[RELEASED] DoubleEnder | Got Friends

That is quite the changelog, and more to look forward to as well - thanks for your dedication :grinning::+1:

Have it updated but haven’t had a chance to try it out yet. Looking forward to doing so later.

This is all changing with the new overhaul, including brakes and ground effects. After v1.0.4. we welcome all feedback with the new physics engine. Cheers! :slight_smile:

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Great update guys, this one keeps getting better and better. I’m happy I kept it. Did this update also fix the crashing at certain addon airports ?? Have not tested yet but thought I asked.

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Sounds great!

And after that floats … right? … Floats?? … FLOATS!!! :crazy_face: :grin: ā€œWe all (wanna) float down here!ā€ :clown_face:

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Thank you very much for the update. I’d like to ask you guys a couple questions if i may, you know the box on the left that gives you the engine options, well as far as i understand it, TO is for take-off, climb is for climbing, cruise is for cruising, but what is hold? Is that what the engines should be switched to when landing? Also, what is Beta? there’s a separate switch with ā€˜beta’ on it, and i have no clue what it does.

If anyone could let me know i;d appreciate it, i know i can put the engines to automatic and none of that will matter, but i’d still like to try and fly with them on manual, and know what each setting does. As for the ā€˜coarse’ and ā€˜feathering’, again unfortunately i have no clue what those are.

Beta puts the front prop into reverse mode I think, but the rear can only be feathered. Hold lets you fully manage the pitch I think using the fine and course switches. Not actually played with those myself though so not entirely sure how they work.

Page 5 in the manual has this explanation.

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Ah i see, so perhaps putting the front engine to beta would make landings even shorter? I’m going to give that a go, thanks a lot.

Jonx Simulations explained the Air Master in the initial release video, which is really cool. And beta is how you could back up on the ground. The feature of hold is covered a bit later in the vid.

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I can’t really remember how it was before the update but the engine sounds are very very low after the last update (marketplace), maybe there is a volume setting I didn’t see.
Anyone thinks engine sounds are too low?

Did you accidentally put on the headphones? There is a clickspot for that behind you over the left shoulder. They mute the engine sounds significantly.

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Hmmmm I might have done that accidentally… Thanks for the tip!

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That was awesome, really helped me out. Seems like Gotfriends really do great work, i didn’t know about the sliding window either :smiley:

DoubleEnder | Official Update | Version 1.0.4.
Available Now for Website Owners
Submitted to Microsoft for Marketplace Owners

This update has been a massive undertaking and I would like to give a huge shout-out to Got Gravel for putting in the extra time to getting this right! This update completely overhauls the ground handling physics and injects our custom physics into the simulator. You now have a choice between ā€œSimplifiedā€ Ground Handling and ā€œAuthenticā€ Ground Handling. Simplified is focused more for controller and non-rudder pedal players. It will give you the free-castoring tailwheel some linkage support and aid you in take-off and landings by significantly decreasing weathervaning, p-factor and ground loops. Authentic will give you the best real world representation of a free-castoring tail wheel and it comes with all the nuances of take-offs and landings. We highly recommend you use rudder pedals if you are using Authentic. Simplified is the default option, even for prior owners, so make sure you experiment and find the option that suits your hardware best. If you guys have any questions, feel free to ask our team for help.

Official Changelog | Version 1.0.4.

  • Added Fully Custom Ground Handling Physics overriding Asobo Physics
  • Added Ground Physics Option to MVP-50P Aircraft Configuration Menu (Simplified or Authentic)
  • Simplified Ground Physics are now Default for all users, regardless of prior ownership. Set to desired selection on next load.
  • Ground Physics added to Persistence. If you select Authentic, you’ll stay Authentic
  • Simplified Physics includes simple free-castoring tailwheel, no weathervaning, no p-factor, no groundloops, and 12% rudder linkage
  • Simplified Physics recommended for Controller users, Button Brake users, and Non-Rudder Pedal users.
  • Authentic Physics includes complex free-castoring tailwheel, weathervaning, p-factor, groundloops, and no rudder linkage
  • Authentic Physics aims to replicate real-world physics and their nuances during take-off, taxi, and landing.
  • Physically Accurate Turn Coordinator
  • Topography Livery Updated
  • Ambient Flap Drag/Wind Noise Fixed
  • Updated Flight Manual

Update Available: https://www.got-friends.com

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This might be a dumb question but how should I stop this plane using button brake? I would preferably do a three point landing with this plane. However, I was either dangerously close to nose over or overrunning the strip, and sometimes skidding off the side. Could there be an option to adjust the braking force?

Try to learn how to use beta on the front engine for landing. Not done it myself but heard it works to slow you down quickly. And for digital braking, cadence braking rhythm is your best bet!

What I found annoying about cadence braking is the random lag between pressing down the button and MSFS responding the brake. It seems like the action of hydraulic braking in airliners but probably not for small GA. I’ll definitely try to arm the reverse and feather and flick those switches after touch down. I hope to find a key to bind them to.

Yes I know what you mean. You have to pre-empt it and get used to the exact duration to hold it then release for like 0.3 seconds then press and hold again. And change the timing progressively as you slow down so you don’t hold it on too long.

It’s a lot to do whilst also trying to keep it straight and focus on pulling back just enough but not taking off again. Also retract the flaps as soon as (or even just before) you’re down. A lot to do in those moments :slight_smile:

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Yeah, if you’re using button brakes, it’s either full brakes or no brakes. So your only option with a top-heavy aircraft like the DoubleEnder is to tap and hold, tap and hold, tap and hold, rhythmically until you are safe to stop fully. Helps to load more cargo as well to weigh you down. You can also pull back on the stick to force your tail to the ground. Alternatively, I don’t have rudder pedals either, so I’ve mapped a slider axis on my hotas throttle as my brake axis (x52). That way I can apply pressure with my thumb instead of going full 100% brakes everytime.

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Oh that’s awesome! I wasn’t aware that I can map a spare slider to brakes. Will certainly try that and see how I can grad the stick while reaching everything else. I agree there’s quite a lot to do when landing in a short field :joy:

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DoubleEnder | Another Replacement Package Reminder
Yes, it’s me again, reminding you about using the UNR Packages

It is critical that if you are using the Optional WTT or TDS Replacement Packages (Provided by our Team), that you are using the UNR (Update Not Required) Version. If you are still using a 1.0.0., 1.0.1., or 1.0.2. Version, it will override Core Files of your DoubleEnder v1.0.4. update. Nobody likes a broken cockpit or messed up ground physics. So PLEASE ensure you are using the UNR packages available on our website. If you are unsure what version you are using, open the replacement package’s manifest.json with notepad and ensure you are on v1.0.3. (Which is the UNR Version). Or better yet, just delete whatever you have and redownload the UNR version from our website. Cheers!

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