Flying Guide Turbine Duke Version 2.0
Transcription
Flying Guide Turbine Duke Version 2.0
Turbine Duke Version 2.0 Flying Guide Welcome to the flying and setup guide for the RealAir Beechcraft Turbine Duke Version 2 for FSX. This guide contains all of the information required to get the most out of the Turbine Duke V2’s unique features. Even if you are an experienced FSX user, please take the time to go through this guide, at least briefly to start with. Our Turbine Duke V2 requires specific settings in FSX to get the most out of the graphics, sounds and flight modelling, and some of its advertised features won’t work properly if the Turbine Duke V2 or FSX are not setup correctly. This update of our Beechcraft Turbine Duke is a comprehensive update offering a number of major improvements and the addition of many new features that were not available or technically possible when version 1 was released. This guide attempts to explain these new features and how to use them in the clearest way possible. In addition to this guide, you will find: è Pilot’s checklists for the Turbine Duke. è A guide to the Duke’s Bendix/King autopilot. è Frequently Asked Questions, for those subjects which might need further clarification. Please refer to the documents listed above for more detailed information on check lists, the autopilot, or for answers to many frequently asked questions. Turbine Duke Version 2.0 1 Turbine Duke Version 2.0 Contents Differences Between B60 V2 and Turbine V2 5 New Features — Turbine Duke V2 Verses V1 9 Major Updates 9 Additional Updates and Improvements 10 Version 2 Flight Model Updates 12 RealView - Advanced Sound and Animation Effects 13 A Brief History of RealAir’s RealView Effects 13 List of RealView Advanced Effects 14 Aerodynamic Sound Effects 15 Yet More Sound Effects 15 Sound Effect Volumes 15 Setup Guide 16 Advanced Animations Flight Model Realism 16 17 Joystick Settings 18 Video Card Settings 18 Exterior Model Options 19 Frame-Rates19 Loading the Duke V2 For the First Time 19 Balancing the Sound Effect Volumes 20 Config Panel 21 Changing Settings ‘On the Fly’ 22 Config Panel Options Explained 22 Graphics Page 22 Realism Page 24 Panel Page 26 GPS & Radios Page 26 RealView Page 28 Trouble-Shooting the Config Panel 29 Turbine Duke Version 2.0 2 Virtual Cockpit 30 Views32 Mouse Interaction 36 VC Details 39 Unusual Switches and Gauges 41 Pressurisation46 Pressurisation Controls 47 Using the Pressurisation Controls 48 Standard GPS 49 Mouse Interaction 49 2D GPS 50 Additional GPS notes 50 Reality XP GNS 530/430 Integration 51 Reality XP GNS Installation 52 Using the Reality XP GNS Gauges In the Duke 53 Trouble-Shooting 54 Reality XP GNS 530/430 Support 54 Flight1 GTN 750/650 Integration 55 Flight1 GTN Installation 56 Using the Flight1 GTN Gauges In the Turbine Duke V2 57 Trouble-Shooting 58 Flight1 GTN 750/650 Support 58 Landing Lights Custom Or Default Landing Lights Flying the Duke 59 60 61 Power Handling 61 Turbine Engine Startup 63 Flying and Operating the Turbine Duke 65 V-Speeds73 Pilot’s Operating Manual Turbine Duke Version 2.0 74 3 Engine Failures 75 Preventable Engine Failures 75 Unprovoked (Random) Engine Failures 80 Trouble-Shooting82 Reload Aircraft 82 Disappearing Click-Spots 82 Animations83 Sound Effects 83 Graphics Issues 84 Config Panel 85 Reality XP GNS Integration 88 Flight1 GTN Integration 89 Support90 Credits91 Acknowledgements91 Turbine Duke Version 2.0 4 Turbine Duke Version 2.0 Differences Between B60 V2 and Turbine V2 Turbine Engines The piston engines of the Duke B60 have been replaced with powerful Pratt & Whitney PT6A turbine engines. These new engines lift the performance of the Duke to a whole new level and give the Turbine Duke a very different character. It is now possible to exceed Vne in level flight! Sustained climb rates of over 4000 fpm are now possible, max cruise speed is now up around 300kt TAS at altitude. A climb from sea level to 25,000ft can be done in as little as 9 to 12 minutes. The pilot really needs to stay on top of the Turbine Duke to keep airspeed and engine limits within check. In addition to the extra performance, take off and landing distances have both been cut dramatically — takeoff runway required has gone from 2660 ft in the piston Duke down to 1000 ft in the Turbine Duke. Landing distance has been cut from 3000 ft in the piston Duke down to 900 ft in the Turbine Duke. This makes the Turbine Duke not just a faster aircraft, but a much more versatile aircraft that can operate from short runways the piston powered Duke couldn’t touch. The Turbine Duke V2 features new panels specific to the turbine version. Updated Panels The VC panels feature many updated instruments and switches necessary for the operation of the turbine engines, as well as a revised panel layout. New Moritz digital engine gauges have been faithfully recreated in three dimensions. There are now more radio stack layouts to choose from in the new Turbine Duke V2 Config Panel. Turbine Duke Version 2.0 5 Engine Failures The Turbine Duke V2 features a complex engine failure simulation. It is possible for one or both engines to fail in-flight. There are two types of failure modelled — ‘preventable’ failures, caused by the pilot over-stressing an engine, and ‘unprovoked’ (random) failures. We had a couple of reasons for adding this feature to the Turbine Duke Firstly, we wanted to make this simulated aircraft more interesting and stimulating to fly. Secondly, we wanted to provide the pilot with some motivation to fly the aircraft realistically, keeping the engines within their limits. In the real Turbine Duke, the enormous cost of overhauling a mistreated engine, or the threat of an inflight engine failure mean the pilot is highly motivated to look after the engines and keep them well within limits. In the simulated version, without the threat of an engine failure it is too easy to just pin the power levers to their stops and tear around the sky (something the Turbine Duke does very well by the way). The pilot needs to carefully manage power settings and oil temperature to keep the engines within their limits. The Turbine Duke V2 features a detailed engine failure simulation Flight Dynamics The Turbine Duke’s flight dynamics have been completely reworked to simulate the new turbine power plants as closely as possible. Aside from performance changes, subtleties such as handling changes and slightly lower stall speeds have been modelled. Engine handling, correct engine instrument behaviour, as well as startup and shutdown sequences all came under close scrutiny. Turbine engines are very tricky to model accurately within FSX but we feel we came as close as we could on this release. New Engine Sounds The engine sounds have been completely reworked to match the new engines. The turbine engines sound smooth and powerful and dynamic, and are a pleasure to listen to while flying. Turbine Duke Version 2.0 6 Improved Aerodynamic Sounds Our custom wind sounds which react to aircraft control input, attitude, speed and many other factors have all been greatly improved so that they now react more smoothly and fluidly. For example, the wind sound that accompanies side-slipping now reacts smoothly to yaw angle, so that small angles of yaw produce a subtle wind noise, while large angles of yaw produce a louder sound, and the intensity of the sound varies in response to airspeed changes. Other aerodynamics sounds that react smoothly to speed and control input changes include: • High yaw angle sounds • High angle of attack sounds • High roll-rate sounds • Landing gear wind sounds when gear extended • Flap flutter sounds when flying above flap operating speeds. • Aileron flutter sounds when flying above Vne. • G overload sounds • Rushing wind sound when cabin door is opened on the move. Flight1 GTN 750 and GTN 650 integration Flight1 GTN 750/650 VC Integration The Turbine Duke V2 now includes full VC integration for the Flight1 GTN 750 and GTN 650. You also have the option to integrate the Reality XP GNS 530/430, or the standard FSX GPS 500. Installing any of these gauges is as simple as clicking a couple of buttons on the Turbine Duke V2 Config Panel. New Liveries and Cabin Colours The Turbine Duke V2 features seven new HD liveries, with each livery including a unique panel and cabin colour combination that give each livery a unique character both inside and out. Turbine Duke Version 2.0 7 New and Improved Config Panel The Turbine Duke V2 features a new, easier to use config panel with a number of new features and more easily accessible help information. The brand new Turbine Duke V2 Config Panel User Configurable Radio Panel Layouts Using the newly updated Config Panel, you can position the radios exactly how you like. The Config Panel includes a new easy to use drag and drop interface for rearranging the radios and GPS gauges. For example, if you would like the autopilot to be at the top of the radio stack, you can quickly and easily do that. You could also move the GPS from the left side of the radio panel to the right, or vice versa, or any other combination you can think of. When using Flight1 GTN or Reality XP GNS gauges, you choose whether or not to include extra nav/com and transponder radios. See the ‘Config Panel’, ‘Reality XP Integration’ and ‘Flight1 GTN Integration’ chapters of this guide for more information. Turbine Duke Version 2.0 8 Turbine Duke Version 2.0 New Features — Turbine Duke V2 Verses V1 The Turbine Duke V2 now features 3D landing and taxi lights Major Updates ü High definition 2048 pixel textures. ü Exterior 3D model and texture enhancements. ü A major update to the virtual cockpit modelling and textures, including a more detailed cabin and higher resolution textures on the panels, providing improved detail and clearer panel labels. ü More character and ambience in the cockpit textures, including dust and minor wear marks. Subtle details are revealed as sunlight moves across the cockpit. ü Custom sounds on all cockpit switches, table, doors, armrests, and more. ü Extensive custom camera animations simulating engine and ground vibration, overspeed and stall buffet, propeller torque reaction, landing forces, plus more. ü Extensive custom sounds designed to enhance the custom camera effects. ü Many more custom sounds and animations all designed to breathe life and character into the Duke. ü Seven all-new panel and cabin colour schemes. ü 3D model and texture performance optimisation to ensure similar performance to the previous version, despite the much higher texture resolution. ü Multiplayer performance optimisation to allow for good performance, and trouble-free flying in multiplayer. Turbine Duke Version 2.0 9 ü Extensive flight model improvements. ü New more realistic engine sounds with improved separation between the turbine and prop sounds. ü Improved, more realistically sized gauges with dust, dirt and finger marks on gauge glass (with the option of hiding these dust and dirt marks if that is your preference). ü Improved gauge lighting. ü 3D lights in exterior and VC views. ü 3D landing lights with custom runway light splash. ü Completely reworked VC night lighting. ü Improved click spots and the option to disable them for EZDOK camera and Track IR users. ü Flight1 GTN 750 and GTN 650 virtual cockpit integration. ü Improved Reality XP GNS 530 and GNS 430 integration - RXP Unlimited installations are now supported, for example 2 x GNS 530 or 2 x GNS 430 with cross-fill. ü User configurable radio and GPS panel layouts. ü A new, easier to use config panel with a number of new features and more easily accessible help information. New cabin textures with seven distinct colour variations Additional Updates and Improvements ü An option to keep the VC textures in memory for a smoother and faster transition between cockpit and exterior views. ü Turn coordinator bug fixed (turn coordinator allows for perfect rate-one turns). ü Improved VC glass texturing. Turbine Duke Version 2.0 10 ü Screws added to the panel face. ü Optional suspension and touchdown sounds for both hard and soft FSX runway surfaces. ü More complex generator load modelling. ü Engine icing improvements. ü Custom pressurisation code with more realistic operation and extra controls when compared to standard FSX pressurisation. ü More realistic audio panel functionality. ü Control surfaces and yokes move realistically in response to trim commands. ü Control yokes and control surfaces move fluidly in response to autopilot commands. ü ADF dip simulated (user selectable). ü Three dimensional blurred propellers - the blurred propellers are not just a flat, two dimensional plate - they have depth when viewed from the side, and the propeller twist is visible even when blurred. ü Pilot headset added and the pilot’s head features smoother animation. ü Flap buffet animation (flaps gently vibrate when lowered). ü Optional flap failure when safe flap operating speeds are exceeded. ü Improved cockpit door animation. The door closes with speed, and gently buffets if not properly latched. Wind roar can be heard when the door is open and the engines are turning, even while parked. ü Overspeed flutter animations on the ailerons and yoke, with accompanying sounds. ü All switches and knobs can be operated by the mouse wheel in addition to our other interaction methods. A note on the landing