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B-24 for FS2024

I just flew PHKO-PHNL and it was a very nice flight and everything worked in FS2024. I use the PMS50 program to handle the GPS functions and a Logitech Multipanel for autopilot input commands. This B-24 flys as well as the PMDG DC-6 on the autopilot. I have no idea how your guys did it, but you created a fantastic flying
B-24. I wish all my airplanes flew this well on the autopilot, and this is an import from FSX/P3D, that is amazing.

It would be cool if you guys could figure out how to make the instrument faces light up at night with the panel lights off. The panel lights are very bright on Dim and there isn't a lot of adjustment to the intensity. If you have the Flyingiron P-38 you will notice that they have this implemented. The have two rehostats to adjust the lighting, one for the instrument faces and the other for the panel or glareshield lights.

Thanks to Nick, SeeRyFly, and the rest of the development team for all the time and effort they are putting into this project. And I guess a big thank you to Flight Replicas for donating their B-24 to Freeware.

This is one of my favorite airplanes in FS2024. It just looks so cool.

Ed
 
OK so I think I've found the problem in the .flt files. I don't think it's FuelPumpSwitch, I can't be sure but my hunch is that refers to the legacy fuel system and this aircraft is using the modern fuel system. The problem seems simple - ONLY the booster the pumps are enabled in runway.flt, meaning the engine-driven pumps are stuck OFF. Should be a simple fix to each of the .flt files:

Code:
[FuelSystem.0]
Pump.1=1
Pump.2=1
Pump.3=1
Pump.4=1
Pump.5=1
Pump.6=1
Pump.7=1
Pump.8=1
 
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OK so I think I've found the problem in the .flt files. I don't think it's FuelPumpSwitch, I can't be sure but my hunch is that refers to the legacy fuel system and this aircraft is using the modern fuel system. The problem seems simple - ONLY the booster the pumps are enabled in runway.flt, meaning the engine-driven pumps are stuck OFF. Should be a simple fix to each of the .flt files:

Code:
[FuelSystem.0]
Pump.1=1
Pump.2=1
Pump.3=1
Pump.4=1
Pump.5=1
Pump.6=1
Pump.7=1
Pump.8=1
Yes indeed and you are lucky not to have used a valve between the different lines and pumps because in this case, it would also have been necessary to validate the different valves in the [FuelSystem.0] so that engines could start.

On the other hand, I still have a doubt about the fact that "FuelPumpSwitch" is reserved for the Legacy system because why would there be "FuelValveOpen" variables in [Engines.Parameters.X] ... It does not seem to me that the Legacy system includes valves and that these are only reserved for the [FuelSystem.x].
I have a similar problem on the PBY (which use the [FuelSystem] ) : theses informations are present in the section [FuelSystem] of my files and some problems occurs anyway.
Regarding the SDKs, it is better to read the 2: SDK 20 and SDK 24 because they are complementary, Asobo having a clear propensity to update the latest SDK compared to the first one. The only information that I find on this subject is:
 
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Hi guys,

Sorry for the delay Flaknine:
1. Where are you spawning? In a parking spot or on the runway? I couldn't quite follow your explanation - I think you are starting on the runway with the engines running but want to be sure.
You are right, I start on the runway with engines running. But they immediately start to stop (!) but the #1 for which the starter tries in vain to keep it alive for a few seconds.
If it may help: the boost pumps are off from the beginning but even when put on 'on' nothing change, no restart. Starter run but no start.

2. Which sim version? I assume 2024 since we’re in the forum but just checking.
MSFS2024

3. Does it happen with B24D, B24J or both?
Both, I tried.

4. When you installed the new update, did you fully remove the old one or just extract on top of it?
I installed first with peazip option 'overwrite existing files'
Then I removed all and re-install.
No luck...

Thanks also to Lagaffe, I'm not able to screen the files.
 
Yes indeed and you are lucky not to have used a valve between the different lines and pumps because in this case, it would also have been necessary to validate the different valves in the [FuelSystem.0] so that engines could start.

