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A320Flyer

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  1. Tried that. It was already set OFF. Further investigation. When AAO started with sim, after a while it seems to lose focus and my xTouch mini becomes unresponsive. If I then exit VR and simply bring AAO to the front, it all works fine again for a while. Starting AAO manually, I do not ever have this issue. Any other things I can check?
  2. Whenever I choose AAO to be started automatically with MSFS2020, my xTouch Mini invariably becomes unresponsive after a short while and I have to close and manually restart AAO. If I chose not to start AAO automatically, but start it manually after the sim has loaded, I never get this issue. Any ideas?
  3. I'm still getting problems with SHUTTLE 002 being recognised (British Airways Shuttle) even on EA26
  4. I get that too if I leave MSFS unattended for any length of time.
  5. Log emailed. Thanks for looking into this.
  6. Update 09 says " Adds Joystick Device list when starting program to assist in debugging issues with assigning Joystick button What exactly does this mean? I still cant see any joysticks in the dropdown.
  7. I can’t seem to be able to assign a joystick button to PTT. The only options available in the drop-down are “blank” and “mouse”.
  8. I get this a lot too. Minimising/maximising MSFS and MCE usually resolves the issue but a patch would be welcome.
  9. Hi, I'm reading the MSFS guide for OpenXR Toolkit on the developer's github page and I'm a bit confused about some of the definitions in one section. ie,: "b) Finding OpenXR limits This step consists in finding the upper limit up to which you can push the OpenXR Runtime and this mostly depends whether you’re using motion smoothing. The following consists in using the OpenXR Toolkit scaling factor as a tool to measure the OpenXR Runtime limits: Keep in-game render resolution to 100%. Note the OpenXR Runtime scaling factor you’ve reached in the previous step and adjust the OpenXR Toolkit scaling factor with the same value. Reset the OpenXR Runtime scaling factor back to 100% From there, if you’re hardware delivers, you can adjust the OpenXR Toolkit scaling toward 100% (for example from 70% up to 100%, or from 140% down to 100%) and stop right before the OpenXR Runtime stutters or glitches too much when using motion smoothing for example. On the other hand, if your hardware isn’t delivering, you can adjust the OpenXR Runtime scaling down from 100%, and adjust the OpenXR Toolkit scaling toward 100% at the same time. The goal is to keep the game render resolution as close as possible to the one found in step a) while lowering the display resolution at the same time and therefore reducing the load in the OpenXR Runtime." The "in-game render resolution" I take to mean the MSFS Render Resolution under TAA antialiasing. The "OpenXR Toolkit scaling factor" I take to mean the NIC/FSR scaling factor within the OpenXR menu on the headset. Its the "OpenXR Runtime scaling factor" that I'm confused about. Where do I adjust this value? I'm using a Quest 3 and Virtual Desktop with the Runtime set to VDXR. Any help much appreciated. Thanks Bill
  10. I’ve just found this post: This looks like it might be what I’m looking for. I’ll try it out later and come back if I need help.
  11. Is there a way to have a custom checklist where the FO calls out each item and sets the appropriate state of the gear, lights, switches etc? Just like a flow, but with the FO calling out each item, calling out the required state , then setting the required state.
  12. Having just purchased MCE, I’m desperate to get it working with PF3. Any update on timescale for this patch?
  13. Good to hear. I’ll look out for the update. Many thanks. Bill
  14. That sounds like good news. Does it mean it can be fixed?

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