touchdown camera effect A few users of our V1.2 Turbine Duke have reported their dislike of the touchdown ‘thump’ camera effect we included in that release. The Version 2 Turbine Duke includes a much more advanced touchdown thump effect that will react to the smoothness of your landing, so if you do a ‘greaser’ you will see almost no camera movement, whereas if you thump the Duke down hard while side slipping you’ll see an appropriately large movement from the view-point camera. If you still dislike this effect you can disable it altogether in the Duke V2 Config Panel. Turbine Duke Version 2.0 11 Turbine Duke Version 2.0 Version 2 Flight Model Improvements Turboprop Modelling The most common criticism of FSX’s turboprop modelling concerns engine response and turboprop handling. The default turboprop aircraft somewhat hide flaws in the engine modelling by mixing the propeller sound response with the main turbine sound. This also tends to hide quite bad oscillations in propeller behaviour. In Version 2 of the Turbine Duke we have progressed from Version 1 by radically improving all aspects of engine and propeller modelling. By default FSX does not increase torque with a lower propeller rpm. In V2 the prop torque will substantially increase as you pull the prop levers back. This creates more realistic take off and climb restrictions as you now have to keep an eye on the torque as you reduce prop rpm during the climb and cruise. FSX has a hard coded turboprop start sequence which typically results in a gross prop overspeed and far too quick start up compared to real turboprop aircraft. In this version we have stretched the start up time to the slowest possible within FSX limitations. Provided you follow the start procedure in the Flying section of this guide, engine starts should now be trouble free and convincing. Aerodynamic modelling Version 2 now has a much refined flight model with further improvements in control response, turn coordination and on-the-ground handling. Take off rotation, trimming and approach and landing are all much more refined with a greater opportunity of precision in manual control. The turn coordinator is custom built to give proper feedback and turns now require some rudder for perfect coordination. Engine Response In order to avoid prop over-speed and wild oscillations developers of turboprop aircraft have been forced to slow down FSX’s engine response, leading to exaggerated lag, the alternative being a faster response but with the side effect of wild prop behaviour and over-speed. We have to some extent improved on this slow response, though it needs to be mentioned that the real PT6 engine is actually renowned for its slow response to power inputs. In fact some confusion arises because some sim pilots assume the props should respond at the same speed as the turbine. In fact the propellers correctly react after power inputs, and more so still when reducing power. This is because the props are typically set at 2200 rpm and the prop governor will always try to keep that rpm constant. As you reduce power the governor keeps the propellers turning at the selected rpm until your airspeed, with idle power, is insufficient to maintain that rpm. In version 2 the sounds have been improved to provide aural feedback with a very distinct difference between the sound of the turbine engines and the propellers. With the addition of optional engine failure modes in this version, it is now more challenging to manage the engines and props to avoid either engine from in-flight failure. Turbine Duke Version 2.0 12 Turbine Duke Version 2.0 RealView - Advanced Sound and Animation Effects Included with the Duke V2 is a comprehensive collection of advanced animation and sounds effects. A Brief History of RealAir’s RealView Effects As far back as 2004, RealAir Simulations was the first developer to include animation and aerodynamic effects which enhanced the standard behaviour of FSX aircraft. We were the first to implement pilot inertia view effects in FS2004, and Microsoft adopted a similar effect in their first release version of FSX. We went on to provide engine failures with oil, smoke and flames in our Spitfire, and were the first developer to introduce convincing stall buffet sound and visual effects in all of our aircraft. Many of these and similar effects were then adopted by other developers, who then took our innovations and went a few steps beyond. Starting with the RealAir Legacy, the Duke B60 V2, and now with the Turbine Duke V2, these custom sound and animation effects are the most advanced offered in an FSX aircraft. The RealView effects are present in all stages of flight, from startup to taxiing, take off, manoeuvring, and landing. The RealView effects are not a separate addon for which we charge a separate price, but are an integral part of this aircraft, having been designed in great detail to suit the specific characteristics of the Duke. They have also been designed to work together in a seamless, harmonised way. The custom aerodynamic sound effects in the Turbine Duke V2 have been completely reprogrammed to be more even more responsive to aircraft speed and control input. Airframe vibrations, yoke and aileron flutter, plus accompanying sounds when flying above Vne Turbine Duke Version 2.0 13 List of RealView Advanced Effects Please note: Most of these advanced effects are user-adjustable or can be switched off individually. ü Needle and cockpit vibrations, both of which you can customise in strength or turn off completely. ü Engine start-up and shut-down propeller torque effects. When you start-up or shut-down either engine, the propellers create a torque reaction that gently rocks the Duke’s airframe. This effect is perfectly coordinated with accompanying sounds. ü Stall buffet effects that feature a newly designed ‘shake’ of the airframe when you are on the cusp of a stall. ü High G sounds and subtle animations when you pull substantial amounts of positive G. ü Hard landing effects which shake the aircraft and create a visible and audible ‘thump’ when you land. The softer your landings (in flying parlance a ‘greaser’) the less noticeable this effect will be, while the harder your landings the more violent the effect. You can fine-tune the strength of this effect or turn it off altogether. ü Runway surface vibration effects as you taxi and take off, also customisable. ü Gentle flap vibrations at normal speeds. ü Complete flap failure simulation. If you fly with the flaps down above their safe operating speeds, you will hear the flaps ‘fluttering’ and see violent flap vibrations. If you ignore these warnings and continue without retracting the flaps or slowing down you will hear a loud bang as the flap control mechanisms fail. If this happens you will be unable to retract or extend the flaps, and the flaps will vibrate violently in the air stream. Only a landing and slowing down on the runway will stop the vibrations. Reloading the Duke will restore the flaps to their working state. This effect can be enabled or disabled. ü If you exceed VNE the whole airframe will shake, subtlely at first then becoming more violent, accompanied by vibrations in the yokes and ailerons. This alerts you to the immediate need to slow the Duke down to avoid further damage. This effect is adjustable in the config panel. ü As you lower the landing gear you will hear and feel the wheels as they lock down and as they retract into the wing wells. These effects are accompanied by a multitude of sound effects which harmonise with the animations. ü Lowering the landing gear exposes the struts and wheels to the airstream and you will hear the wind creating drag on the struts in the form of a low pitched rumble. ü The cabin door, when opened on the ground, will cause a rise in engine and airstream noise if the engines are running. Above a certain speed, either on the runway or while flying, attempting to open the door will result in similar sounds but the door will also only partially open as the airstream fights to keep it shut. The faster you go the louder the airstream and engine sounds. The door will only fully open at or below taxi speed. Above this speed the airstream holds the door partially closed, with appropriate animations of the door ‘straining’ against the wind. ü The folding table animation is perfectly coordinated with appropriate sounds as the table opens and closes. ü Inside the cockpit the yokes move smoothly in response to autopilot and trim commands. ü When you add up trim, not only does the elevator trim-tab move down, the elevators deflect upwards and the control yokes moves aft. This effect is speed sensitive just like in real life - for example at standstill you’ll see no control surface or yoke movement, only the trimtab will move. The ailerons and rudder respond in the same way. ü A comprehensive set of aerodynamic sound effects (see below). Turbine Duke Version 2.0 14 Aerodynamic Sound Effects As you manoeuvre around the sky, a comprehensive collection of sound effects will react to your attitude, airspeed and control yoke input. These sounds do not just switch on and off and are not fixed like a generic effect. There are literally hundreds of separate instances of these sounds which smoothly transform in volume and intensity according to the type of pitch, roll and yaw manoeuvre you execute, and in addition these effects can be influenced by changes in outside wind-speed, direction changes, gusts and wind sheer. For example, if you gently roll the aircraft with small aileron movements, you will not hear any sound effect. But if you are above a certain speed and bank the Duke more positively, you will hear a subtle airstream effect as the wings slice through the air. If you pull the yoke back beyond a gentle amount then (depending on your airspeed) you will hear the change in airflow over the wings, and when positive G exceeds a certain amount you will hear louder airflow effects and the straining of the airframe structure. If you attempt to yaw the Duke beyond a small amount, for instance if you are deliberately side-slipping or making an uncoordinated turn, you will hear the airstream change in volume and intensity as it collides asymmetrically with the fuselage. This effect can also kick in during a spin or in steep turns at low speed when the fuselage gets out of alignment with the Duke’s heading. Generally speaking, all these sound effects change dynamically according to your airspeed, attitude and control input. Many of the other advanced RealView sound effects work in concert with the animated effects. For example when the landing gear is raised or lowered you will hear the doors shut and the ‘thump’ of the wheels hitting the stops inside the gear well or a ‘bump’ as the struts extend to fully open position. You will also hear the gear doors open and shut. For the Turbine Duke V2, we have completely rewritten the code that controls these custom aerodynamic sound effects so that they now respond even more smoothly with control changes, aircraft attitude changes and speed changes. To use the side-slip wind sound as an example - the volume of this sound is now responsive to side-slip angle, so the greater your side-slip angle, the louder the sound. This makes the sounds subtler and more natural when gently manoeuvring the aircraft, but still loud when you boot in large amounts of control throw. The same goes for all of the other aerodynamics related custom sounds. Yet More Sound Effects Each switch, dial, rotary control, knob and button has not only an accompanying sound but these are customised to suit the position and type of the switch in question. Even the armrests subtlely squeak as you move them, and quietly ‘thud’ into the upper position or quietly ‘clunk’ as they engage into their cradles when moving downwards. Sound Effect Volumes For information on balancing the custom sound effects with the standard FSX sounds, please see the ‘Setup Guide - Balancing the Sound Effect Volumes’ section on page 20 below. Turbine Duke Version 2.0 15 Turbine Duke Version 2.0 Setup Guide Advanced Animations The custom 3D landing lights in the The Turbine Duke V2 rely on the ‘skinned mesh’ animation technique. In order for these animations to work you must have ‘advanced animations’ enabled in FSX. To do this, go to ‘Settings/Display/Graphics’ and make sure ‘advanced animations’ is ticked. There is virtually no disadvantage in having this option ticked all of the time, as it will not cause any drop in frame rates and almost all FSX aircraft these days will be using skinned mesh animations in one way or another, so it is well worth keeping this setting enabled. The Duke V2 landing and taxi lights will only be visible when ‘Advanced animations’ are enabled. Turbine Duke Version 2.0 16 Flight Model Realism Important! Many of the core features of the RealAir Duke V2 will only work properly if your realism settings in FSX are adjusted correctly. Our flight model relies on having the general realism slider in your FSX aircraft menu to be set FULLY RIGHT. Even one tiny notch less than maximum general realism will disable all the painstaking features we have built into the flight aerodynamics. You will need general realism to be set to maximum for the correct roll rate, yaw control, side-slipping, stalling and spinning, and in fact all general handling, to be as we intended. It is essential to set the ‘General’ realism slider to 100% In order to enable gear up landings (so-called “belly landings”) you will need to switch off the collision detection in FSX’s realism menu. Keeping it switched on is not only unrealistic but instead of belly landing FSX will close the flight when you collide with an object or overstress the airframe. P-factor, which tends to turn propeller engine aircraft to the left, especially with a high angle of attack and high engine power, is best set with the slider halfway, but not much less if you want realism. The Turbine Duke V2 does not require much right rudder on the take off run but does require a little right rudder at low speed and high power. Propeller Torque factor, which tends to slightly roll an aircraft to the right with sudden or high power and a high angle of attack, is not much of a problem in the Duke. While there is some tendency to roll it is not at all prominent. We recommend setting the Torque slider anywhere between halfway and two thirds. Gyro drift is exaggerated in FSX and we recommend you set this slider well to the left. Turbine Duke Version 2.0 17 Joystick Settings We recommend setting your main joystick or yoke control similarly to the illustration below. Placing the sensitivity sliders to approximately one third will ensure that you can have fine control of the first third of joystick movement for pitch and roll, while still allowing full deflection for more extreme manoeuvres. This affects slewing however, and if you find that using your joystick for slewing results in sluggish slewing movement, you might wish to set the sensitivity sliders a little higher. Recommended control sensitivity settings Video Card Settings It is essential to enable anti-aliasing (AA) and anisotropic filtering in your video card settings. Without AA enabled the 3D panel and gauges will appear ‘jaggy’, and the 3D gauges will appear to have severe ‘shimmering’. 