As I know , the one beta tester is flying only in VR (all the time) so all tests etc are done in VR mode too.
Sounds like Draco might be right up your alley.
680 horsepower, a top speed of 205 miles per hour, a 180 miles per hour cruise speed (while sipping just 28 gallons per hour) and a stall speed of only 35 miles per hour
But wasn’t it destroyed in an accident unfortunately? The owner survived, iirc.
yes, however Draco is iconic plane
Yep, he was very lucky. The buld videos are a real treat though. Just searth for Mike Patey on YT.
He got himself together and decided to build Scrappy. Tbh while Draco was awesome, Scrappy is 10x as cool imo. That think is insane and has a piston engine instead of a turbo prop.
@WaldoP3pper Tbh i am a fan of Draco, but not a fan of flying turboprops in the sim. I do want Scrappy though. Just with a better prop then what he has atm. The new prop will be awesome i think.
Got Question:
I want to ask if you please, please would take care of that switches and dials are controllable from hardware.
If the devs don’t come up with something, I’ll make (and share) AAO scripts for this around release. I’ll include the Comm/ADF frequency keypad input commands there as well for the Polish legacy radios.
I use FSUIPC, though. I just need switches, buttons, dials and events exposed. Not every dev does it.
That would certainly be useful. In my experience the ones that run under the radar of the dev mode and event monitor hook (does FSUIPC have event monitor?) are light potentiometers and functions that alter electrical circuits/buses and such. In addition, many of the Asobo templates and some of the avionics (GTX330?) seem to be BVARs which aren’t even supported by all these programs.
Yes, it has.
Also you can use SPAD.next, this soft is better for whole configuration, even is better than FSUIPC. You can use LVAR function and combinations for each switch of you hardware (also makro).
I’m a long time Lua developer and love this powerful script language in FSUIPC.
Problem with SPAD is that it doesn’t support BVARs AFAIK. That was the only way I managed to (with AAO) interact with the oil cooler lever on the F6F which was set up with just the default Asobo template and no LVAR. Might be the case here too.
Forwood Farm has entered initial testing with the Beta team, and they have been enjoying it thoroughly!
I’ve got a short list of items to tweak and some additional clutter to place around back of the buildings, but the scenery is now pretty much feature complete.
I’ll be doing a video soon to dive into the scenery a bit more, but until then, here’s a volley of screenshots shared by Willy and YoYo!
Looks very sharp and neat! Do the horses move or are they stuffed?
Animated, but just standing around. Hoping to make them walk around at some point, but haven’t quite figured out the scripting for that yet.
I do hope the horses are study level. Like if we don’t feed them they, well, you know…. They probably need to get shots too so make sure you add in a vet.
KIDDING!!!
Can’t wait for all this, not normally my kind of plane but the detail can’t be ignored. Thank you all for raising the bar!
hope that 4 legs guys are animated. i so scary static alive objects in the sim. it’s like something really wrong happens
Animated with Sound. Don’t you worry!
Initial Sound Pack is done! Doing some cleanup, adding some more sounds here and there and then shipping her off. Enjoy some more previews. Progress is ramping up and we are mainly cleaning up now. No word on the final release date. Still want to ensure sounds are as expected. But things are moving fast now!