A list is fine, thank you. But it takes some testing to find out what works as most of the lvars do nothing and some of the Bvars also won’t work. Some Bvars even change a completely other switch than the name indicates.
The long list of variables makes you think that the project has been under way a long time and had to change direction a few times - for instance when SU5 introduced Bvars and made them instrumental for the Xbox.
I can’t see Aerosoft changing approach again and expose every switch to lvars as that will probably make a Xbox release impossible.
Edit: Now I see MK state on the AS forum that a dev will look into this next week - so hopefully I’ll be proven wrong.
I just scanned all the Otter files, and found any mention of Bvars or Lvars, and programmatically extracted a sorted list of what I found, with duplicates removed.
I purposely did not edit the ones that look like typos, or used different Capitalism.
As to what they actually do, that’s another story, but when Aerosoft finally bring out their OFFICIAL list, it will be interesting to compare and spot the differences.
Any particular ones you are interested in, you now know their names, so you can go and easily find them in the XML, and figure out what they might be doing.
Its all part of “The game” !!
Who knows, they may even go back and clean up some of the questionable ones in their code !! – ALL GOOD
What I don’t get when I read this is:
Aerosoft actually used the sounds TTS used in their addon package for the FSX Twin Otter, right? And if you use this exact addon package in combination with the WWise sounds from Aerosoft (with the WWise engine sounds deactivated) it works quite well and sounds reasonably good. So it appears to me the sound files aren’t the problem, but the implementation is.
Also: since Aerosoft obviously already have the rights to use the sound files from TTS, why don’t they simply offer that solution as a stopguard measure themselves? In my eyes they could use the same workaround for free, which people are now paying money for by buying the TTS package for 13,-€?
That would solve the problem for now for most people until they actually record and process the new sound files (which could take weeks or longer)
I do not think that is how licensing work. You license the sound for use for a specific product and platform (P3d). Aerosoft is not free to use the sounds as they are pleased for anything they want. If they licensed recordings of the engine to use freely in any sim, that would be possivbe.
There is a lot of untidy code. E.g.
(B:DEICE_PROPELLER_1) doesn’t seem to anything. Looking in Behaviour InputEvents reveals it’s
(B:DEICE_IE_DEICE) that actives prop deicing…
I’ve managed to get the Twotter to about 205kts GS, and I was throttled back with props at around ~80%. The best I’ve managed in the Kodiak is ~190Kts.
Just watched Jeff Favignano’s latest video on Youtube where he complains about the aircrafts behavior in crosswind takeoffs. He says the plane is rolling the opposite direction of what its supposed to. Can anyone confirmed if this is true?
I can’t see what he’s doing with his feet (it looks like nothing, so I suspect he has autorudder enabled) but to me it looks like the aircraft is behaving as it should.
With a x-wind from the left the aircraft should weather-vane into wind. It looks like that is what happens, but we can’t tell if that is due to the wind, or the fact that his aileron control is also controlling his rudder & nosewheel steering. He is inputting left (into-wind) aileron which is the correct thing to do, but only if Autorudder is ‘off’ and he has right rudder inputted to keep the nose straight.
If Autorudder was indeed off and he was using rudder pedals then he needs significantly more right rudder than his (lack of) leg movement suggests he was putting in.
HTH.
Having watched it again I can see he puts in full left aileron then what looks like a binary full right rudder input using, I presume, the keyboard. That’s agricultural to say the least and is never going to be anything other than a complete cluster*** of over controlling, which is what you see unfold. I don’t think the aircraft is at fault at all
From startup. Both start from cold and dark and spawning on runway. Seems to be general problem as the GNS is also dark in the DC-6. Will have investigate further.
For those interested, I now managed to get the non-moving switches functional with external controls, like the strobes, pitot heat, window heater switches, generators etc, by defining my own Lvars.
You have to put this block of code in the DHC6_Interior.xml to create access to the Bvars through self-defined Lvars (I did it just before the system simulations header, row 12). Be aware, after each update you need to redo this, since it will be overwritten if the DHC6_Interior.xml file is renewed.
