Hello everyone, I’m the developer for the Grumman AA5 family. I’m really glad you guys are excited and have been enjoying flying in the aircraft so far! Over the next days I’ll be scouring the forum posts and videos so I can compile a list with all the bugs and adjustments to make, so I can hopefully deliver a patch as soon as possible. Any reviews, bug reports or nitpicks are very welcome! And thank you for your general positivety!
@BrainyRain84114 I will take a look at this, maybe it’s some botched camera configuration or some interior collider problem. Can you please provide a screenshot? I unfortunately don’t have any VR equipment to test with, but I will take a look. It could have to do with the interior colliders since the canopy has a different collider model than the rest of the interior - the intention with this is so that it rains/snows inside when the canopy is open, but maybe this is causing a bug. Again, a screenshot would be very helpful, if you could provide it.
@RoosTaZA Thank you so much for the detailed review! Any information from a real-world AA5 owner is invaluable to me, so thank you very much! I am really glad you enjoy the modelling and the textures. As far as the reversed rudder pedals and the 90º degree yoke, these will be fixed for the next patch. And as far as the stall warning tab, do you mean the little extensions on the trailing edge of the ailerons? You are right, I completely forgot about those - it should be an easy fix hopefully, but it might take some time since I have to update all of the models and textures. Still, I also added it to the list of things to fix.
As far as the castering nose wheel - this was a bit of a design decision in an effort to make it more accessible to people that don’t have a full sim rig and that might find it harder to use differential braking to steer. Honestly, this is a super easy fix since it’s just a matter of changing a single value in the flight_model.cfg files, but I am still a bit torn on how to proceed with this. I don’t think it’s possible to make this an option to change the behaviour in-sim via the POH, so I guess I’ll either need to keep it like it is and give players an optional flight_model.cfg file to change it to a caster nose wheel, or make it a caster by default and give players the option to change it to the default setting. Again, I’m still not sure how to proceed about this, so I’ll keep looking for people’s opinions.
I’ll also be fixing the flap configurations to make it handle more like the real world, so thank you for your details. But the flight dynamics have also been a point of contention, since most of my testers described the airplane as “twitchy”. The AA5’s are known for their sporty behaviour, but I feel like I haven’t yet achieved it. Would you say that the roll needs to be more sensitive (ie. less movement for greater roll) or have more authority (ie. same movement, but greater roll). This should be easy to fix in theory, but getting the “feeling” right might be a bit harder.
Each aircraft comes with a default panel variation every time you load in (VFR for the Traveler, IFR for the Cheetah and IFR-GPS for the Tiger) - again this was more of a design decision than anything else. I chose to do it this way to give people a bigger variation from the get-go without having to configure the aircraft first, but for most of the development cycle the configuration states were saved between each flight. I can easily make it this way again, it’s just a matter of deleting a couple of initial variables. This is another thing that I wasn’t 100% sure on how to proceed, and it was more of a design decision. But if more people feel like you do, I’ll definitely change it back. As far as not being able to change options, is the engine off and the parking brake engaged? This is the only way to change panels - but I’ll look at it again and see if it works as intended, maybe I introduced a bug somewhere along the line and it’s broken since I last tested it. But it should work.
Lastly, I haven’t experienced the flashing instruments during pausing at all. Did you use the active pause, or the debug “pause simulation” option? I’ll take a look at this, but it might be a MSFS problem, not sure. I used both the active pause and the pause simulation a ton of times during development and never ran across that bug, so I’m not entirely sure what might be causing it.
Once again, thank you so much for the detailed review!