2x AA is the absolute minimum we recommend. Any video card manufactured in the last few years will be capable of running 4x AA with almost no reduction in frame-rates. The higher the AA setting you use, the better the panel and gauges will look, and the less shimmering you’ll see, but it is essential to balance this against getting adequate, stutter-free frame-rates. Generally speaking 4x AA is a safe bet. 8x AA will only yield a small visual improvement over 4x, and on most video cards 8x AA will produce a very noticeable frame-rate reduction. This is even more so with 16x AA. Low frame-rates, and frame-rate stuttering will mean the Duke will not handle nearly as well as it would at higher frame-rates, so it is definitely worth being conservative with your AA settings (see the ‘Frame-Rates’ section below). Turbine Duke Version 2.0 18 VC Texture Quick-Load This settings allows you to choose whether or not you want to keep the VC textures loaded in memory while in the exterior views. For most systems we recommend keeping this setting enabled. Enabling this setting means there will be no time spent waiting for textures to load when you switch back to the VC view after being in any one of the exterior views - the VC textures will appear to ‘instantly’ load. In contrast, if you disable this setting then the time it takes for the VC textures to load when you switch to VC view can be quite long. Disabling this setting will use less system resources when in exterior views and is the recommended setting for multiplayer flying or if flying on an older PC with below average performance. Both settings will result in identical frame-rates in VC view. You will only notice a difference in exterior views or in multiplayer. Frame-Rates While many sim forums are awash with tweaks and FSX.cfg settings which attempt to extract every possible performance improvement out of FSX, some of these tweaks can actually make things worse, or at best offer some improvement while at the same time increasing the possibilities of a crash, freeze, display issue or other stability problem that rarely is caused by any loaded aircraft alone. Running the Duke with your sliders all at maximum is not recommended until you have first flown the Duke on modest or low graphic settings. Thereafter we recommend that you gradually increase the detail in scenery and other graphical options until you arrive at a workable compromise. Many of the Duke’s flying characteristics rely on a reasonably high and smooth frame rate of approximately 30 fps in order for the flight model to display at its best. While 25 fps is adequate for procedural flying (for example navigating under autopilot) a frame rate much below this will start to affect the fluidity and fidelity of the aerodynamic responses, together with far less pleasing movement and manual pilot control input. Using a modest but reasonably up to date computer, you should be able to easily achieve 30 frames per second in the Duke, provided you are not at large, graphically intensive airports, or are using heavy amounts of road or air traffic. Higher specified computers should be able to deliver a higher frame rate than this. Loading the Turbine Duke V2 For the First Time When loading the Turbine Duke V2 for the first time, FSX will inform you that it wants to run a custom RealAir gauge. Click ‘OK’ to allow this gauge to be loaded, after which FSX will not need your permission again. Turbine Duke Version 2.0 19 Balancing the Sound Effect Volumes All the custom sound effects, including flaps, gear, extra wind effects (apart from normal airspeed wind), stall buffet, G effects, aileron flutter, flap vibrations and other custom sounds are set in terms of master volume so that they balance well within the custom sound suite. Therefore to balance them with the default FSX controlled sounds like cockpit, environment (meaning normal wind sounds), and engine volumes, you will need to adjust the three main sound sliders so that they balance to your satisfaction with the custom sounds. For example, to hear louder custom sounds as described in the above sections, turn down the engine volume slider. To turn down the custom sound effects, increase the three main sound sliders then turn down the overall volume of your speakers. In this way you can fine tune the balance between nearly all of the available sounds. As a general rule, we recommend setting all three sound sliders initially at between half and two thirds, then re-balance these sliders together with your overall speaker volume in order to achieve the overall sound balance you prefer. Use the FSX Sound Settings dialog to balance the custom sound volumes. Turbine Duke Version 2.0 20 Turbine Duke Version 2.0 Config Panel The Turbine Duke V2 features a brand new version of the RealAir Config Panel. The Config Panel allows you to setup the Turbine Duke exactly to your liking, with a number of graphics, avionics, sound, realism and animation settings to choose from. The Turbine Duke V2 Config Panel After Installation Immediately after installing the Turbine Duke V2, the Config Panel will open. The Config panel will suggest a radio panel layout based on which GPS gauges you have installed on your PC, press ‘Save’ to keep this recommendation. Aside from the radio panel layout we recommend using default settings for your first flight before making any further changes. The Turbine Duke V2 installer will add a shortcut for the Config Panel to your desktop. This shortcut is named ‘Turbine Duke V2 Config’. Double click on this shortcut to open the Config Panel. You can also find a link in your Windows Start Menu, or the ‘Apps’ screen in Windows 8. Turbine Duke Version 2.0 21 Changing Settings ‘On the Fly’ You can make changes to the Turbine Duke Config while FSX is running. To do this, do the following: 1. Change your screen to windowed mode if it is not already in that state, by pressing ALT ENTER on your keyboard. 2. Pause if necessary (you can set FSX so it does this automatically in the next step). 3. Minimise the window. FSX will now be ‘suspended’ but still running. 4. Open the Config Panel and change or choose your different options, press ‘Save’ then ‘Exit’. 5. Now maximise FSX or press ALT ENTER again to go full screen, then press the ‘reload aircraft’ key. Handy tip: To use the ‘reload aircraft’ command, you must assign a key to it by going to ‘Options Settings - Controls’ in FSX. For detailed help on how to do this, see the ‘Trouble-Shooting - Reload aircraft’ section on page 82 of this guide. Config Panel Options Explained The Turbine Duke V2 config panel is very simple to use. Most of the options are straight-forward and require no further explanation. However some options might not be obvious to all. Below we explain some of those less-obvious options. Graphics Page Custom 3D Landing Lights With this setting enabled, the Duke will use custom 3D landing and taxi lights in place of the default FSX landing and taxi lights. These custom landing lights look much more realistic and convincing, and light the ground in a more realistic way. If you are experiencing problems with disappearing click-spots, we recommend disabling the custom 3D landing lights. In the past this has fixed the problem for every customer we have helped with this issue. Please see the ‘Landing Lights’ section of this guide for much more detailed information. VC Texture Quick-Load This settings allows you to choose whether or not you want to keep the VC textures loaded in memory while in the exterior views. For most systems we recommend keeping this setting enabled. Enabling this setting means there will be no time spent waiting for textures to load when you switch back to the VC view after being in any one of the exterior views - the VC textures will appear to ‘instantly’ load. In contrast, if you disable this setting then the time it takes for the VC textures to load when you switch to VC view can be quite long. Disabling this setting will use less system resources when in exterior views and is the recommended setting for multiplayer flying or if flying on an older PC with below average performance. Both settings will result in identical frame-rates in VC view. You will only notice a difference in exterior views or in multiplayer. Turbine Duke Version 2.0 22 The Config Panel Graphics page View Changing Click-spots in VC This setting allows you to enable or disable view changing click-spots in the VC view. If you’re not already aware, the view changing click-spots allow you to jump between VC views at the click of a button to quickly and easily zoom in on the more important gauges and switches. Please see the ‘Virtual Cockpit - VC view click-spots’ section of this guide on page 34 for more information. Please note: if you didn’t like the view changing click-spot navigation method in our original B60 Duke or Turbine Duke, please give it another try in this Version 2 Turbine Duke. We have made the view changing click-spots smaller and provided ample separation between view click-spot areas and the other switch and knob click-spot areas so it is now virtually impossible to accidentally change VC views when you really wanted to click on a switch or knob. We believe the revised view changing click-spots mean there is now virtually no down-side to using this method. VC Gauge Glass Dust This setting controls whether or not you can see dust on the glass of the panel gauges. Hiding the dust makes the gauges a little clearer to read, but in our opinion slightly reduces the realism and character of the panel graphics. VC Gauge Glass Reflections This setting controls whether or not you can see reflections on the glass of the panel gauges. Hiding Turbine Duke Version 2.0 23 the reflections makes the gauges a little clearer to read, but in our opinion slightly reduces the realism and character of the panel graphics. VC Window Grime This setting controls whether or not you can see flecks of ‘grime’ on the windows in VC view. Hiding the grime makes the view outside slightly clearer, but in our opinion slightly reduces the realism and character and immersion of the VC graphics. VC Window Reflections This setting controls whether or not you can see reflections on the windows in VC view. Hiding the reflections makes the view outside slightly clearer, but in our opinion slightly reduces the realism and character and immersion of the VC graphics. VC Gauge Back-lighting This setting allows you to choose between two different types of gauge back lighting. The difference between the two is quite subtle. For most people we recommend keeping this set to ‘Type 1’. If you think the back lighting seems a little too bright, try ‘Type 2’. Realism Page Engine Handling Realism This option allows you to set whether or not the engines will fail due to improper use. Please see the ‘Preventable Engine Failures’ section of this guide for more information. Random Engine Failure This option allows you to set whether or not the engines can randomly fail. Please see the ‘Unprovoked (Random) Engine Failures’ section of this guide for more information. Flap Failure On the Realism Options page you will find the ‘Flap Failure’ option. When this is enabled it is possible to irreparably damage the flaps by flying above the safe flap extension speed (known by pilots as ‘Vfe’). In the Turbine Duke the maximum safe speed for the first stage of flaps (or ‘approach flaps’) is a very handy 174kt, and