers written at the back! Did you mean to recommend this one? http://www.amazon.com/Electricity-Electronics-Technology-published-Paperback/dp/B00A0705MQ I've been stalled for ages on this project, not for any great technical reason I don't think, just lost a lot of focus and vision for life generally a month or so ago. My last great revelation was that, as the batteries NEVER reach above ~25V no matter their state of charge or their current, and the generators are voltage-regulated to ~28V, the current flow will always be into the batteries when the generators are running. So figuring out how to model a charging battery, as well as a discharging one, this is the next step. I just need to turn off the browser and launch the compiler, which I will be doing, starting from... now.
  7. Thanks Goran, that clears things up a lot. In the distant past (with my old PC, which is still stuck on the other side of the world) I did modify the Duchess and other X-A aircraft, but didn't ask for permission as I didn't know the ToS required it. (Personal changes, not distributed or published anywhere.) Probably other tinkerers didn't know about the ToS either, or they did know and didn't care! That's probably why no-one asked about modifying things. Either that or they were just very happy with the downloaded aircraft and didn't see any need to change it. I replaced the DMEs on another aircraft which didn't have any conflicting plugins - an unusual aircraft which does appear to have two standalone DME tuners alongside two plain VOR tuners. I'm very aware of the difficulty in making unilateral modifications to something like the Saab! Possibly I'm being paranoid, but I'm really hoping there's not a situation where leading developers would desire encrypted .obj files and .acf files etc in X-Plane 11, preventing user modifications. The transparent and mutable interface between interface and simulation is very very valuable; being able to tinker and make a fix (instead of politely asking a dev to make a change, and waiting indefinitely) is a massive strength. I'm hoping that developers are happy with this, as long as their work is not distributed and they're not expected to support modified things.
  8. Thanks for explaining this Goran - as you've developed many aircraft you must have had this conversation with confused users many times. What do you think about users privately modifying the aircraft for their own use, without redistributing, without expecting support? Your/X-A's Terms of Service explicitly prohibit this. I hear suggestions it's a 'don't ask, don't tell' policy and X-A don't really care what users do in private, but if this is X-A's attitude why doesn't the ToS just say 'If you modify the files, we are not obliged to offer support' instead of 'modifying the files is prohibited, if you do it or discuss how to do it, your licences are void'? (That was a paraphrase.) I'd like to buy a licence to receive digital files which are expected to produce a certain result (for example, to simulate a particular aircraft in the X-Plane simulator), and to receive support if it doesn't work as expected/advertised. But I'd like to make local copies of those files and make modifications to them, for my own private non-redistributed use, without entitlement to support, with the blessing of the developers and the publisher. The sort of modifications I'm talking about: - change datarefs in the .obj file (for example, changing the DME readouts and frequency selectors to my own twin-standalone-DME plugin instead of the VOR DMEs) - change animations in the .obj file (for example, hiding the flap assemblies if the flaps had failed) - fixing minor bugs in advance of an official fix (for example, swapping the flood and post lighting rheostat datarefs so the function matches the labels) - changing the flight model in Planemaker (for example, altering the flap limit speeds to a different margin of error for 'gameplay'/taste reasons) - adding a pilot figure object, visible in external view
  9. This is depressing. Sorry the order didn't work. I hope it can be resolved. Wish it could have been sorted privately by email and without forum threads and bannings and unpleasantness like that. X-Plane.org is a separate organisation to Laminar Research, who make X-Plane. They only sell X-Plane 10, they don't develop it. There are other legitimate vendors of XP10 - for example, X-Aviation.com: http://www.x-aviation.com/catalog/plane-p-80.html X-Aviation have excellent customer service; they're renowned for it. They also have a growing community on their forums, including many who were outcast from X-Plane.org for various reasons, and are the home to many aircraft developers. I don't like their Terms of Service, which prohibit modifications to the aircraft they sell, though. It's especially regretful because they sell many excellent aircraft I'd like to tinker with (for my own personal use). I hope you will be unbanned at the .org; there is a great community there, lots of expertise.
  10. The trim-wheel noises! The signature sound of the Dreamfleet 727! That brings back memories. I loved that aircraft, but I can't go back to it, with the 1024x768 panels animating unaliased at a fixed 16fps. I remember in the Dreamfleet aircraft the aircon noise and the instrument agitators nearly masked the sound of the engines. (Sorry for bringing up end-user modifications - it's off-topic and deserves its own thread. Good to discuss it on the neutral AVSIM forums, though.)
  11. This is on the list of things I'd very much like to make. Glad to find someone who knows about celnav! How good is the X-Plane sky - are the stars accurate? Literally all you need is a tool to point at a body and get the angle above the horizon? This should not be hard... You might be able to do this immediately if there's a dataref for camera angle above the horizon. The old navigation ways are the best. The advent of EFIS and GPS makes everything so boring. (have you seen the 'Children of the Magenta' lecture about the FMS/autopilot mindset of modern pilots?)
  12. I'm overdramatising things here. Before making a purchase I'll email the X-A administrators asking for permission to make specific types of modification, all for my own personal use: - changing dataref names in the .obj files - changing animations in the .obj files - altering the .acf with PlaneMaker If I can get written permission (an email/PM must count as 'written'), I'll buy the aircraft, and modify away. Otherwise I probably won't. I won't deliberately ignore the wishes of the developer/vendor and ignore the ToS, even privately! (Coincidentally, happy Christmas everyone!)
  13. It would be a good idea to check the ToS/EULA to confirm you're allowed to make modifications to the aircraft, or discuss modifications to the aircraft - this is sometimes prohibited.
  14. Hullo AVSIM, Do the reviewers take requests at all? Not sure if it's appropriate to ask... (If it is appropriate to ask, I'd love to see a review of the FlyJSim 727 for X-Plane 10. If it is inappropriate to ask, don't read the previous sentence.)
  15. Well, snap. I don't know how long that clause has been in the ToS but I've been making and posting modifications to X-A aircraft for years without realising it was a breach. (Maybe it wasn't a breach if the ToS were different when I purchased. No-one's complained... yet.) I'll go clean up my uploads. Very sad to see that clause there. I expect permission to modify aircraft beyond 'factory standard' condition and the presence of this clause presents a major disincentive to buy. (Disclaimer: I don't buy many aircraft anyway, not many run on my ancient PC, so I don't expect this statement to dismay any publishers.)
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