On the other hand, I still have a doubt about the fact that "FuelPumpSwitch" is reserved for the Legacy system because why would there be "FuelValveOpen" variables in [Engines.Parameters.X] ... It does not seem to me that the Legacy system includes valves and that these are only reserved for the [FuelSystem.x].
I have a similar problem on the PBY (which use the [FuelSystem] ) : theses informations are present in the section [FuelSystem] of my files and some problems occurs anyway.
Regarding the SDKs, it is better to read the 2: SDK 20 and SDK 24 because they are complementary, Asobo having a clear propensity to update the latest SDK compared to the first one. The only information that I find on this subject is:
You can use developer mode, debug->Aircraft->Fuel and actually see all the tanks, lines, valves and pumps etc, and switch the pumps on and off and see what happens...
 
D/L'd the latest version, it starts on the runway with engines running but they quit after a few seconds.
Running the debugger I can see that all four (engine-driven) pumps are off, flipped them to on and the engines just start up straight-away.

Engine-driven pumps shouldn't work when the engine is stopped and the engines shouldn't auto-start just because fuel is available...but at least it works :) I guess these are FS24 features rather than the aircraft.

There was a similar problem when first released, when it still had the legacy fuel system, maybe a regression somewhere...
 
D/L'd the latest version, it starts on the runway with engines running but they quit after a few seconds.
Running the debugger I can see that all four (engine-driven) pumps are off, flipped them to on and the engines just start up straight-away.

Engine-driven pumps shouldn't work when the engine is stopped and the engines shouldn't auto-start just because fuel is available...but at least it works :) I guess these are FS24 features rather than the aircraft.

There was a similar problem when first released, when it still had the legacy fuel system, maybe a regression somewhere...
OK I could reproduce this when I spawn on the runway while my physical control mapped to fuel mixture is at zero; all is OK until the instant that I touch my mixture lever, then the engines die because it leaps down to zero (or close) instantaneously. I'm sure there is a smart way to avoid this happening in the code, but I don't know what it is yet!
 
I've got a Honeycomb throttle quadrant with the mixture mapped but it happens at all settings - engines 2-4 stop, then 1. In the cockpit it looks like a start sequence is being followed.

Adding the following lines to runway.flt 'fixes it'
[FuelSystem.0]
Pump.1=1
Pump.2=1
Pump.3=1
Pump.4=1

now all 4 engines keep running, except if I start with the Bravo mixture lever at 0 when they all cut together.

I was wrong about the 'similar problem' I was thinking of the DC4 which had all engines running off left main.
 
OK my mistake, I thought you'd already tried the above. Glad it's working, and I have already made that change to runway.flt ready for the next version of the B24. Pumps 1-4 are the engine driven pumps and absolutely should be on when spawning on the runway, looks like the sim doesn't consider them on just because the engines are already running. Also I think I found why the engines automatically restarted as mentioned a few posts above - and fixed that too.

In other news about the next update, I've also got some cockpit vibrations on the go! 🫨 And updated the engine and flight model cfg files to give a bit more power and lift.
 
OK I think we can call this a v18 Release Candidate. Before I pester @SeeRyFly to upload it to flightsim.to I thought it would be worth sharing here to see what you all think.


Release notes:
  • Added engine priming functionality. Prime engines for 2-5 seconds. Overpriming can gradually be corrected by opening the throttles, but may take a while.
  • Added more realistic starter switch. Hold switch up to energize, then down to crank.
  • Fixed .FLT files to ensure the correct fuel pumps are running appropriately to the spawn condition.
  • Updated engine and flight model CFG to get closer to real performance data (thanks to ftl818)
  • Added cockpit vibrations driven by a mix of engine RPM and ground roll. This did necessitate some changes to the mixture and throttle lever code, so hopefully everything still works OK for everyone!
  • Updated COMP textures for That's All Brother metal finish aircraft (thanks to ftl818)
Let me know any feedback, good or bad. For example, have I over/under done the cockpit vibrations?! I'll cross post to the 2020 Forum too.
 
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