for full flaps it is 140kt. Handy tip: The maximum safe speed for full flaps is represented by the end of the white radial line on the airspeed indicators. In addition for quick reference while flying, all of the maximum operating speeds for the Duke are listed on the ‘Airspeed Limitations’ placard located on the right-hand wall of the cockpit, above the co-pilot’s seat and below the co-pilot’s side window. If you fly above 174kt with approach flaps extended or above 140kt with full flaps extended the flaps will eventually fail. When the flaps fail you’ll hear a loud bang followed by a clattering sound as the flaps flutter freely in the breeze. When this happens it will no longer be possible to lower or retract the flaps, instead when you attempt to move the flaps you’ll briefly hear the flap motor straining as it attempts to move the damaged flap mechanism. To repair the flaps and get them working again, simply reload the Turbine Duke in FSX. Cold and Dark Cockpit When you enable this setting, the Duke will load with the engines stopped and all switches in the off position. This simulates how you would find the aircraft in real life when you first hop in for a Turbine Duke Version 2.0 24 flight. Note: the cockpit will only load ‘cold and dark’ when you load the Duke on the ground, if you load it while in flight the engines and switches will be as they were before the Duke was loaded. This prevents the need for a hurried engine start to avoid an undesired landing or crash! Unfortunately when you load a saved flight FSX can be very insistent on setting the switches as they were when you saved the flight, and sometimes this can override the Duke’s ‘cold and dark’ settings. Pressing the ‘reload aircraft’ key will usually fix the problem and reload the Duke with the proper ‘cold and dark’ settings. For more information on trouble shooting the ‘cold and dark’ setting, and for help setting the ‘reload aircraft’ key, please see the Troubleshooting section of this guide. The Turbine Duke V2 Config Panel Realism Page Suspension Settings Another new addition to Version 2 is the tarmac or grass suspension option. FSX runways have broadly two kinds of surfaces: those with no ridges or bumps and these are generally runways at large or regional airports. Some smaller FSX airfields have tarmac or concrete runways which have an artificially imposed set of regular ‘bumps’ and undulations. These are somewhat unconvincing, as are similar undulations on nearly all grass runways. The grass runways especially create a uniform and rather predictable suspension oscillation and can also create exaggerated drag as a consequence of the exaggerated friction in default grass runways and the bucking movement of aircraft suspension and wheels. We have made efforts to overcome these anomalies through the ‘grass’ suspension option. This can be used with both hard and soft surfaces and its effect is to dampen and smooth out the artificial Turbine Duke Version 2.0 25 undulations, while the ‘Tarmac’ suspension stiffens up the Duke’s struts and springs and encourages more of a ‘bounce’ when landing heavily on hard surfaces. If you are using a lot of grass runways in a given FSX session we recommend switching on the ‘grass’ suspension setting. As well as changing the suspension settings, this will also change the wheel touchdown sounds so that you do not get an unrealistic ‘chirp’ when landing on grass when the tires contact the ground. ADF Dip In real-life, while tracking an NDB station, bank angle can have a small effect on the ADF needle reading. This error is greatest when travelling directly towards or away from an NDB, and reduces to zero when travelling at 90 degrees to the NDB. This error can make flying an NDB approach much more challenging. If you would like to see this ADF dip error simulated in the RealAir Turbine Duke, make sure the ‘ADF Dip’ slider is not in the ‘Off’ position. This slider controls how severe the ADF dip is in the Duke. Set to ‘very low’ will mean the dip effect is only slight, while being set to ‘very high’ will mean the dip effect is very noticeable. In real life, different aircraft will exhibit more or less ADF dip depending on how the ADF antenna is installed. If you would prefer the ADF needle to point directly towards the NDB station at all times, move the ‘ADF Dip’ slider all the way to the left until it says ‘Off’. Panel Page VC Mouse Interaction Settings These setting allow you to select how you would prefer to interact with the various switches and dials in the Duke cockpit. See the ‘Operating the Radios and Gauges’ section of this guide for detailed information on these settings. Panel Lights When you enable this feature the Turbine Duke V2 will load with the panel lights switched on. This gives improved shading on the virtual cockpit panel, which due to FSX lighting limitations can look very dark at times, even during the middle of the day. If you do not like this and would prefer the lights to be off when you load the Turbine Duke, set this feature to ‘disabled’. GPS HSI Course This allows you to choose between ‘Manual DTK’ and ‘Auto DTK’. DTK stands for ‘Desired Track’. When the HSI is being controlled by the GPS (Nav/GPS switch set to GPS), and with ‘Auto DTK’ selected, the HSI course needle will automatically move to the GPS DTK. With ‘Manual DTK’ selected, the HSI course needle must be manually set to the GPS DTK bearing. The latter is more realistic for an aircraft like the Duke. GPS & Radios Page This page allows you to setup the radio and GPS panel to your exact liking. On this page you can select which GPS to install into the aircraft, and how the individual radios will be arranged on the panel. GPS Installation This section allows you to select your GPS installation. It allows you to choose between ‘No GPS’, the Turbine Duke Version 2.0 26 default FSX ‘GPS 500’ and the following third party GPS gauges: Flight1 GTN 750, Flight1 GTN 650, Reality XP GNS 530, Reality XP GNS 430 The Config Panel automatically detects which of these third party GPS gauges you currently have installed. You can only install any of these third party gauges if they are currently installed on your PC. If you do not have any of these gauges installed you will only be able to select the ‘No GPS’ and ‘default GPS 500’ options. The Reality XP GNS gauges are sold separately by Reality XP (see www.reality-xp.com for more information). The Flight1 GTN gauges are sold separately by Flight1 (see www.flight1.com for more information). We have no connection with Reality XP or Flight1 and cannot provide support for any of their products. The GPS & Radios page of the Config Panel You will see one or two drop down boxes allowing you to select your exact GPS installation. You will only see the second drop down box if the first GPS selected can be installed alongside a second GPS. You can only install two GPS units from the same third party developer - that is to say you cannot install one Flight1 GTN next to a Reality XP GNS. This avoids any possible conflict between the two different GPS gauges, because each developer uses different methods for interacting with the panel avionics. Please see the ‘Reality XP Integration’ and ‘Flight1 GTN Integration’ sections of this guide for more information. Turbine Duke Version 2.0 27 GPS 500 Options If you choose to install the default GPS 500, you will be presented with a couple of options. The first is whether the GPS will load in the on or off state. Select the option you prefer. The second option is whether or not you would like ‘Auto CRS’ enabled. This controls how the HSI course needle behaves when it is being controlled by the GPS. When the HSI is being controlled by the GPS (Nav/GPS switch set to GPS), and with ‘Auto CRS’ enabled, the HSI course needle will automatically move to the GPS course (DTK) bearing. With ‘Auto CRS’ disabled, the HSI course needle must be manually set to match the GPS course bearing. The latter is more realistic for an aircraft like the Duke. Optional Separate Radios If you choose to install a Flight1 GTN or Reality XP GNS gauge, you can choose whether or not to install ‘optional separate radios’. The GTN 750, GTN 650, GNS 530 and GNS 430 each contain a built-in nav/com radio. So when any of these GPS gauges are installed it is not necessary to install a separate nav/com radio. Despite this you can choose to install a separate nav/com radio anyway. Many people find the separate radios quicker and easier to tune, and some prefer the look of the panel with more radios installed. If you have selected the GTN 750 or GTN 650, you can also choose whether or not to install a separate transponder radio. The GTN 750 and GTN 650 each have in-built transponder radios so a separate transponder is not required, but as with the nav/com radios you can choose to install one anyway. The GTN 750 has an in-built audio panel, so if you install a GTN 750, you cannot choose to install a separate audio panel. This avoids conflicts between the GTN 750’s audio panel and the stand-alone audio panel. Radio Panel Layout This section allows you to quickly and easily arrange the radio layout to your exact liking. If you would like to rearrange the radios, simply click on the radio you would like to move, and while holding your left mouse button down drag it to a new location. The other radios will organise themselves as you move each radio. Any radio or GPS can be placed in any position. The only limitation is due to the physical height of the panel. The Duke’s radio layout is arranged into two columns. If you try to install too many radios into either column, the bottom-most radio will move across to the emptier column, ensuring that the radio layout chosen will always fit on the Turbine Duke’s panel. RealView Page The RealView page of the Config Panel allows fine control over many of the custom animations that are included with the Turbine Duke V2. For more information on each of the RealView animation effects, please view the dedicated ‘RealView’ section of this guide. Each slider controls the strength of each of the RealView animation effects. Moving a slider to the right will make the effect it controls more obvious. Moving any one of the sliders to the left will make the effect more subtle, and moving a slider all the way to the left will completely disable that particular animation effect. To reset all of the sliders to their default settings, press the ‘Restore Defaults’ button. Turbine Duke Version 2.0 28 The RealView page of the Config Panel A note on ‘shimmering’: The ‘Ground roll vibration’ and ‘Engine vibration on ground’ effects both move the entire cockpit relative to the pilot’s eye-point. This can cause some items in the cockpit to appear to ‘shimmer’ as they quickly vibrate back and forth. Moving either of these two sliders to the right will tend to exaggerate this shimmering. Shimmering is an unwanted by-product of the way FSX renders 3D objects on the screen. Increasing your video card’s anti-aliasing (AA) settings can significantly reduce this shimmering. Most modern video cards can comfortably run 4x AA with little to no drop in framerates, and higher settings than this will reduce shimmering even further. But it is extremely important to not set AA so high that it reduces framerates, because low framerates will make the Turbine Duke (and any FSX aircraft) handle poorly. If you don’t like this shimmering and would prefer to keep AA settings low, you can opt to turn off the ‘Ground roll vibration’ and ‘Engine vibration on ground’ altogether. Trouble-Shooting the Config Panel Please go to the ‘Trouble-Shooting - Config Panel’ section on page 85 for information on how to solve any Config Panel problems you may encounter. Turbine Duke Version 2.0 29 Turbine Duke Version 2.0 Virtual Cockpit Pilot’s panel featuring 3D gauges and switches In the RealAir Duke’s virtual cockpit, you will find an environment in which the views are crisp, clear, beautifully curved and moulded, and there are controls which are smoothly animated and a pleasure to use. All the gauges, gauge needles and so on are truly three dimensional. That is to say that if you zoom in and angle or pan your view, every aspect of the gauges maintain a realistic degree of depth. The panel layout reflects a typical Beechcraft Turbine Duke IFR panel as you would see it today. All currently operating Turbine Dukes have had their original B60 vintage gauges and radios replaced with more modern equivalents. This is also the case with our simulated version of the Turbine Duke. Most of the original flight/nav gauges have been replaced with more modern Bendix/King gauges while the antiquated radios in the original Duke have been replaced with digital Bendix/King units. A Garmin GPS 500 is also present on the panel. The panel in our Turbine Duke reflects a fairly typical panel upgrade as would be seen in a Turbine Duke that is operating currently. It was designed to have good ergonomics during IFR flight. All currently operating Turbine Dukes are privately owned so the condition of the panel and cockpit in our version simulates a well looked after privately owned aircraft. The condition of the panel, cockpit and exterior is high with only minor wear. Every switch, gauge, dial etc can be operated via the virtual cockpit. The primary flight instruments are mirrored from the pilot’s seat (left) to the co-pilot’s seat (right), but the panel is designed around the pilot’s seat especially for IFR flight. Turbine Duke Version 2.0 30 Why no 2D panels? RealAir Simulations was one of the first developers to abandon the old-style traditional ‘2D panels’ in both FS9 and FSX. Our reasoning was this: We make our 3D virtual cockpits and panels so smooth, efficient and life-like that there is simply no need for the old style ‘2D panels’. We give you options in our various views to focus in on a ‘fixed’ 3D view just like the traditional panels used to appear in flight simulator. But the difference is that our 3D panels are sharper, clearer and run more smoothly than any of the older style panels, thus making ‘2D panels’ in our aircraft entirely redundant. If you are new to this concept we urge you to compare and see the difference! Not only can you pan, zoom and position yourself wherever you choose, but you can also cycle through many view options, some of which are ‘fixed’ views that enable you to concentrate on the task in hand. For more information see the Views sections of this guide. Co-pilot’s panel The Duke’s gauges are all created as 3D objects with animated parts, in exactly the same way a 3D modeller would create a retractable undercarriage, aileron or flap for an FSX aircraft. This means that the gauges are not only truly three dimensional, but the needle movement is tied in to your core flight simulator frame rate to give the smoothest gauge animation possible. For example, if you are able to run FSX at 30 frames per second then your gauges will update at 30 fps. If you can run FSX at 90fps then the gauges will also update at 90fps. In effect this means the gauge animations appear completely smooth. By contrast the gauges in older FSX virtual cockpits are made as two dimensional gauges which are then applied to flat surfaces on the VC panel. Gauges made in this way are limited to a maximum of 18 fps but in practice they often refresh at an even lower rate than that, so they tend to appear jerky in their movement. Turbine Duke Version 2.0 31 Views Navigating your way around the panel There are a number of methods by which you can zoom in on a portion of the panel in order to see more detail. The first and most obvious is to use the standard pan and zoom keys in FSX, but that is not always the quickest or easiest approach. In the sections below we detail the other navigation methods you can use in our Duke. The custom light switch view Custom VC Views In the Turbine Duke virtual cockpit, there are multiple custom VC views that can be accessed by pressing the ‘A’ key to cycle between these custom views. For example when you first load the Turbine Duke, FSX defaults to the main pilot VC view (left seat). If you wish to jump to the co-pilot’s seat, press the ‘A’ key. This view is very useful, for example, when making right hand turns on to a final approach, where the co-pilot has a better view. The Pressurisation controls view (left) and the fuel selector view (right). Turbine Duke Version 2.0 32 For the other views press ‘A’ key yet again, or to reverse the cycle of views, press ‘Shift A’. These focus more closely on a number of fixed views in order to see various functions, gauges and switches. Every switch or function has at least one view where you can see and use the relevant control. The rear-seat cabin view Below is a list of the interior views, which cycle step by step with the ‘A’ key or cycle in reverse with the ‘Shift A’ keys: è Pilot View (left seat). è Co-pilot View (right seat). è IFR Main Instruments. è Radios and GPS. è Light Switches. è Environment Controls (pressurisation and heating). è Fuel Selector Switches. è Cabin - front row looking forward. è Cabin - front row looking aft. è Cabin - right rear seat looking out the window over the wing. è Cabin - right rear seat looking forward. Turbine Duke Version 2.0 33 VC view click-spots The Turbine Duke VC panel features hidden click-spots to make it easy to jump between the various camera VC views. The image below shows where each click-spot is located and the legend below this image explains the function of each click-spot. Left-click to jump to the ‘IFR Main Instruments’ view. Right-click to jump to the main VC view. Left-click to jump to the ‘Radios and GPS’ view. Right-click to jump to the main VC view. Left-click to jump to the ‘Co-pilot’ view. Right-click to jump to the main VC view. Left-click to jump to the ‘Light Switches’ view. Right-click to jump to the main VC view. Left-click to jump to the ‘Environment Controls’ view. Right-click to jump to the main VC view. Disabling the VC view click-spots If you are a Track-IR user or prefer not to have this feature, it can be disabled via the Turbine Duke’s Config panel. To do this open the Config Panel, go to the ‘Graphics Options’ page and select ‘Disable VC-view click-spots’. Please note: if you didn’t like the VC view click-spot navigation method in our original B60 Duke or Turbine Duke, please give it another try in this Version 2 Duke. We have made the VC view click-spots smaller and provided ample separation between VC view click-spot areas and the other switch and knob click-spot areas so it is now virtually impossible to accidentally change VC views when you really wanted to click on a switch or knob. We believe the revised VC view click-spots mean there is now virtually no down-side to using this method. Turbine Duke Version 2.0 34 VC view keyboard shortcuts To make navigating the extra VC camera views even easier, you can assign keyboard shortcuts within FSX. By default two key commands are already set, they are as follows: F9: Jump to the main VC view. F10: Jump to the ‘IFR Main Instruments’ view. Assigning keyboard shortcuts to jump between VC views You can add keyboard shortcuts for some of the other Duke VC views, but it is necessary to manually add these shortcuts via the FSX control assignment menu. This is done as follows: è In FSX, navigate to ‘Options/Settings/Controls’. è Click on the ‘Buttons/Keys’ tab. è In the Assignments box, under the Event heading, scroll down until you see ‘View Camera 5 (Select)’. You need to assign keys to this event plus the four events below it. Specifically these events are attached to the following Duke VC camera views: View Camera 5 (Select): ‘Co-pilot (right seat)’ view. View Camera 6 (Select): ‘Radios and GPS’ view. View Camera 7 (Select): ‘Light Switches’ view. View Camera 8 (Select): ‘Environment Controls’ view. View Camera 9 (Select): ‘Fuel Selector’ view. You can assign a keyboard or joystick button shortcut to any of these events by selecting the event and pressing the ‘New Assignment’ button. We recommend assigning keyboard numbers 5 through 9 for the events above. That way, when you press (for example) ‘5’ on your keyboard you’ll jump to the Co-pilot view, and so on. For additional help on assigning keys read the FSX help documents. Please Note: These view assignments are global across all aircraft, so any changes you make here could potentially affect other aircraft in FSX. That is why we haven’t mapped keyboard shortcuts to these events for you. This is a limitation of the FSX view system. Please also note: There is a limited number of events to map views to, so not all of the Duke’s camera views can have keyboard shortcuts assigned to them. We have chosen to map the events above to the most important views for general flying. The other views can still be accessed by cycling through the VC views with the ‘A’ key. Some information on the unused ‘View Camera x’ events: The FSX view system is very limited. ‘View Camera 0’ doesn’t work - this appears to be an FSX bug. ‘View Camera 1’ through to ‘View Camera 4’ are assigned to other views by default, for example, ‘View camera 4’ is assigned to the exterior top-down view. This left us with only 5 views to assign to the Duke’s extra VC views, and we can only work within the constraints of FSX. Turbine Duke Version 2.0 35 Mouse Interaction Mouse wheel All of the switches, knobs and levers in the Duke can be controlled by your mouse wheel. è Rotate the mouse wheel forwards to move a switch or lever up, or to rotate a knob or wheel clockwise. è Rotate the mouse wheel aft to move a switch or lever down, or to rotate a knob or wheel anti- clockwise. The mouse wheel can be used at all times, no matter which of the mouse interaction methods you have chosen in the Duke Config Panel. Click-drag mouse interaction By default, all of the instruments in the Duke’s VC feature a click-drag mouse interaction technique unique to RealAir’s FSX aircraft. It works as follows: For on/off switches: Simply click on the switch as usual. For rotary adjustment knobs: For example, the HSI course knob, plus many more: è To INCREASE the value: Left-click and drag UP. è To DECREASE the value: Left-click and drag DOWN. For rotary knobs with an inner and an outer knob: For example, the tuning knobs on the nav/com radios. è To rotate the INNER KNOB anti-clockwise: LEFT-click and drag UP. è To rotate the INNER KNOB clockwise: LEFT-click and drag DOWN. è To rotate the OUTER KNOB anti-clockwise: RIGHT-click and drag UP. è To rotate the OUTER KNOB clockwise: RIGHT-click and drag DOWN. In practice the click-drag method works as follows: To tune the nav or com WHOLE digits, LEFT click and drag on the knob. To tune the nav or com FRACTION digits, RIGHT click and drag on the same knob. This might sounds a little complicated from the above description, but to actually use you’ll find it quite simple, intuitive, fast and precise. It allows the radios in particular to be adjusted in a realistic way. No more searching for invisible mouse click areas, waiting for the mouse cursor to change. No more clicking on the radio numbers when in real life you turn a knob to tune the radio. No more waiting for values to slowly increase — the faster you drag the faster the values change. If you haven’t tried this mouse interaction in any previous RealAir aircraft, we encourage you to give it a try. If you find you are experiencing difficulty adjusting instruments in the VC when the camera view is moving around due to turbulence or g effects, switch to a different VC view using the ‘A’ key. All of the zoomed in views have the camera movement effect turned off to facilitate easy instrument mouse clicks (see the Views section for detailed information). Turbine Duke Version 2.0 36 Left-click/right-click mouse interaction Rather than the click-drag method described above, you can choose to use a more conventional leftclick/right-click mouse interaction technique in the VC. To enable this option, go to the ‘Panel Options’ page of the Duke Config Panel and select the appropriate options on the right hand side of the page. The left-click/right-click mouse interaction method works as follows: For on/off switches: Simply click on the switch as usual. For rotary adjustment knobs: For example, the HSI course knob, plus many more: è To INCREASE the value—right click. è To DECREASE the value—left click. For knobs with an inner and an outer knob (eg the nav/com tuning knobs), you need to position the cursor over either the inner or outer knob to affect each knob. Left-click to move both power levers, right-click to move a single power lever Moving the power, prop and condition levers The power, prop and condition levers are controlled in the following way: Power Levers: è To move both left and right power levers in unison, left-click and drag on either power lever. è To move just one power lever, right-click and drag on the desired lever. Propeller Levers: è To move both left and right prop levers in unison, left-click and drag on either prop lever. è To move just one prop lever, right-click and drag on the desired lever. Condition Levers: è To move both left and right condition levers in unison, left-click and drag on either condition lever. è To move just one condition lever, right-click and drag on the desired lever. Turbine Duke Version 2.0 37 Three-position switches The Duke features a number of three-position switches. These switches work as follows: è To move the switch up—right-click or move your mouse wheel forwards. è To move the switch down—left-click or move your mouse wheel aft. The oil door switches are three-position switches Turbine Duke Version 2.0 38 VC Details Unique VC animations There are a few unique animations in the VC view: è Cabin Door: The Cabin door can be opened by clicking on the door handle and closed by clicking on the exposed part of the open door. The cabin door cannot be opened fully above 30 kt. If you leave the cabin door open prior to takeoff, the cabin door will be blown shut as the speed increases! If this happens it will still be slightly ajar. Click on the door handle or press Shift-E to close it properly. è Folding Table: You can open/close the folding table located on the right-hand cabin wall by clicking on it with your mouse. è Armrests: You can lower/raise the armrests by clicking on them. è Sun Visors: These handy visors, used for cutting down the glare when facing the sun can be flipped down, or up, by clicking the mouse on them. Folding table - click to open or close VC gauge shimmering You may notice a slight ‘shimmering’ on the VC gauges. This is an unwanted by-product of their high resolution graphics. This can be reduced by increasing anti-aliasing and anisotropic