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Why don't starter switches often not work on FSX ports?

expat

Charter Member
Having trouble with the AS Phantom converted and upgraded here last year. Ditto with the Shupe SOH Tiger Cat F7F. Is there a air.cfg entry to tweak? Or is it that the starter guages are not 64 bit? Often everything else works fine. Using P3Dv4.5 and would like to avoid Ctrl +E starts!
 
Do you mean the physical switch doesn't do anything? Is there a keyboard equivalent that could be used that only flips the starter switch?

I know there is often an issue with avionics not working because the original developer didn't include it and the older sim let you get away with that.
So now we have to rely on a keyboard equivalent to get past the item in the checklist.

Another option is to find one in another aircraft that uses xml gauges. Grab that snippet of code and make your own.
:ernaehrung004:
 
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Having trouble with the AS Phantom converted and upgraded here last year. Ditto with the Shupe SOH Tiger Cat F7F. Is there a air.cfg entry to tweak? Or is it that the starter guages are not 64 bit? Often everything else works fine. Using P3Dv4.5 and would like to avoid Ctrl +E starts!

Frequently, there is no "fuel valve", no tank selector, .... and they are not correctly initialzed in your default flight.

I use the following gauge (thanks to BlackBox3), to "see" what happens - just put in a [Windowxx] section

https://www.dropbox.com/s/lx5ro1n0yth8bnk/BB3.7z?dl=0

Another frequent reason for the piston_engines is the too low normalized_starter_torque in the [piston_engine] aircraft.cfg section.

Hopes it helps.

Gérard
 
Thanks for the gauge and suggestions. Usaully can get fuel and avionics operating. It's often the switch just will not move. Have solved with the starter torque in the past porting Fs9 planes to FSX.
 
In FS2004, and in previous versions for that matter, a lot of the common animations were 'canned' so the developer could just call up a pre-made block of code and insert it where it was required. Custom code was only required for custom animations which were mostly gauges or non-common aircraft part animations.

In FSX all that changed and 'canned' code blocks were dropped and the developer was required to provide the required code.

This is why some port-over aircraft have issues in FSX as the 'canned' code blocks are ignored and thus the animations do not operate. In 'FSX native' aircraft the developer (or someone else doing the conversion) has taken the time to replace most of the important animations if not all of them.

Animation code was not the only thing affected either, prop blur code changed causing issues with clouds and trees in front of prop animations and transparency rules changes causing either missing windows or opaque windows. There are lots of other changes too.
 
Having trouble with the AS Phantom converted and upgraded here last year. Ditto with the Shupe SOH Tiger Cat F7F. Is there a air.cfg entry to tweak? Or is it that the starter guages are not 64 bit? Often everything else works fine. Using P3Dv4.5 and would like to avoid Ctrl +E starts!

Hi, go to aircraft.cfg and change normalized_starter_torque= 0.3 to for example 5.0 .
 
Hi, go to aircraft.cfg and change normalized_starter_torque= 0.3 to for example 5.0 .

Yes, have done this which works porting FS9 to FSX prop engine aircraft. Having this issue also with older FSX native jet models in P3Dv4.5 that have simple toggle starter switches that jusr refuse to switch on.
 
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