Chuck_Jodry-VJPL
Charter Member
Most of the VC animations are custom coded with Prop position ,Throttle and Mixture levers as exceptions, setting the switch to auto will feather the props as will the levers, the dive brakes switch is one of the custom codes and isn’t keyboard assignable, the flaps are designed to follow the stops in use with this aircraft and again are custom.
The means to drain the fuel tanks on the fly would require that the .cfg data be reset with a .dll and that would pause the flight leading to complaints , or that the fuel dump call be used and that isn’t assignable to the auxiliary tanks but empties them all. <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com
ffice
ffice" /><o
></o
>
The use of the fuel load dropdown menu does remove both the fuel and tanks and was the option chosen in this case and with most models i am aware of, there were and are limitations to the available conditions that can be done with XML in FSX and as always one does what one can , and what is within ones skill set.
The design " Mindset " for this aircraft had the mouse and VC as the main means of operating all the functions, and to an extent was an experiment in that regard going as far originally as to not have a vanishing yoke as one of the problems pilots had was not being able to see the switches on the panel. <o
></o
>
That was too much " realism " for most folks and the VC was done with a disappearing yoke in the end to make the simulation less trouble to use, and after all that’s what it is supposed to be , a simulation, an entertainment product , done with care and attention and many months of effort to try and reproduce the look, feel, and the sensational aesthetic of this classic design and were the main goals aimed at.<o
></o
>
Sound plays a great part in the effect as does the attempt to use the VC and mouse to simulate the restraints pilots operated under , engine management was incorporated as well to provide a challenge , but again the model was not designed to be a PITA to use. <o
></o
>
The vast majority of people want to have fun with these , there are those who really like having to follow the manual to the letter but the majority don’t ever read it and we work with them in mind as well , trying to strike a balance .<o
></o
>
The means to drain the fuel tanks on the fly would require that the .cfg data be reset with a .dll and that would pause the flight leading to complaints , or that the fuel dump call be used and that isn’t assignable to the auxiliary tanks but empties them all. <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com
The use of the fuel load dropdown menu does remove both the fuel and tanks and was the option chosen in this case and with most models i am aware of, there were and are limitations to the available conditions that can be done with XML in FSX and as always one does what one can , and what is within ones skill set.
The design " Mindset " for this aircraft had the mouse and VC as the main means of operating all the functions, and to an extent was an experiment in that regard going as far originally as to not have a vanishing yoke as one of the problems pilots had was not being able to see the switches on the panel. <o
That was too much " realism " for most folks and the VC was done with a disappearing yoke in the end to make the simulation less trouble to use, and after all that’s what it is supposed to be , a simulation, an entertainment product , done with care and attention and many months of effort to try and reproduce the look, feel, and the sensational aesthetic of this classic design and were the main goals aimed at.<o
Sound plays a great part in the effect as does the attempt to use the VC and mouse to simulate the restraints pilots operated under , engine management was incorporated as well to provide a challenge , but again the model was not designed to be a PITA to use. <o
The vast majority of people want to have fun with these , there are those who really like having to follow the manual to the letter but the majority don’t ever read it and we work with them in mind as well , trying to strike a balance .<o
I've been flying this for several weeks now. Lots of fun and screenshots! Notes and queries follow.
First the notes:
The VC animations don't always seem to reflect everything that's going on in the airplane. Am I mistaken? Instances that I have noticed:
a. When you activate the dive brakes with the standard / key, the brake button (on the yoke) doesn't depress. You can feel it, and you can see the brake deploy under the wing; but you can't see the button press down in the VC
b. That's piddling stuff, I know. Here's something that's a little more important. Where are your flaps? In all the way? Maneuvering? Full out for landing? If you activate flaps using the keyboard or a controller button, you can't tell in the VC -- the flaps lever stays in the same place. If you drag it, it will move, but I think most of us assign flaps to a button.
Those were the notes. Here's the query: how do you feather a prop? I can do this in the SU model, by cutting the fuel and moving the prop lever to zero. What am I missing? I have tried playing with the prop switch (on/auto/off), but that doesn't seem to do it either.