You are on page 1of 3

Sikorsky S-92

DMO Flight Design

Changelog Version 1.4 (for X-Plane 11)

• • Updated aircraft files and assets to function in X-Plane 11 (XP11), this update
requires XP11.    New aircraft and object files include destruction on crash (for the
standard and VIP S-92 variants), catastrophic impact results in fire and wreckage.   
The wreckage is still a work in progress but adds to the visceral impact of “buying the
farm”.
• • Updated and improved texture normal maps to account for new shader model in
XP11, namely metallic/reflective materials and exterior glass.
• • Updated exterior model so that the APU exhaust appears on only the left side.
• • Updated cockpit object with new FMS (recommend clicking the FMS screen to
open the FMS pop up, as opposed to manipulating the 3D buttons).
• • Updated cockpit object with new main engine power control levers (throttles), to
include release/unlock buttons on the sides of the lever knobs.
• • Updated flight model responsiveness, further honed the response time of control
surfaces to create the implied sensation of mass and scale
• • The simulator data for the camera device (which drives the search light in the
search and rescue “SAR” variant) changed, so the animation has been relinked to that.
• • The SAR and CH-148 variants now have a functioning camera screen in the
rescue crew member’s position (the seat in the cabin with the camera/searchlight
control console).
• • The SAR and CH-148 variants now have an animated camera gimbal, which
moves in response to the rescue crew member’s control console.    You will notice in
exterior views that the camera (the gizmo hanging under the nose of the aircraft)
actually moves in response to user input.    The camera and searchlight are linked, so
they will always point in the same direction.    To control the searchlight and camera
without positioning yourself at the rescue crew member’s console (in the cabin), a
joystick or keyboard button needs to be linked to the camera pitch and heading offset
parameters.    Sadly, in the current version of XP11 there does not seem to be an
option to link those parameters with a keyboard or joystick button, but if that changes
one day you'll know what to do.
• • Some engine parameters are different in XP11, the flight models have been
adjusted (namely the starter) to work under these new parameters.    The engine starter
from version 1.3 will not successfully start the engines in XP11.
• • Added/edited sound; there is a new gear deployment sound, low rotor alarm,
master caution.    There are some issues with alerts and system failure sounds that will
hopefully be worked out soon in the sim and plane maker.
• • A new plugin increases the effective strength of the rotor brake, allowing the
brake to “stop” the rotors from spinning while the main engines are at idle.    Props
seem to never quite stop completely in the sim, but they will now slow down to less
than 2% of the designed rotor RPM with the rotor brake applied and both engines
running.    Linux plugin is not yet compiled or tested however, due to low value of this
plugin’s function and the immediate need for overall functionality in XP11, the release
of 1.4 will not delay for this.    Apologies to Linux users, you are truly not missing much
at this point.
• • The rotors run at a slightly lower, more realistic RPM when the engines are at
idle
• • The menu interface of the simulator has changed in XP11.    You will notice that
there are new icons for each aircraft variant and livery.      As always, you can only
apply liveries that match the respective variant you are trying to fly (e.g. a VIP livery will
only load if you are loading the VIP .acf).    The powers that be at Laminar want us to
resign ourselves to their “Generate Icons” function, which results in a small icon with
little in the way of discernible detail.    Sadly, this limits the ability of the sim’s icons to
aid in rapid/efficient visual recognition of the varied choices (some paint schemes and
even the variants are not easy to tell apart).    Alternative icons are available, which
actually highlight the differences of varied aircraft types and paint schemes.    Perhaps
they shall be shared somewhere on the forum if desired, although organizing them into
the directory structure is a bit of a pain.
• • To make things a little easier, and avoid carpal tunnel syndrome as a result of
scrolling the mouse wheel through dozens of liveries in the menu, aircraft variants have
been separated into subfolders.    This does waste some disk space due to redundant
copies of certain assets, but enhances usability in the long run.    Note: If your livery
collection gets large, consider using they drop down list in the flight configuration
menu, as opposed to scrolling linearly through them with your finger or mouse wheel.
• • The mapping of textures has not changed significantly, any third party liveries
should still work with little or no trouble.    The normal maps and shader model have
changed so keep that in mind (certain objects will be expecting a normal map that
contains metalness cues).
• • The rotor blur texture of the CH-148 and VH-92 has been improved to smooth
out the gradient.    An unsightly clump of pixels existed previously which were a bit too
opaque.
• • The cargo compartment light is now hidden when the cargo ramp is closed.   
Previously, it would spill light onto the aircraft and surrounding terrain (if nearby)
despite the cargo ramp being closed.
• • Took away the 2D Panel in favor of a hover-friendly view.    One of the most
challenging aspects of flying a helicopter is maintaining a hover.    This is made
exponentially more difficult if you can’t see any valuable points of reference.    If you
have a head tracking system this may not be a huge deal because you can move your
virtual “head” in the 3D cockpit (i.e. to see over the glare shield).    But for those without
head tracking or a wide-angle panoramic projection system, the instrument panel can
be an annoying obstruction when, for example, trying to land on the frigate or an oil
platform.The forward no-panel view relieves us of the instrument panel but,
unfortunately, doesn’t seem to allow us to look downwards; our virtual gaze is
essentially locked on the horizon.    Having 50% of your field of vision filled with clouds
and sky might be pretty but not when you’re trying to land or hover in a tight
environment.For this reason, the panel and most of the instruments on the forward 2D
panel view (option + W on a Mac, Alt + W on Windows) have been removed.    This is
because, for some reason, we are allowed to look downwards in forward 2D panel
view (just not forward 2D no-panel or HUD view).    The most pertinent instruments for
final approach and hover remain along the left hand side, the rest of the screen is fully
transparent so that you can, you know... see what you’re doing.    This way you have a
fair chance at successfully hovering or landing in small, confined and hazard-filled
spaces.

You might also like