<Component ID="LVAR_TO_BVAR">
<UseTemplate Name="ASOBO_GT_Update">
<UPDATE_CODE>
(L:TWOTTER_PITOT_HEAT_SET, Number) s0 0 > if{ l0 1 - (>B:DEICE_IE_PITOT_HEAT_Set) 0 (>L:TWOTTER_PITOT_HEAT_SET) }
(L:TWOTTER_PITOT_HEAT_TOGGLE, Number) s0 0 > if{ (B:DEICE_IE_PITOT_HEAT, Bool) if{ 0 (>B:DEICE_IE_PITOT_HEAT_Set) 0 (>L:TWOTTER_PITOT_HEAT_TOGGLE) } els{ 1 (>B:DEICE_IE_PITOT_HEAT_Set) 0 (>L:TWOTTER_PITOT_HEAT_TOGGLE) } }
(L:TWOTTER_STROBES_TOGGLE, Number) s0 0 > if{ (B:LIGHTING_IE_STROBE_LIGHTS, number) 0 == if{ 1 (>B:LIGHTING_IE_STROBE_LIGHTS_Set) 0 (>L:TWOTTER_STROBES_TOGGLE) } els{ 0 (>B:LIGHTING_IE_STROBE_LIGHTS_Set) 0 (>L:TWOTTER_STROBES_TOGGLE) } }
(L:TWOTTER_WINDOW_HEAT_TOGGLE, Number) s0 0 > if{ (B:INSTRUMENT_IE_WINDOW_HEAT, enum) 0 == if{ 1 (>B:INSTRUMENT_IE_WINDOW_HEAT_Set) 0 (>L:TWOTTER_WINDOW_HEAT_TOGGLE) } els{ 0 (>B:INSTRUMENT_IE_WINDOW_HEAT_Set) 0 (>L:TWOTTER_WINDOW_HEAT_TOGGLE) } }
(L:TWOTTER_GENERATORS_TOGGLE, Number) s0 0 > if{ (B:ELECTRICAL_IE_GENERATOR_RIGHT, number) 0 == if{ 1 (>B:ELECTRICAL_IE_GENERATOR_RIGHT_Set) 0 (>L:TWOTTER_GENERATORS_TOGGLE) } els{ 0 (>B:ELECTRICAL_IE_GENERATOR_RIGHT_Set) 0 (>L:TWOTTER_GENERATORS_TOGGLE) } (B:ELECTRICAL_IE_GENERATOR_LEFT, number) 0 == if{ 1 (>B:ELECTRICAL_IE_GENERATOR_LEFT_Set) } els{ 0 (>B:ELECTRICAL_IE_GENERATOR_LEFT_Set) } }
(L:TWOTTER_DC_MASTER_TOGGLE, Number) s0 0 > if{ (B:ELECTRICAL_IE_DC_MASTER, enum) 0 == if{ 1 (>B:ELECTRICAL_IE_DC_MASTER_Toggle) 0 (>L:TWOTTER_DC_MASTER_TOGGLE) } els{ 0 (>B:ELECTRICAL_IE_DC_MASTER_Toggle) 0 (>L:TWOTTER_DC_MASTER_TOGGLE) } }
(L:TWOTTER_ENGINE_START, Number) s0 0 > if{ l0 1 - (>B:ENGINE_IE_STARTER_Set) 0 (>L:TWOTTER_ENGINE_START) }
(L:TWOTTER_DC_SOURCE_SET, Number) s0 0 > if{ l0 1 - (>B:ELECTRICAL_IE_DC_SOURCE_Set) 0 (>L:TWOTTER_DC_SOURCE_SET) }
</UPDATE_CODE>
<FREQUENCY>1</FREQUENCY>
</UseTemplate>
</Component>`
With Mobiflight you can then toggle the events as follows (I use the events.txt file to define the events):
1 (>L:TWOTTER_PITOT_HEAT_TOGGLE)
I will be working on more switches over the next couple of days.
I hope they fix the trim clicking sound that comes from the TIM IN MOTION light that seems to continuously flash.
First the yellow light flashing on and off is distracting.
And the clicking sound is just plain annoying.
I just cannot use this aircraft with sound and the flashing light.