Thanks for the replies folks. The only reason I mentioned the controllers is because mouse controls in VR aren’t great in X-Plane. In MSFS I only use the mouse in VR, no controllers. I love the mouse controls in VR in MSFS. The only thing I would have to complain about is the scroll wheel speed. At the beginning of MSFS it was like that: If I wanted to adjust the Heading, use the mouse over the button, turning the mouse wheel quickly produced large increments, turning the mouse wheel slowly for fine adjustment. Currently the knobs are pretty slow. For example, to set the heading from north to south, I have to turn the mouse wheel for what feels like half an hour. A bit annoying. And the spots that are too narrow are also available in the A32NX. For example, I can’t close the cockpit door in VR, I always have to do it in 2D and only then switch to VR mode.
The two switches simultaneously in the P-38 is of course a problem. They should change that.
I wrote it before. Actually, all developers should be obliged to build in a good VR mode or they should offer demos of airplanes where you can test the VR mode. I definitely don’t buy a pig in a poke anymore. Already spent too much money on planes that were a disaster in VR…
It’s not just the p38 that use the two switches to start operation. Spit is the same as is the DC6 with 4 engines. What I did was to bind engine starter 1 2 3 and 4 to some keys. Then as I hold the boost with the mouse I hold the start with the keyboard. For me these Flying Iron planes got me to sort my keybinds to be more realistic. Starting with two buttons now feels much more realistic in these older birds. I just couldn’t bring myself to start them with 1 click anymore.
I need to correct a couple of my statements from earlier.
#1 - The correct startup procedure is to click and hold the engine Energizer switch until the engine is at consistent RPM, then click and hold the Starter switch until the engine fires. I stated it backwards above.
#2 - I don’t know why I never tried this before, but I just did and it works great! Click and hold down the left mouse button to engage the Energizer switch, then slide the mouse over to the starter switch with the mouse button still held. Once the engine is at the right RPM, release the mouse button (which will release the Engage switch) then click again to engage the Starter switch. Why didn’t I think of that earlier? D’oh!
To be clear, you do NOT have to hold two keys at once to start the engines of the P-38. After priming, you click and hold the Energize key for a few seconds (which gets the engine turning) and then while the engine is still turning, you need to quickly move your mouse over a bit and click/hold Start. The problem(s) with this are this: the click-spots for each are fairly small; and the Energize and Starter switches are three-way switches - click up for one engine and down for the other. That’s historically accurate but it’s not really intuitive for someone new to the plane.
Practice makes it pretty straightforward though. Just do cold and dark starts exclusively for a few days and you’ll get the hang of it.
Agree with all your points. But even after practice I sometimes struggle with it - I have better and worse days. I think the main challenge is the second one you mention - that the clickspots are really small because a three-way switch has only half the clickspot area (click the wrong half and you’re going in the wrong direction). But I’m not sure the devs can solve that on their own - I’m guessing there are restrictions in the sim to how large a clickspot can be. I wouldn’t mind if they loosened the timing requirement a little - maybe unrealistic but there’d be a better chance of getting to the starter switch and setting it the right way.
I’m going to try @OneMoreBulleit 's suggestion and try moving the mouse pointer while continuing to hold down the energize switch.
Wish me luck!
They said they’d eventually get some bindings setup for those switches
I know I don’t have to start it with two switches but it’s just more realistic. I never did find the keybind for boost or energize but starters work perfectly on up to 4 engines. It’s cool they let ya start it with one click each though until ya get sorted.
Hot Steel Turbos. Coming your way soon, and a lot more of goodness for the Lightning. Expect a very, very long changelog
nice! looking forward to the update!
G’day folks!
We are proud to introduce Update 1.1.0 which is a major update that includes a complete rewrite of code to ensure Xbox compatibility, improved FPS and superior systems simulation, as well as the inclusion of the much-anticipated new propeller physics simulation. It also includes various sound, art and tablet improvements and fixes.