filtering in your graphics driver control panel. Increasing these values has a very positive effect on FSX graphics in general, including the scenery, but it will reduce your framerates. See the ‘Setup Guide - Video card settings’ section on page 18 of this guide for more information. Turbine Duke Version 2.0 39 Virtual cockpit construction details The Duke has a complex, highly-detailed cockpit and cabin where every switch, gauge and needle is modelled in 3D. To ensure unnecessary polygons or textures do not reduce frame-rates, the VC in the Duke is made similarly to how movie sets are made. If you view the VC from anywhere within the confines of the cabin the cockpit should appear solid and 100% convincing. If you move the eyepoint outside the cabin things might look strange, and you may notice what appear to be ‘missing’ parts. These ‘missing’ parts have been intentionally left out to improve frame-rates and to allow the major design focus to be placed on the VC parts that really matter—the parts you can see from the cockpit. Panel lighting at night Virtual cockpit lighting If the virtual cockpit panel appears too dark you can switch on the lights. To switch on cabin floodlighting click on the ‘Cabin Lights’ switch just to the left of the power levers. To turn on the panel and gauge back-lighting, click on the ‘Panel Lights’ switch next to the cockpit lights switch or press ‘Shift-L’. A feature of the panel and gauge back-lighting in the RealAir Turbine Duke is that it works at all times, day or night, as it would in real life. In contrast the back-lighting in most other FSX aircraft only works at night time. Turbine Duke Version 2.0 40 Turbine Duke Version 2.0 Unusual Switches and Gauges Most switches and gauges in the Turbine Duke V2 will be familiar to experienced sim or real world pilots. However there are some switches and gauges whose functions aren’t immediately obvious. Below are descriptions of some of these unusual switches and gauges: Electrical switch panel Electrical switch panel (left) and de-ice switch panel (right) Inverter switch: The inverter switch is located underneath the ‘Avionics Power’ label, on the left. It has three positions - ‘OFF’, ‘MN INV’ (Main Inverter) and ‘STBY INV’ (Standby Inverter). The Turbine Duke is fitted with two inverters — main and standby. Most of the time you should use the main inverter, the standby inverter is meant for use only when there is a failure of the main inverter. The job of the inverters is to convert DC current from the batteries and generators into AC current. The Inverter must be switched on for certain avionics to function, specifically the Attitude Indicators, the Autopilot and the various anti-icing heaters. Ignition Switches: The Ignition switches are used while starting the turbine engines. As a general rule they should be set to ‘ON’ during startup, and kept in the ‘AUTO’ position while the engines are running. The engines cannot be started if these switches are set to ‘OFF’. See the Startup Procedures section later in this document for more info on their use. Starter Switches: These have three positions. ‘Starter On’ will initiate the engine start sequence for each engine (left or right). ‘Gen On’ will turn on the appropriate generator (left or right). As a general rule these switches should be set to ‘Gen On’ soon after startup and during flight. See the Startup Procedures section later in this document for more info on their use. Fuel Pump Switches: There are two electrically powered fuel boost pumps available for each engine. Only one pump for each engine can be operated at any one time, the second pump effectively being a backup incase of failure of the first pump. Either pump can be used in flight. Turbine Duke Version 2.0 41 De-Ice switch panel These switches are located to the left and below the pilot’s main panel, and are partially hidden by the pilot’s yoke. Click the yoke to hide it and gain a better view of these switches. L wshld: Switches the left windshield de-icing heater on or off. FSX does not include any windshield icing or de-icing functionality, so this switch has no function. However turning this switch on will increase the load on the generators (see Generator Load gauges). To make the cockpit procedures as realistic and immersive as possible it is good practice to still use this switch, ignoring the fact it doesn’t do anything. Fuel vent (left and right): Switches the left or right engine fuel vent heaters on/off. Pitot left: Switches the pitot anti-ice heater on or off. Prop ht: Switches the propeller de-icing heaters on or off. Stall and R pitot: Switches the right hand pitot and stall warning heaters on or off. Please Note: FSX does not include any functionality for a second pitot heater or stall warning heater, so this switch has no function. Switching this switch on will however increase the load on the generators (see Generator Load gauges). To make the cockpit procedures as realistic and immersive as possible it is good practice to use this switch as if it did work. Surface - one cycle/manual: This switch activates the rubber de-icing boots that are located on the leading edges of the wings and stabilisers. In FSX, switching to either ‘One Cycle’ or ‘Manual’ will activate the de-icing boots. In real life it is a little more complicated than this but FSX only allows for simplified de-icing boot functionality (that is, on or off). Pilot air: Opens the pilot’s cabin air vent. Not functional in FSX for obvious reasons. De-frost air: Opens the windscreen de-frost air vent. Not functional in FSX. Light switches (left), prop amps, and prop sync (right) Light switches These switches are located to the right and below the pilot’s main panel, and are partially hidden by the pilot’s yoke. Tip: Click the yoke to hide it and gain a better view of the light switches. Interior Lights (Panel and Flood): These dimmer style switches are non-functional due to FSX lighting limitations. Panel lights: Switches the instrument back-lighting and main panel lighting on or off. Cabin lights: Switches the cabin flood-lighting on or off. Turbine Duke Version 2.0 42 Environment and miscellaneous switches These controls are mostly located at the bottom of the panel, forward of the power lever quadrant and below the copilot’s panel. Many are partially hidden by the co-pilot’s yoke. Click the yoke to hide it and gain a better view of these switches. Gyro Press GA pilot/co-pilot: The real-world Duke is equipped with dual regulators installed in the instrument pressure system. In the real aircraft, when set to ‘PILOT’ the Gyro Pressure gauge will indicate the pressure in the pilot’s side pressure regulator, and likewise when set to ‘CO-PILOT’ it will indicate the pressure in the copilot’s side regulator. Please Note: This switch is not functional in FSX, because FSX does not allow for such a relatively complex instrument pressure system. The switch has been included in our simulated version to make the panel and procedures as close to real as possible. Cabin air controls (left), pressurisation air shut-off levers (right) Prop amps gauge: Measures the current going into the propeller heating elements. This gauge will read zero most of the time, and approx. 16A when the PROP HT switch is on. Prop Sync: Switches the propeller synchroniser on or off. Prop Sync will exactly match RPM between the left and right engines. It is quite slow to respond so patience is required to see any effect. It will only synchronise the propellers if there is less than 50 RPM difference between the two propellers. Cabin temp mode, vent blower, and cabin temp: These are controls for the cabin air conditioning system. For fairly obvious reasons these controls have no function in FSX. For maximum realism, you can still operate the dial/switch even though it has no function, and the Cabin Temp Mode dial will affect the generator load (see Generator Load gauges). Cabin pull air on: Again, for obvious reasons this control has no function in FSX. For maximum realism, you can still operate the knob even though it has no actual function. Pressurisation controls: See the dedicated ‘Pressurisation’ section on page 46 of this guide for detailed information. Pressurisation air temp levers (2): Self explanatory but as with air conditioning controls, these have no function in FSX. For the sake of maximum realism you can still operate the levers even though they have no function. Turbine Duke Version 2.0 43 Pressurisation air shut-off levers (2): These shutoff the flow of air from the engines to the pressurisation system. The cabin cannot pressurisation when both are out. See the dedicated ‘Pressurisation’ section on page 46 of this guide for detailed information. Pneumatic pressure gauge: Located below the co-pilot’s HSI, this instrument measures the pneumatic pressure going into the surface de-icing boots. For this reason most of the time in normal conditions it will (and should) read zero. When you switch the ‘SURFACE’ switch to either ‘ONE CYCLE’ or ‘MANUAL’, this gauge will show a positive reading. See the ‘De-Ice Switch Panel’ section on page 41 of this guide for more information on the SURFACE switch and de-icing boot functionality. Circuit breakers The circuit breakers are located to the right of the co-pilot’s panel. These are all non-functional in FSX, because FSX does not allow functioning circuit breakers. Despite this, for maximum realism they have still been modelled in 3D and accurately labelled. Engine switches (left bottom) and circuit breakers (right) Engine switches Oil Door switches: The Oil Door switches open or close the oil doors located on the top of each engine cowling. There are three settings — closed, half open and fully open. Use as appropriate to keep engine oil temperature within limits. Open the doors to lower the oil temperature if it is getting too high. Close the doors when oil temperature is low to reduce drag at cruise speeds. See the Engine Failures section for more information. Ice Deflector switches: Open the ice deflectors to prevent engine icing while flying in weather where engine ice buildup is possible, or to clear engine icing that has already occurred. Otherwise keep the ice deflectors in the closed position. Turbine Duke Version 2.0 44 Annunciators Main annunciator panels: The main annunciator panels in the Turbine Duke are located directly above the radio stack. The labels are mostly self explanatory. To test that all annunciator lights are working, press and hold the small grey spring-loaded button in the centre, toward the bottom of each annunciator. All annunciator lights on each unit should light for as long as you keep the mouse button held down. The screenshot below shows how the annunciators will look while the left annunciator’s test button is being pressed. Main annunciator panels Master Warning: The Master Warning annunciator will light whenever one of the red ‘warning’ messages on the main annunciator panels are lit. It will initially flash for ten seconds before becoming permanently lit. It will stay on for as long as the warning message it was alerting you to (on the main annunciator panel) is lit. You can switch the Master Warn annunciator off by pressing it with your mouse button, after which it will stay off until such time as a new warning message lights on the main annunciator panel. Master warning annunciator (left), pneumatic pressure indicator (right) Turbine Duke Version 2.0 45 Turbine Duke Version 2.0 Pressurisation The Turbine Duke features a pressurised cabin. This means the pilot and occupants of the Duke can fly at high altitudes without the need for oxygen masks. The Turbine Duke Version 2 features advanced pressurisation programming that simulates cabin pressurisation more accurately than the default FSX pressurisation coding allows. Cruising at high altitude in the Turbine Duke’s pressurised cabin Basic explanation of the pressurisation system A basic explanation of how the cabin pressurisation works is as follows: Air is pumped into the cabin under pressure at a steady rate. This pressurised air is provided by the turbine engines. On the aft cabin bulkhead are mounted two valves—the outflow control valve and the safety valve. The ‘Pressurisation Controller’ regulates the outflow valve to maintain the selected cabin pressure or ‘cabin altitude’ while the safety valve is connected to the dump switch as well as the landing gear safety switch. Cabin pressurisation is expressed in terms of ‘cabin altitude’. A cabin altitude of 10,000ft means the air pressure in the cabin is the same as it would be at 10,000ft outside the aircraft. Increasing air pressure in the cabin reduces cabin altitude. The Duke cabin has a maximum pressure differential of 4.7psi, which basically means the maximum possible difference between cabin pressure and outside air pressure is 4.7psi. In practical terms this means the Duke can maintain a cabin pressure equivalent to sea level while flying at 10,000ft (that is a cabin altitude of 0ft), and at the Duke’s service ceiling of 30,000ft it can maintain a cabin pressure equivalent to roughly 13,000ft (cabin altitude of 13,000ft). Turbine Duke Version 2.0 46 Pressurisation Controls The pressurisation controls are mounted on the bottom-right of the panel between the power lever quadrant and the copilot’s yoke. The controls are as follows: The main