I have only liveries and unreal mod in community folder.
Since going to experiemntal mod for A3420NX I have had one annoying issue that can get me killed sometimes. I use x bpx pad btw and keyoard.
Basically in the experiemntal mode you have to set managed mode for heading. Never had to do so for other modes.
What keeps happening is that when I set for CL or engage AP, managed mode disengages from heading. Wouldn’t be an issue if I could just simply re engage it but I have to try a dozen times before the knob will re engage. Noone else seems to havbe this issue and re installing mod to no avail.
No conflict with keys/buttons either. Additionally, sometimes Auto thrust is engaged auto and sometime i have to do it.
Seems to happen right when i set throttle to CL, regardless if i use key or controller.
yes that is how i engage it. doing so isnt an issue until i try to engage after it un engages. It generalll un engages right when i move throttle to CL. Trying to re engage is difficult.
I’ll do a flight in a few minutes and livestream it, see if I can replicate the same issue as you did. Feel free to join in… or not. Neo - YouTube Either way, I’ll post any findings.
Ehh, turns out my live broadcast is having some technical issues. But I’m still flying it myself. No issues with the managed mode so far. I’ve set the heading to managed nav mode from the gate, and it stays managed even after take off and engage AP.
the exact timing of the proble mis when i move throttle to CL. It happans both on keyboard and gamepad. No command conflicts noted. I wonder if i am suppose to hit a cettain altitude?
i never had a problem in development mode or stable mode.
Not sure what you mean. The NAV radio I set. Stuff like weather and weight (block) wouldn’t hAVE AN EFFECT on it turning out of managed mode, plus it doesn’t do it every thime., just about 80% of the time. As far as I knew I always had the bug since before experimental it wasn’t needed to put heading in managed mode.
It also happened before AI used EFB to program throttle, as well as after.
Set up flight plan from the built-in world map. Start at a gate, finish at the destination gate, set SID, Set STAR, keep approach automatic. Then start the flight.
At the gate, start battery, External power, then APU, turn on fuel pumps.
Program the MCDU by entering everything in the INIT Page, Cost Index 100, CRZ ALT, ZFW/ZFWCG and Block of fuel.
Set PERF page Take off, change trans alt, set flaps 1, FLX TEMP 58.
Go to the FCU, make sure Airspeed is Managed, Heading is Managed Nav, Altitude is set to my cruising altitude and press the knob for managed LVL/CH active.
Do the pushback, engine startup, and taxi to the runway, while setting flaps 1 and do a full flight control check.
Take off using FLX/MCT detent, until V1, VR, then rotate keep nose at 15 degrees pitch. and follow the flight directors manually.
When the LVR CLB is flashing, I pull back the throttle to CL detent, and the THR CLB is shown in the FMA, CLB and NAV mode is active.
When my airspeed pass the S speed, I retract the flaps.
As @Neo4316 stated above, the MCDU needs much more information than just the flightplan. Try to follow his instructions.
And if you didn’t experience these issues on the stable or older versions, doesn’t mean that something’s wrong. It just means: welcome to development. The experimental is much more sophisticated then the stable or previous versions. You have to follow certain procedures to fly the plane correctly.
@Kitty73732747 You also have to use your common sense. Look at the flight plan that is programmed. If there is a turn or angle in the magenta line greater than 90°, understand and realize that the aircraft cannot turn that sharply. The Microsoft flight planning system has many issues with it that are not present in the real world aircraft. In the real world, procedures have much Smoother turns programmed in which are missing from the simulator.
For example, the LAX1 departure out of LAX is supposed to do a 180° turn and overfly the airport after departure. In the real world this is programmed as a smooth but sharp turn back toward the airport while climbing. In Microsoft flight simulator, the departure procedure shows a sharp angle of about 150° which is impossible to do. I always fly that departure manually until the aircraft is headed back toward the airport. Then I do a direct to LAX before turning on the auto pilot. You have to use common sense in the simulator.
You can’t just turn on the auto pilot and expect everything to work perfectly
Even if it is an impossible turn caused by the MSFS flight planning. I do find that the autopilot is smart enough to not actually “turn 150°” but instead turn using a wider radius within safety margins and rejoin the path at another position.
Sometimes the Autopilot also doesn’t wait until it passes the waypoint, and on turns like that, it just make the turn earlier so that the wider turn radius that it does can intercept the next part of the flight path.
I guess for most people who are used to the proper flight planning it’s easy to spot issues like this from the MSFS flight planner. But for people like me, who sees “the result speaks for itself” I tend to not really care about how the flight planning does it. as long as I can safely get from point A to Point B without stressing the aircraft, I’m happy.
That may be true, but I still say you have to use common sense and not assume the simulator is going to be bulletproof. Maybe with aircraft like PMDG I would trust it, but not the default auto pilot.
ok tried 2 flights MY WAY lol. They actually worked no problem, but sometimes it does work.
I also took the helicopter mod out of my community folder and did a MSFS app repair. Not sure if that helped. Often i take off from runways so can’t put block ,etc, but iwill definitely put flex temp and flaps 1 . Cost index, actually sometimes i put very low.