Art
- New propeller discs and start-up animation
- Oxygen gauge reflection fixed
- Icing added to exterior model
- Intercooler flaps added (bottom shutter under each engine)
- Fixed several multiplayer artifacts (gear animations, canopy open/close animations)
- New canopy rip-off animation sequence with a rattling canopy to warn you it’s not locked
- A marker line has been added at the elevator trim centre
- Elevator trim disc improved
- Nearly all gauge faces have been redesigned to be a very close match with the original gauges (also easier to read now)
- Yoke now always shows in external view
Cockpit
- Both the MSFS Toolbar menu checklists and the tablet checklists have been overhauled and are more comprehensive
- Checklist added for the Runup phase
- All 3 compasses work now exactly as they do in reality. An overview:
- Directional Gyro (most right) depends on a running engine for vacuum (always worked)
- Standby Magnetic Compass (left top) (always worked)
- Remote Indicating Compass (left bottom) now depends on electricity (use compass switch)
- Compass adjustments knobs now all turn their respective compass 2x faster
- Aileron booster (bottom right, below the flap handle) now can be operated (saves hydraulics during 1 engine operations), this will result in slower roll rates at higher speeds
- Hydraulic gauge responds to aileron input (with aileron booster on), flaps and gear
- Cross Suction scenarios now working as expected:
- Simultaneous left and right Cross Suction cuts fuel to both engines
- Cross Suction from a wingtip will cut fuel to the cross feeding side
- Fuel pump on without engines running now shows pressure (but the mixture lever needs to be forward)
- Electrical systems have been overhauled with authentic battery and generator power levels
- All electrical systems have corrected wattage and amp defined, from heavy starter systems to simple light bulbs
- Oxygen system redesigned
- Flap feather lights now work as per the original aircraft: e.g. if a prop is feathered, and you apply full rudder to compensate for yaw, the feathered light will turn on
- Transponder Code defaults to 1200
- Wing Tip low fuel lights now turn on when there is 10 Gal left (used to be 5 Gal), which corresponds to about 5 min of fuel
- Panel and Glareshield lights rebalanced, glareshield also affects the GNS430 buttons (but not the screen, this seems unsupported in MSFS at the moment)
- Closing a prop feather guard will now unfeather the prop
- Fixed wing and taillights, selection of bright or dim modes now works
- Fuel gauges require volts
- Ammeters only work when the respective engine is running, and the generator is switched on
Engines
- Retuned take-off, climb and cruise performance
- Start-up process is now authentic, meaning you have to hold the START switch first and listen for the flywheel to spool up (about 5 seconds), after which you may hold the ENGAGE switch to couple the propeller.
- A 2 to 4 second prime pre-start-up is now required. When over primed, you need to open the throttle to let fumes escape and wait a few minutes.
- Advanced thermodynamics with custom modelling of oil, coolant, and intercooler systems
- All cooling systems have working automatic shutters, or can be controlled manually as per the original aircraft
- Engine stresses, which build up over time when pushed too much
- Carburettor icing can occur when you fly through a cloud and low MP and are within a 4C (+/- 7C) temperature range
- Priming now requires at least 4Psi of fuel pressure (check gauges)
- The turbo’s steel structure will start glowing when hot (visible in low light conditions)
Sounds
- Rebalanced a few sounds, engine volume etc
- Canopy sounds restored
- Gear movement sounds tweaked, gear bay close sound added
- Switch sound volume upped
- Ground roll build-up improved
- Right engine stutter/delay fixed
Flight Model
- Modern propeller physics
- Open window buffeting (only fly with windows closed)
- Overall improvements in various areas, including overall flight behaviour, landing and better ground handling
- Drag added for all external components that are under your control (all cooling shutters, canopy top and windows)
- Compressibility stalls now coded for a better approximation of the effect
- Dive flaps lift and drag both increased: more lift so you can dive out within 10,000ft, more drag so you keep a good speed when going down at 45deg with minimal thrust.
Tablet
- Live Data page now reflects correct temperatures
- Live Data page now displays drag for individual components (Oil Cooler, Radiator, Intercooler, Drop tanks and Canopy)
- Live Data page displays engine priming status (Under primed, Primed, Over primed)
- Newly designed Auto Pilot, now working well under all scenarios
- Select the Default MSFS pilot if you like instead of the WWII themed pilot
- Dynamic Engine Stresses (previously Engine Damage)
- Dynamic Engine Stresses console, showing where and how much the stresses are
Miscellaneous
- Heavy code rewriting and optimization of almost the entire aircraft, giving you a deeper simulation while enjoying more FPS
- All flight start scenarios have been correctly pre-configured (start on Apron, Runway, Cruise, etc)
- All flights start with full tanks but without drop tanks mounted by default
Thanks all,
Alex, Dan & Rai
Wow! That’s one heck of a set of patch notes! It sounds like my favorite plane in the sim has just turned it up to 11. I cannot wait to wring out this new version!
Sadly, I have to sleep soon and then work all day tomorrow before i get the chance (darn time zones!)
“Oxygen system redesigned” was pretty ambiguous. Curious to know why and how
The new oxygen system’s accuracy is now a closer match to the original, starting with a 425 supply and with correct consumption for all altitudes. There is also more than enough to last a flight as the P-38 carries 3 oxygen bottles, outlasting your fuel supply easily.
The blinker’s breathing speed is also slightly revised to represent an average breathing pace. In addition it will go faster as G-Forces increase, simulating the more intense effort required to breath.
Finally, you don’t know how long I have waited for canopy sounds!
Wow, what a changelog! You weren’t kidding when you said it would be a long list. Huge props to the team for your hard work to make the aircraft even better. I look forward to trying out all the improvements.
I see what you did there
Great that the aircraft still gets so much love from the devs! I can only recommend it to everyone who has not tried out out yet. Worth every penny.
Does the new prop physics have noticable effects in normal operation?
This is a lovely update! These guys are great at what they do, LOVE the commitment!
I tried it out last night. Love the update. So smooth and amazing. It does not like it when you pop the canopy while in flight, loud bang and lots of shuddering
Anyone have any tips on getting the Left Engine to start or in-game keybinds? it’s very difficult to click just right for the Engage and Start to toggle forward. I can get the Right Engine. I use the mouse in VR and I used to be able to scroll up repeatedly and rapidly. But now, when the switches cycle back for a split second its enough to cancel the operation. Rather not have to use Ctrl+E to start the one engine.