many thx for your help and support!
That was probably not my best idea ever. After some more testing, I now understand why the defaults are what they are. I’ll have a fix for it soon. Until then, be aware that strong ground winds need careful handling and wind correction. Even with correction, the effect of ground wind seems exaggerated.

I have another question maybe you know a solution to it. I am using a bushdivers va livery and everything works great. But there is one visual glitch which I could not solve. When the propeller starts to spin the spinner becomes magenta. So I guess I know it is a texture which doesnt work in msfs24. Do you have any idea what texture or file could be the culprit? On the standard liveries from aerosoft there is no such issue. So I thought maybe copying the specific file and paste it on the bushdivers livery maybe solves it…but I have no glue about what file or files I need to touch
Most likely reason: the graphics file is included, but there’s a mistake in layout.json that prevents the sim from reading it (MSFS2024 has become more strict in that respect). There are tools on flightsim.to that let you regenerate the layout.json, try running one of these tools on the livery folder (and only on the livery folder).
I only use the default liveries, so this is second hand information. Take it with a grain of salt.
That’s not really how those numbers work. The zero_speed one is the minimum speed (in feet per second) at which you’ll feel any crosswind impact. The max_speed one is the speed (also in feet per second) at which full crosswind impact will be felt. Something with a fully castering tailwheel is best set to have impact full time, typically setting both to -1000. But something with a steerable nose/tail wheel, setting them to -1000 means the steering doesn’t work properly at near-zero speeds, requiring excessive control and ignoring the stability of an airplane near-rest. I tend to set those to 5 (about 3 knots) and 40-60 (24-36 knots) though it varies from plane to plane. Setting the range too high or too low can have a large impact on taxiing and crosswind handling during takeoff/landing.
I will give it a try
I should have asked before I plowed ahead with this. I actually had this right before and only used ambient wind, but then I got seduced by the dark side. ![]()
edit:
This has .259, which almost (but not completely, I think) restores the previous ground behavior.
ok so I tried a conversion and it still doesnt work no idea need to dig deeper
Patch notes v2024.3.258 → v2024.3.260 - Ground Handling Hotfix
- Flight model: Fixed a misconfiguration that turned ground operations in wind into a nightmare.
- Props: Added Secure Props to the EFB Systems tab. The latch releases automatically on engine start.
- Hydraulics: The electric pump behavior is no longer matched to the audio event, resulting in fewer actuations.
- Autopilot: Changed Trim in Motion annunciator to light in sync with the Trim in Motion callout.
- Chocks: Fixed wheel chocks that could end up misplaced when spawned during the loading cinematics.
I cannot wait to try this out this weekend! ![]()
I haven’t “fixed” autostart yet. Half a year into development, you appear to be the first person to have tried it. ![]()
The default autostart, inherited from the base aircraft, starts both engines in quick succession, which is physically impossible, and it introduces fuel way too early, resulting in a severe hot start.
At this point in development, hot starts are cosmetic. They produce placeholder flames and smoke, and make the engine hot section appear as a damaged component on the maintenance tab (if the reliability system aka wearteardamage system is enabled), but they don’t have any lasting effects. The smoke clears as the excess fuel is burned, and you can still go flying.
The recommended way for a quick “autostart” of the modded Twotter mod is this:
- Open the Twotter EFB app, go to Checklists and run the minimal set in “Autocomplete” mode:
- Engine Start Battery
- After Start Checks
That works from the outside (walkaround or drone cam) as well.
Preview: v2024.3.263 is on Google Drive. I added working Autostart (Ctrl+E) / Autoshutdown (Shift+Ctrl+E) and completed the compass system with a flux valve in the right wingtip, a slaving control unit on the Instruments tab, and some refinements to the directional gyros.
I learned that the stock sim’s gyro drift is a dice roll. At the beginning of each flight, the sim determines a random drift value and then applies this fixed drift for the duration of the flight. Of course, that’s not how gyroscopes, magnetic fields, or the earth’s rotation work.
As usual, I replaced the stock system with custom code.
The flux valve is simulated as a physical device that behaves like a pendulum and is affected by acceleration, attitude changes and the shape of the magnetic field based on geomagnetic latitude.
The directional gyros are affected by apparent precession (earth rate drift, based on geographic latitude) and real precession (mechanical drift caused by imperfections of the gyros: that’s where a dice roll makes sense; if you use persistence, these hardware flaws are stored per variant).
This is one of the systems that nobody cares to implement correctly because most users won’t notice it exists, and if they mishandle it, they will just end up complaining about a broken plane. But it’s the groundwork for a real failure, and perhaps it piques someone’s curiosity just enough to go and find out why it exists and how it works.
Operation of the Slaving Control Unit:
- If you don’t know and don’t care, just leave it on “SLAVE” and you won’t notice a difference.
- In “FREE” mode, you can adjust the Captain’s side HSI card using the CW (clockwise) and CCW (counter-clockwise) buttons. A digital readout on the Instruments tab provides the Whiskey compass heading, so you don’t have to move the camera around to get a precise reading (remember that the Whiskey compass is only reliable in straight and level flight and with Window Heat off).
- When you switch from FREE to SLAVE, the system enters “fast slave” mode (30°/min) until the card is synced, then it falls back to the standard slave rate of 3°/min.
- The FO-side HSI is not slaved and has to be adjusted manually.
- In recent manuals, the modes are referred to as “AUTO” and “MANUAL”, but when our Twotter was equipped with this system, we didn’t know better and the engraved labels said “SLAVE” and “FREE”. I stuck with these labels for historical accuracy, not to hurt anyone’s feelings. Move along. Nothing to see here.
- Note: all the manuals recommend disengaging the autopilot while in fast slave mode or while the pilot is slewing the cards manually.
I did not implement an automatic disconnect (the manual mentions it as capability, which I read as “at the operator’s discretion” or “determined during installation”).
My advice: don’t be in HDG mode while you play around with the system. - The sim’s Assistance / Gyro drift setting is not respected by the mod.
As always, looking for feedback, in this case specifically from pilots. Does it look and behave as expected?
It’s been a few years since I’ve posted on this forum but I definitely wanted to drop in and say thank you to @aurel42de and everyone else contributing to this mod. I was really dismayed with how Aerosoft responded to the last community mod and while it’s unfortunate the model is no longer available commercially it sure is great to be flying it in the sim again!
Thanks for your kind words. Encouragement like that makes a difference when I’m fighting stock sim windmills. ![]()
If anyone wants to support the project by creating a list of Twotter liveries (which ones work out of the box, which need to be fixed with one tool or the other), I bet users would appreciate it.
If you have the time and are into liveries anyway, sharing your experience would probably save other users some frustration and gain you a modest amount of Karma points!
The EFB app refuses to start if the mod isn’t installed correctly (or if a broken livery prevents the sim from initializing all components of the mod), but it should clearly say so. I’ll contact you on DIscord to troubleshoot this.
Edit: This is “just” a layout bug. The splash screen doesn’t show the buttons when the tablet renders in landscape mode. *facepalm*
The fix will be included with the next release. Until then, as a workaround, please switch the tablet to portrait mode, just for the splashscreen (you can return to landscape immediately after). Sorry.
This is what it was supposed to look like:
Roger, workaround works!
I’ve been living in an FSUIPC-only world for decades now, and so I’m generating a file with events for it to read. FSUIPC borrowed the format of the file from Mobiflight.
If you’re using Spad.next or Axis And Ohs or some other tool to manage your input devices: how does your tool discover which input events an aircraft supports? Does it query the sim? Can it read a Mobiflight-style events.txt file? Does it need a different format?


