New optional propeller simulation system?

Does anyone know how we turn this on?

As I understand it, it’s an option for developers to enable. Not an option for end-users. So if you’re flying an aircraft that has it, that’s it.

It’s a poor choice of words on Asobo’s part for that feature. The “optional” part is for 3rd party aircraft devs. They can choose to include it in their new planes or not. For end users, it’s either on or off by default depending on the plane.

For the time being, it’s only been enabled on the 3 planes listed in the patch notes.

The G36 Improvement Mod project has also included it.

It’s definitely on the King Air 350

As someone who flies it often (in MSFS), I can immediately tell a difference in performance and handling especially on an engine fail.
Did they improved some sounds too?

EDIT. I spoke too soon .. Not Happy now.

That’s pretty neat. I’ve been flying around on the 350 now for about 20 minutes single engine. I’m impressed so far.

I was searching how to enable this, thanks, surely a bad choice of words and very confusing. So to be clear, it´s enabled by default on those 3 default planes?

That’s right.

I could be wrong but there may be a way to edit some planes config files to add the new prop sys parameters. I only saw others discussing it briefly and haven’t tried it myself.

Yeah, in the engines.cfg on the planes that have it you will see the new entries that start with prop_mod and you can technically copy and paste it into the engines.cfg of another aircraft.

Just as a recap “ New optional propeller simulation system with hundreds of moving surfaces covering the propeller realistically simulated has been implemented on 3 planes”

  • Cessna 152
  • Cessna 208 B Grand Caravan EX
  • Beechcraft King Air 350i

Can’t say I am loving it. Ground thrust seems to be like multiple times what it used to be, 350i still doesn’t slow down enough on approach… floats floats and floats in ground effect.

And it does not include 152 Aerobat, or does it?

-eelis-

No does not

Cut power to both engines, feather both props, and it becomes a glider :grinning_face_with_smiling_eyes:

Has this been updated already? Maybe I have an old link my last release shows Sept of last year? I’ve been using this: GitHub - erikgeo/msfs_g36_project: Improvement project for the MSFS default G36.

So is it implemented in these planes by default or you have to do it in developers mode?

By default. There is no way to switch this on or off for the end-user. “Optional” means, that in the flight model config files, the aircraft devs can chose to set it to the legacy prop physics or the new prop physics. (+ sub parameters of course). For the three mentiones planes, Asobo changed the flight model to the new prop physics. 3rd party devs can do this now too, but they can also stick to the old model which will still work in the future.

Are you saying that the engines.cfg modifications that vibrophil mentioned won’t work?

It’s really quite easy to add it to any PC plane that is not encoded.

Adding it is easy, setting the values is NOT, as currently there is no documentation.

SO, strictly, currently, it’s not even for the Developers, unless they want to mess around spending hours experimenting, with trial and error, as they try to figure out what each parameter really does, and how they interact with the rest of the flight model.

Documentation coming soon – sound like a broken record, but we will see,

For those who have started to get into using it, it would seem to be a great addition, and adds some much needed flight model control.

Already quite a few non-payware mods are turning up to add this (in whatever state of accuracy) to existing planes,

Sorry, I meant in the settings of the game. It is of course possible to fiddle around in the cfgs. :wink: