Jump to content


  • Content Count

  • Joined

  • Last visited

About Jm8592

  • Rank
    Flight Student - Groundwork

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Right, thanks for putting it more clearly than I could. I started to try and think about what blahhh was describing and from his prospective, as a developer, building an algorithm, just confusing myself more . The autopilot always reacts the same. It always wants to get to near level flight to capture whatever new target speed you set, weather it is in a climb or a descent. If the amount of speed change is small, it does result in a smaller pitch change by the autopilot, but only because, as Propane says, it doesn't have a chance to get to near level, before it has to pitch back again to maintain the new bugged speed. Not because the autopilot reacts differently to the small change. The autopilot can also be manipulated into making smaller pitch corrections, by the crew, by how quickly or slowly they make power and/or speed bug changes. Twisting in the speed slowly, or adding power slowly, it still reacts the same, but your manipulating it, by causing it not to have a chance to get to near level. Basically, when in speed mode, if the bug moves, or if airspeed changes due to power settings, the autopilot always reacts the same and wants to get to near level, just sometimes it doesn't get the chance to get there, before capturing the new bugged speed.
  2. No problem at all. And I'm no developer, but yes I think that would work. Thanks for taking a look at it!
  3. It doesn't seem to matter, try it near max gross, or try it lighter, it has been doing this at all weights for me. If you follow the profile, once your at 1000ft alg, and on the autopilot, and climbing at the speed you set when you pushed Speed Mode after gear up, (should be around V2+12), then twist in 250kts and see what it does. Again, if you do this, the aircraft should pitch over to nearly level, and start accelerating until it captures new bugged speed of 250 that you set and then resume the climb at 250. You can set anything really, you can set 230kts, or 290 or 310. In the real aircraft, the result is the same. Smoothly pitching over to almost level flight, about 100-200fpm until it reaches whatever speed you set. Not still climb at 3000fpm, while getting there. The only way it should climb like this is if you selected a speed lower than the first speed, not higher.
  4. Hey Hans, sure, the example that I gave in the first thread is the real life take off profile, and again explained also in post 8. Also described by another in the real world tips and techniques thread. See Propane's post. But no prob, I'll explain it again: This is a somewhat simplified version, because in real life, both the non flying pilot, and the flying pilot have duties, and in the sim obviously, your doing it all yourself, but the actions are the same. To clarify, nothing is preselected on the FCP, and only the altitude level is set. Alt is not preselected, nothing is preselected. Just set the the first altitude that you are cleared to, or that's on the SID. Say 6000ft. as an example. On line up, sync heading to runway heading. Press toga on power levers. Advance power to about halfway, around 70% N1 to make sure engines are stable and together. Then set thrust to takeoff power. At V1, obviously you are committed, hand off the power levers and both on yoke. At Vr, smoothly rotate up to the command bars. At positive rate, gear comes up and press SPEED Mode. Then at 400ft agl, press heading Mode. Or it can be NAV, just select a lateral mode. Then at 600 ft. agl, select autopilot on. Now the autopilot is flying the plane, and climbing out at the speed that was selected when you pushed Speed mode at gear up, which will be around V2+12. Let it fly there, until you reach 1000ft. agl acceleration altitude. Now at 1000ft. agl and clear of obstacles, you'll want to accelerate and clean up the aircraft, bringing up the flaps, so twist in 250kts, on the speed. The aircraft will then smoothly pitch over to nearly level flight, 100-200 fpm, as it speeds up to reach the new bugged speed of 250kts. As it speeds up past 200kts. start retracting the flaps. And then once 250kts is reached, the aircraft will smoothly pitch back up and resume climbing at 250kts up to the 6000 ft you set. You can set climb power now. Basically: Positive rate--> Gear up, Speed Mode--> 400ft heading mode--> 600ft autopilot On. --> 1000ft accelerate to 250kts and retract flaps. Now, like I've mentioned in other posts on this thread, the issue is the Aerosoft CRJ won't smoothly pitch over to almost level in order to reach the new bugged speed of 250kts. It actually never gets there. It slowly tries, but ends up somewhere in between the the two speeds still climbing at 3000fpm+. And once it finally does get to around to 200-210kts and you retract the flaps, I've noticed it gets even worse, pitching even higher to 4000fpm+. Again, the real aircraft does not do this of course. But, I guess you've basically summed it up, with the fact that this just for entertainment proposes. This is my first aircraft from aerosoft, so I may a have had a little too high expectations. I don't know?? And honestly, I'm not try to be the negative nancy, complaining and pointing out problems. I just got back into flightsims this past spring, and saw this aircraft was being developed, and I was looking forward to it just like everyone. I'm just pointing out what I've found in hopes that it may lead to a fix in order to make it a little better. I remember when the original FeelThere Regional jet Experience-CRJ came out 14+ years ago for fs9, and it was actually pretty accurate, especially the flight model and flight characteristics. Perhaps I was just expecting this to be similar. Anyway, you've done a great job with modeling the systems, and to get this accurate, along with some of the other bugs you are currently addressing, would make this a great aircraft!
  5. You got it. To protect against inadvertent reverser deployments. And they cannot be inadvertently be deployed when they aren't armed. So as soon as they're not needed, (i.e. airborne, after takeoff), they are disarmed. And then re armed again, during the landing checklist.
  6. Exactly. This is what I've been trying to explain. Using the real wold take profile, for me, it hasn't been performing correctly. Has anyone else tried this profile? I'm still consistently getting 3000fpm+ climb while the auto pilot is trying to accelerate from V2+12 to 250kts.
  7. Yes, that only sets, the engine power to toga mode through the fadec. If you want the flight director to go to toga mode, you push the black button on the side of the power levers.
  8. Well try it from the initial acceleration from take off to 250kts as I discribed above. On line up, sink your heading to runway heading, press toga on the power levers, set take off power, at Vr, rotate up to the command bars. At positive rate, gear up and press speed mode. Then at 400ft, press heading mode, and then at 600ft, turn on the autopilot. Let it climb there for a few while you wait to get to 1000ft agl, and then twist in the speed to 250kts, and watch.. What does it do for you? Does it decrease pitch to about level, 100-200fpm, while accelerating to reach the new bugged speed then of 250 then? If it is functioning correctly, at no point between the two speeds, should it be climbing at 3000fpm. I'd like to find out if it is just me seeing this. If some other current real wold CRJ pilots would try it. I know there are a few on these boards. Just try and fly your real world take off profile, and see what it does. I only flew the 200 back in the day, but really, no aircraft will do that.
  9. Thanks Hans for the guck reply. Right, it's pretty much there, just seems to me like some small adjustments could help. No hard corrections, it'll all happen smoothly in my example above as well. At any rate, it's just my take on it. And I also do know that it could have a lot to do frame rates and how the sim is performing, but I've tested it many times in many different scenarios, and that's what I've seen. I'd be interested to hear what some other current real world CRJ pilots say, but anyway thanks for the reply and info on not planning to change anything on this. Jeff
  10. Ok sorry about that, my bad, thought I was in the manual flight, auto flight and fms forum when I posted. Thanks for moving it.
  11. Autopilot response is pretty slow and it often over corrects, particularly in the vertical axis and Speed mode. An example: On takeoff, you rotate and pitch up to the command bars, and at positive rate, gear comes up and speed mode selected Then at 400ft, heading mode selected, and than at 600ft, autopilot selected On. Aircraft is now climbing with the auto pilot on at the speed that was bugged when you hit speed mode. (say about 160kts as an example). At some point, usually around 1000 feet agl, you'll eventually want to speed up and clean up the aircraft. So you you dial in 250kts on the speed. Once you do that, the aircraft should smoothly pitch over, and adjust to just about level flight, in order to reach the new bugged 250kt speed. And once it does, it then smoothly pitchs back up and resumes the climb at that 250kts speed. When you do this in the aerosoft CRJ, it reacts to slowly, and never really pitches close to level flight. It will slowly try to get to the new bugged speed of 250, but it is still climbing at 3000fpm while it does! That is pretty unrealistic, and again, it should pitch over, fly just about level, until it reaches the new Speed you have set, and not still climb at 3000fpm while it's slowy trying to get there. Other times, it climbs below the speed that was selected. Just something that I've noticed. It just needs some fine tuning as it seems a little just a bit off.
  12. Mathijs, Its not the texture. I have the correct fx_2.bmp texture you referenced in this thread: http://forum.aerosoft.com/index.php?/topic/125290-nav-light-issue/ And I have the same issue, shown in christan85's pictures above and the others people have posted. I have followed the other threads on this hoping to find a solution, and the only way I have found to not have the nav lights shining on the pavement, and landing lights illuminating buildings during the daytime, is to turn off dynamic lighting. Can you confirm that this is the way it is supposed to be? Thanks!
  • Create New...