pressurisation controls Altitude Selector: Click and drag on the knob in the centre of this control to set the desired cabin altitude. This gauge has an inner and an outer reading - the outer reading represents the selected cabin altitude while the inner reading indicates the corresponding aircraft altitude where the maximum pressure differential will occur. Rate Control: On the bottom left of the Altitude Selector is the rate control knob. This regulates the rate at which cabin pressure ascends or descends to the selected cabin altitude. When the arrow points straight up cabin altitude will climb/descend at a rate of 500 fpm. Cabin Climb Indicator: This gauge shows how quickly the cabin altitude is rising or falling. Cabin Altitude Indicator: This gauge displays the current cabin altitude on the outer scale, and the current pressure differential on the inner scale. Cabin Pressure Dump Switch: When pressed this will dump cabin pressure, causing the cabin pressure to be equal to the outside air pressure. Pressurisation Air Shut-off Levers: There are two pressurisation air shut-off levers. The left lever controls air taken from the left engine, and the right lever controls air taken from the right engine. These levers are the big red levers at the far-right-bottom of the panel, under the co-pilot’s yoke. Cabin Door: While definitely not one of the cabin pressurisation controls - if you open the cabin door while the cabin is pressurised the cabin will experience a rapid loss of pressure. In only a few seconds the cabin pressure will be equal to the outside pressure. Turbine Duke Version 2.0 47 Pressurisation Air Shut-off Levers (red levers) Using the Pressurisation Controls Before takeoff, set the Altitude Selector to either the desired cabin altitude on the outer scale or the planned cruising altitude on the inner scale, plus 500 ft. Before descent to landing, the outer scale should be set to the field elevation plus 500 ft. Use the Rate Control to adjust how quickly the cabin pressure increases (Cabin Altitude descends) or decreases (Cabin Altitude ascends). If the cabin differential pressure reaches its maximum and the aircraft is still climbing the cabin altitude will climb with the aircraft altitude. When cabin altitude goes over 10,000ft an annunciator labelled ‘CABIN ALT’ will light on the main annunciator panel. With maximum pressure differential this will occur at approximately 25,000 ft aircraft altitude. The maximum rate at which the cabin can pressurise is approximately 2000 ft/min. It a good idea to set the cabin rate as low as is practical so that you and your passengers do not suffer ear discomfort! Make sure both pressurisation shut-off levers are in their off position (both levers in). If you close one of the shut-off levers, the maximum rate at which the cabin can pressurise is reduced to approximately 1200 ft/min. Likewise, if one engine is shut-down, the maximum rate at which the cabin can pressurise is reduced to approximately 1200 ft/min. If both engines are shut-down, or both pressurisation shut-off levers are placed in the off position, the cabin will slowly de-pressurise at a rate of approximately 200 ft/min as pressurised air slowly leaks from the cabin into the atmosphere. Cabin pressure will eventually stabilise when it matches the outside air pressure. If you land while the cabin is pressurised, a switch connected to the landing gear suspension struts will automatically open the cabin pressure dump valve, de-pressurising the cabin. This avoids problems that could be associated with opening the cabin door while the cabin is pressurised. But you should plan your flight so that the cabin is de-pressurised sometime before landing. Warning: If you attempt to open the cabin door in the air the cabin will rapidly de-pressurise! Turbine Duke Version 2.0 48 Turbine Duke Version 2.0 Standard GPS By default, at the centre of the Turbine Duke panel is the standard FSX GPS 500 screen placed inside a custom 3D surround, with back-lit 3D knobs and buttons. Functionally it is exactly the same as the default 2D FSX GPS except the left and right arrows used to navigate the default FSX 2D GPS have been replaced with the RealAir click-and-drag mouse control feature as used on all the rotary knobs in the Duke VC. The default GPS 500. The Nav/GPS switch can be seen below the autopilot Mouse Interaction Left-click/right-click knob option Select the knob you want to move (inner or outer) by placing the mouse over it then: è To rotate the knob anti-clockwise: Right-click. è To rotate the knob clockwise: Left-click. è To operate the GPS cursor, middle-click on the inner GPS knob or left-click just to the left of the GPS knob (see image below). Left-click to operate the GPS crsr control Middle-click to operate the GPS crsr control Turbine Duke Version 2.0 49 Click-drag mouse interaction As an alternative to the left/right click method, you can choose to navigate the GPS using our clickdrag technique. To select this option, go to the “Panel Options” page of the Duke’s Config Panel. This method works as follows: è To rotate the INNER KNOB anti-clockwise: LEFT-click and drag UP. è To rotate the INNER KNOB clockwise: LEFT-click and drag DOWN. è To rotate the OUTER KNOB anti-clockwise: RIGHT-click and drag UP. è To rotate the OUTER KNOB clockwise: RIGHT-click and drag DOWN. è To operate the GPS cursor, left-click quickly on the inner knob. Mouse wheel You can use the mouse-wheel to rotate the knob, you just need to position the cursor over either the inner or outer knob to do this. You can also use the mouse-wheel to rotate the knob in the desired direction. 2D GPS You can access the default 2D FSX GPS by pressing ‘Shift-2’. Additional GPS notes On/off You can switch off the GPS if required by clicking the on/off switch on the left side of the unit (the small knob marked with a small c). Nav/GPS Immediately below the autopilot you will find the NAV/GPS toggle switch. If this switch is set to ‘Nav’ then the HSI and autopilot will be slaved to the Nav 1 radio. If this switch is set to ‘GPS’ then the HSI and autopilot will be slaved to the GPS. Shimmering The standard GPS screen has a tendency to shimmer. If this gets very annoying you can switch off the GPS or you can modify the FSX VC view to remove the momentum effect (head movement). Visit the various FSX user forums for advice. Auto DTK or Manual DTK? DTK stands for ‘Desired Track’. The Duke V2 Config Panel includes an option to set either ‘Auto DTK’ or ‘Manual DTK’. When the HSI is being controlled by the GPS (Nav/GPS switch set to GPS), and with ‘Auto DTK’ selected, the HSI course needle will automatically move to the GPS DTK. With ‘Manual DTK’ selected, the HSI course needle must be manually set to the GPS DTK bearing. The latter is more realistic for an aircraft like the Duke. Turbine Duke Version 2.0 50 Turbine Duke Version 2.0 Reality XP GNS 530/430 Integration If you own the Reality XP GNS 530 or GNS 430, you can choose to use these units in place of the standard FSX GPS 500. Integration of the Reality XP units is all handled by the Turbine Duke V2 Config Panel. Turbine Duke VC panel with one Reality XP GNS 530 installed Before setting up the Turbine Duke to use either or both of these gauges, it is important to understand the following: è The Reality XP GNS 530 and/or GNS 430 must be bought separately. Neither the Reality XP GNS 530, nor the Reality XP GNS 430 are included as part of the Turbine Duke package. è Before setting up the Turbine Duke to use the Reality XP GNS 530 and/or GNS 430, you must have one or both of these gauges installed in FSX. è We recommend using the Turbine Duke Config Panel to install the RXP gauges into the Turbine Duke. Following this initial setup you can then use the RXP Configurator to modify the various RXP settings. è Reality XP sell the GNS 530 and GNS 430 separately. If you buy and install only the 530, then you can only install the 530 into the Duke. If you buy and install only the 430, then you can only install the 430 into the Duke. If you buy both, and install both into FSX, only then can you install both units into the Duke. è You can only use two of the same GNS units on one panel if you have purchased the RXP Unlimited pack. If you don’t have this pack then you can only have one 530, one 430 or one 530 plus one 430. Turbine Duke Version 2.0 51 è Cross-fill is only available if you have purchased and installed the RXP Unlimited pack. This is because the RXP gauges only support cross-fill with the unlimited pack installed, which is something we at RealAir have no control over. If you own the RXP Unlimited pack, there is an option to install two RXP GNS 530s into the VC panel Reality XP GNS Installation Configuring the Turbine Duke to use the Reality XP GNS 530 and/or GNS 430 1. If you haven’t done so already, install the Reality XP GNS 530 and/or GNS 430 into FSX (see notes in section above), using the installer provided by Reality XP. 2. Install the RealAir Turbine Duke V2 (you have probably done this already). Please note: It is not important whether you install the Turbine Duke V2 first or the GNS 530/430 first. All that matters is they are both installed into FSX. 3. Open the Turbine Duke V2 Config Panel and navigate to the ‘GPS & Radios’ page. 4. Click on the ‘Select GPS’ drop down box and select ‘Reality XP GNS 530’ or ‘Reality XP GNS 430’. 5. If you own both the RXP GNS 530 and GNS 430, or if you own the RXP Unlimited pack, you will have the option of installing a second RXP GNS gauge. Choose this second GNS by clicking on the ‘Select GPS 2’ drop down box. 6. Select whether you would like separate nav/com radios installed using the show/hide nav/com button. 7. To finish configuring your GNS installation, you can rearrange the position of the GNS gauges as well as the other radios by using the ‘Rearrange Panel Layout’ screen on the right of the GPS & Radios page. Turbine Duke Version 2.0 52 8. Click the Save button (bottom right) and exit the Config Panel. Now when you load the Turbine Duke V2 in FSX the Reality XP gauges will be configured according to your selection. Please Note: The Turbine Duke Config Panel will only allow you to install whichever RXP GNS gauges are currently installed onto your computer. If you have neither the Reality XP GNS 530 nor GNS 430 installed into FSX, then you will not see an option to install these gauges. Using the RXP configurator Once the above steps have been completed the RXP gauges will be installed into your Turbine Duke V2 using various default RXP settings. You can either leave it this way and go fly the Turbine Duke, or you can now use the RXP configurator to alter the GNS gauge settings to your liking. There are some limitations - you must use the Turbine Duke V2 Config Panel to select the actual panel layout and install the gauges into the Turbine Duke, and you must use the RXP Configurator to alter the actual RXP settings (whether to have audible warnings, etc etc). Using the Reality XP GNS Gauges In the Turbine Duke Mouse interaction When installed into the Turbine Duke’s 3D panel, these gauges work identically to how they work when installed into a 2D panel (or pop-up window). The only difference is the buttons and knobs are modelled in 3D. All of the default click-spots and mouse interaction methods are retained. For example—left click to turn a knob anti-clockwise, right click to turn a knob clockwise, middle click to enable the cursor, etc etc. See the documents accompanying the Reality XP GNS 530/430 for more information. You may notice when using the VC-mounted GNS gauges that the custom Reality XP cursors flash when you move the cursor. This is normal and is related to the way FSX renders the cursors on the VC panel. We’ve found the screens look best on the VC panel with the brightness turned down slightly. 