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X-Plane 12

Started by Bluestar, Tue, 6 Sep 2022 15:37

Ton van Bochove

#20
See "X Plane issues" posting
Ton

Wardie

Hi Ton, I tried twice this morning to do the Ljubljana to Frankfurt flight with XP12 and suffered exactly the same experience as you. The second time I ran it, I deselcted the weather injection (I know this is where major changes have been made to XP12) and still exactly the same outcome. It is unflyable like this......

Ton van Bochove

Hi Wardie, It is definitely unflyable. The only thing is to use the auto save situ and skip to the next waypoint to avoid that it goes down on the same point. I assume that you also experienced the "fatal damage" screen. Can you find out if your crash is also triggered by an explosive cabin decompression?
Ton

Wardie

Also experienced the "fatal damage" in both flights, once 153nm from RID and the second time 1nm from ROBSA, so both different locations. Both were explosive cabin decompression.....

Ton van Bochove

Thanks Wardie, until this decompression problem is solved XP12 is not flyable. I really don't know what event in XP 12could trigger the decompression in PSX. I hope someone has a clue. Until than back to XP12
Ton

Hardy Heinlin

If "explosive cabin decompression" isn't triggered by the user or random generator, it can also be triggered when:

• Traffic collision

• or Mach > 1.05

When it's triggered by traffic collision, there'll be also engine failures and leaks in the fuel tanks or hydraulics.


|-|ardy

Ton van Bochove

Thanks Hardy, I disabled (damage by) traffic collision and speed was normal. All of a sudden the "fatal damage" screen appeared. There must be something in XP12 that triggers the event in PSX. I think the best is to untick all the connections in Xview and maybe we will find out what the problem is.
Ton

Hardy Heinlin

If there are no other malfunctions, maybe X-Plane puts PSX into momentary supersonic conditions.

Can you run the Embry Riddle recorder at that critical location for a minute?

Ton van Bochove

The embry riddle is the event recorder? I can do that. I already have some recordings after the fatal damage screen would these help?
Ton

Hardy Heinlin

No, the event record makes a situ file. I mean Instructor > Analysis > Recorder in the format "Embry Riddle 20 Hz".

It should start before the accident.

Ton van Bochove

https://www.hoppie.nl/forum/var/2022-09-19_09.21.30_-erau1_2022-SEP-19_08-33-07.csv

Hi Hardy,

I removed all the malfunctions so there is no interference (file included)

Thanks!
Ton

Hardy Heinlin

Thanks, Ton.

Hmm, I don't see anything unusual. The aircraft climbs and levels off smoothly. No sudden fluctuation in any parameter. Does the decompression occur in this phase?

Is the decompression the only malfunction?


|-|ardy

Wardie

Doing the Departure 001 SYD-LAX no decompression problems experienced, it's been running for the last three hours and all good. I have though deactivated "Extrapolation Active" under X-Plane settings. It will not run with this activated. Although Weather is activated nothing is injected.....

In the Ljubljana to Frankfurt flight the following failures were experienced before decompression:-

Fuel Temp System Failure (twice)
Bleed Pack Fault 1
Reservoir Pressure Low
Pack 2 off
Fatal Damage

No Failures have been present in the SYD-LAX flight at all.

I hope this all helps.....

Hardy Heinlin

Fuel Temp System Failure (twice)
Bleed Pack Fault 1
Reservoir Pressure Low
Pack 2 off
... are triggered by the random generator (see "probability" sliders on Instructor > Situation > Malfunction > General).
The "probability" slider positions are saved in the "Ljubljana to Frankfurt" situ file. These random malfunctions are intentional.

"Fatal Damage"
... is not a malfunction type but the final curtain of a tragic flight. To remove the "fatal damage" curtain just unpause the sim (P key). Keep the motion frozen (don't press the M key). On "fatal damage", can you tell me what malfunctions are activated on all Malfunction pages on the Instructor? And what data is shown on Analysis > Touchdown?

Does "fatal damage" occur in flight or after crashing into the ground?


|-|ardy

Ton van Bochove

Peculiar you did not notice anything: I started the recorder 2 minutes before the "fatal damage" event and stopped it when the flight returned to normal. The latter is different to previous events were the aircraft was in a spiral flight to earth. But in the recording is a fatal damage hidden.

QuoteDoes "fatal damage" occur in flight or after crashing into the ground?

Definitely in flight accompanied by "2500" or the sound of tires on the tarmac.

QuoteOn "fatal damage", can you tell me what malfunctions are activated on all Malfunction pages on the Instructor? And what data is shown on Analysis > Touchdown?

I will check this out
Ton

Wardie

Re-ran the flight to show the following -
Fatal Damage occurred during flight, this time no malfunctions shown on instructor page.
Analysis > Touchdown page shows the following:-
Component sinkrate on respective initial ground contact - Inboard engine pods 99999 fpm
Data recorded on main touchdown-
Offset from centerline 4211ft 1284m right
Distance from threshold Invalid
Pitch 3.4 degrees
Bank 0.0 degrees
Crab 3.1 degrees left
Speed Deviation at 25ft -1kt
Non-Normal Events everything marked No

Hardy Heinlin

Terrain collision.

Ton van Bochove

Quote from: Hardy Heinlin on Mon, 19 Sep 2022 16:02Terrain collision.

A 40.000 feet mountain? My theory is that it looks like there is a problem with X plane 12 and the ground level where PSX in an instant that ground level encounters. Feasible theory?
Ton

Jeroen Hoppenbrouwers

Any option to STOP the scenery generator injecting ground elevation to PSX?
Ground elevation injection is very useful during near-ground operations (the scenery dictates the runway) but not in flight. And if it has some kind of bug than this would explain it.

Worth an experiment.

Hoppie

Ton van Bochove

The Xview manual says this:

If the aircraft crashes with fatal damage when you load a new situation, just reload the situation (not the soft- ware). Two or three re-loads solves the problem. This is caused by PSX and XView not using the same value for scenery elevation at start up before they get synchronised.
Ton