2D pop-up To see a 2D pop-up of the GNS units, click on the GNS screen or press ‘Shift 2’. The custom 3D knobs and buttons are all backlit. The back-lighting is tied to the panel lights. Nav/GPS switch The GNS units take control of the Nav/GPS switch, so with the Reality XP GNS units installed there is no separate nav/gps switch on the Duke’s panel, instead there is a button on the GNS unit itself to make this selection. See the Reality XP GNS documentation for more information on how to slave the panel avionics to the GNS or nav radios. RXP GNS Options The Turbine Duke V2 Config Program is only for integrating the RXP gauges into the Turbine Duke V2. For setting various options on the RXP GNS gauges themselves, please use Reality XP’s own Configurator program. For information on how to do this please view the documentation accompanying your RXP GNS gauges. Turbine Duke Version 2.0 53 Auto DTK or manual DTK? Previous versions of the RealAir Config Panel had an option to select between ‘Auto-DTK’ or ‘Manual DTK’. We chose to remove this option in the new Duke Config Panel because it could conflict with the ‘Auto-CRS’ setting in Reality XP’s own Configurator program. To switch between Auto DTK and manual DTK, open the RXP Config program and locate the ‘Auto CRS’ option. For information on how to do this please view the documentation accompanying your RXP GNS gauges. Cross-Fill Previous versions of the RealAir Config Panel had an option to set GNS cross-fill settings for owners of the RXP Unlimited pack. This doubled-up on a setting that can be made using RXP’s own Config program, so we chose to remove this option from the Duke V2 Config program. To set cross-fill, please use the RXP Config program. For information on how to do this please view the documentation accompanying your RXP GNS gauges. Separate Nav/Com Radios You have the option of installing separate nav/com radios to accompany the nav/com radios built in to the GNS gauges. In real life it is very unlikely that you would have separate nav/com radios installed alongside the GNS units, but we chose to provide this option because many people find the separate nav/com radios to be quicker and easier to tune. Trouble-Shooting Reality XP GNS version compatibility To avoid potential problems please make sure you are using the most up-to-date version of the Reality XP gauges currently available. Older versions of the gauge can cause some minor, and some major issues. FSX version compatibility The Reality XP GNS gauges require either FSX SP2, or FSX Acceleration to be installed to work properly with the Duke V2. Please visit the ‘Trouble-Shooting - Reality XP Integration’ section on page 88 of this guide for more information on specific RXP integration problems and their solutions. Reality XP GNS 530/430 Support We cannot offer any support on matters relating to the operation of the Reality XP GNS 530/430—you will need to get in touch with Reality XP regarding these matters. We can only offer support on Reality XP GNS/RealAir Turbine Duke VC integration issues. Turbine Duke Version 2.0 54 Turbine Duke Version 2.0 Flight1 GTN 750/650 Integration If you own the Flight1 GTN 750 or GTN 650, you can choose to use these units in place of the standard FSX GPS 500. Integration of the Flight1 GTN units is all handled by the Turbine Duke V2 Config Panel. Turbine Duke VC panel with one Flight1 GTN 750 installed Before setting up the Turbine Duke to use either or both of these gauges, it is important to understand the following: è The Flight1 GTN 750 and/or GTN 650 must be bought separately. Neither the Flight1 GTN 750, nor the Flight1 GTN 650 are included as part of the Turbine Duke V2 package. è Before setting up the Turbine Duke V2 to use the Flight1 GTN 750 and/or GTN 650, you must have one or both of these gauges installed in FSX. è You need to use the Turbine Duke V2 Config Panel to install the Flight1 GTN gauges into the Turbine Duke V2. Following this initial setup you can then use the Flight1 GTN Config program to modify the various GTN settings (more on this below). è Flight1 sell the GTN 750 and GTN 650 separately. If you buy and install only the GTN 750, then you can only install the GTN 750 into the Turbine Duke V2. If you buy and install only the GTN 650, then you can only install the GTN 650 into the Turbine Duke V2. If you buy both, and install both into FSX, only then can you install both units into the Turbine Duke V2. Turbine Duke Version 2.0 55 You can install one or two of the same GTN units into the VC panel (2 x GTN 750s shown) Flight1 GTN Installation Configuring the Turbine Duke V2 to use the Flight1 GTN 750 and/or GTN 650 1. If you haven’t done so already, install the Flight1 GTN 750 and/or GTN 650 into FSX (see notes in section above), using the installer provided by Flight1. 2. Install the RealAir Turbine Duke V2 (you have probably done this already). Please note: It is not important whether you install the Turbine Duke V2 first or the GTN 750/650 first. All that matters is they are both installed into FSX. 3. Open the Turbine Duke V2 Config Panel and navigate to the ‘GPS & Radios’ page. 4. Click on the ‘Select GPS’ drop down box and select ‘Flight1 GTN 750’ or ‘Flight1 GTN 650’. 5. You have the option of installing a second GTN gauge either of the same type or if you own both the GTN 750 and the GTN 650, one of each. Once you have chosen the first GTN gauge, a drop down box will appear that allows you to select the second GTN gauge. 6. Select whether you would like separate nav/com radios installed using the show/hide nav/com button. Select whether you would like a separate transponder installed by pressing the show/hide transponder button. 7. To finish configuring your GTN installation, you can rearrange the position of the GTN gauges as well as the other radios by using the ‘Rearrange Panel Layout’ screen on the right hand side of the GPS & Radios page. 8. Click the Save button (bottom right) and exit the Config Panel. Now when you load the Turbine Duke V2 in FSX the Flight1 GTN gauges will be configured according to your selection. Turbine Duke Version 2.0 56 Please Note: The Turbine Duke V2 Config Panel will only allow you to install whichever Flight1 GTN gauges are currently installed onto your computer. If you have neither the Flight1 GTN 750 nor the GTN 650 installed into FSX, then you will not see an option to install either of these gauges. Using the Flight1 GTN Config Program Once the above steps have been completed the Flight1 GTN gauges will be installed into your Turbine Duke V2 using default GTN settings. You can either leave it this way and go fly the Turbine Duke V2, or you can now use the Flight1 GTN config program to alter the GTN gauge settings to your liking. There are some limitations - you must use the Turbine Duke V2 Config Panel to select the actual panel layout and install the gauges into the Turbine Duke V2, and you must use the Flight1 GTN config program to alter the actual GTN settings. The Flight1 config program can alter such settings as 2D GTN popup window size and position, which radios each gauge controls, and so on (see Flight1 GTN documentation for more info). Using the Flight1 GTN Gauges In the Turbine Duke V2 Back-lighting The custom 3D knobs and buttons are all backlit. The back-lighting is tied to the panel lights. To turn the back-lighting on or off, switch the panel lights on or off. Mouse interaction When installed into the Turbine Duke’s 3D panel, these gauges work identically to how they work when installed into a 2D panel (or pop-up window). The only difference is the buttons and knobs are modelled in 3D. All of the default click-spots and mouse interaction methods are retained. For example—left click to turn a knob anti-clockwise, right click to turn a knob clockwise, and so on. See the documents accompanying the Flight1 GTN gauges for more information. 2D pop-up To see a 2D pop-up of the GTN units, click on the lower left hand edge of the GTN gauge, press ‘Shift 2’ to open the first GTN gauge, or press ‘Shift-3’ to open the second GTN gauge (if installed). See the documents accompanying the Flight1 GTN gauges for more information on the exact location of the popup click spots. Nav/GPS switch The GTN units take control of the Nav/GPS switch, so with the Flight1 GTN units installed there is no separate nav/gps switch on the Turbine Duke’s panel, instead there is a button on the GTN unit to make this selection. See the Flight1 GTN documentation for more information on how to make this selection. Flight1 GTN Options The Turbine Duke V2 Config Program is only for integrating the Flight1 GTN gauges into the Turbine Duke V2. For setting various options on the Flight1 GTN gauges themselves, please use Flight1’s own Config program. For information on how to do this please view the documentation accompanying your Flight1 GTN gauges. Turbine Duke Version 2.0 57 Auto DTK or manual DTK? Previous versions of the RealAir Config Panel had an option to select between ‘Auto-DTK’ or ‘Manual DTK’. We chose to remove this option in the new Duke Config Panel because it could conflict with the ‘Auto-CRS’ setting in Flight1’s own Config program. To switch between Auto DTK and manual DTK, open the Flight1 GTN Config program and locate the ‘Auto CRS’ option. For information on how to do this please view the documentation accompanying your Flight1 GTN gauges. Separate Nav/Com Radios You have the option of installing separate nav/com radios to accompany the nav/com radios built in to the GTN gauges. In real life it is very unlikely that you would have separate nav/com radios installed alongside the GTN units, but we chose to provide this option because many people find the separate nav/com radios to be quicker and easier to tune. Separate Transponder You also have the option of installing a separate transponder radio to accompany the transponder radios built in to the GTN gauges. In real life it is very unlikely that you would have a separate transponder radio installed alongside the GTN units, but we chose to provide this option because many people find the separate transponder to be quicker and easier to tune. What happened to the audio panel? The GTN 750 has a dedicated page for controlling all audio functionality, so the dedicated audio panel is not required. The GTN 650 does not have this functionality, so the audio panel remains when there is only a GTN 650 installed. Trouble-Shooting Flight1 GTN version compatibility To avoid potential problems please make sure you are using the most up-to-date version of the Flight1 GTN gauges currently available (see Flight1 website). FSX version compatibility The Flight1 GTN gauges require either FSX SP2, or FSX Acceleration to be installed to work properly with the Turbine Duke V2. Please visit the ‘Trouble-Shooting - Flight1 GTN Integration’ section on “Flight1 GTN Integration” on page 89 of this guide for more information on specific F1 GTN integration problems and their solutions. Flight1 GTN 750/650 Support We cannot offer any support on matters relating to the operation or installation of the Flight1 GTN 750/650 gauges—you will need to get in touch with Flight1 regarding these matters. We can only offer support on Flight1 GTN/RealAir Turbine Duke VC integration issues. Turbine Duke Version 2.0 58 Turbine Duke Version 2.0 Landing Lights Custom 3D Landing and Taxi Lights New in the Version 2 Turbine Duke are custom 3D modelled landing and taxi lights that actually light the terrain rather than cover the terrain in a white wash (as the default landing lights do). This method of creating landing lights was first pioneered by Mike Johnson of Lotus Sim in his wonderful L39 and has since been used by many other developers. Custom 3D landing lights The nature of these lights means they will look brighter or darker depending on the lightness or darkness of the surface they are shining on. On very dark grey runways they will look quite dim but on lighter grey runways they will look nice and bright. If you use a product like REX to set your runway textures we recommend setting the runways to one of the lighter grey options to really bring out the best in the Duke’s landing lights. Light Limitations With these landing lights it is possible to produce much better and more atmospheric landing lights overall, but there are some limitations that cannot be avoided. The biggest limitation occurs in low visibility when the edges of the textures that produce the landing light become visible when they should be invisible. This results in big square polygons being visible on the ground in front of the aircraft when near the ground and in low visibility. We have to stress that this is a problem that is present in all aircraft with this method of lighting, and it appears to be an insurmountable limitation of this form of landing light. We have been able to reduce the severity of this problem to the point where the big square polygons are only visible at early dusk and late dawn in low visibility (less than 5 miles) - at all other times the landing lights appear natural. To do this, we needed to set the landing lights to become visible at a very low height in low visibility, that is to say the lower the visibility then the lower you need to be to the ground before the landing lights become visible. In high visibility the lights will become visible at quite a high altitude. This is not ideal but we believe Turbine Duke Version 2.0 59 it is the best compromise possible given the limitations of FSX in this regard. In real life, if you were flying in very low visibility the landing lights would only be reflecting the fog back at you, so we believe this is an acceptable compromise. Custom Or Default Landing Lights In the Turbine Duke V2 Config Panel you will find an option to use the default FSX style landing lights rather than our custom 3D landing lights. This has mainly been provided as a solution to disappearing VC click-spots. Some users of our Duke B60 V2 reported experiencing disappearing VC click-spots which meant they weren’t able to click on any of the gauges or controls in the VC. After a lot of time spent searching for a solution we and other developers learned that removing custom 3D landing lights from an aircraft’s 3D model fixed the problem for almost all users. That is the main reason we have provided this option in the V2 Turbine Duke. We’d like to stress that there is no reason why the 3D landing lights should have this effect on the VC click-spots. There appears to be an FSX bug being triggered by the landing lights. The 3D landing lights and VC click-spots are completely unrelated, but removing them appears to have fixed the problem for almost all of our users. FSX has been around since 2006 and third party developers are stretching FSX to do things it was never originally designed to do, so in many ways it is not surprising that such a difficult bug should come along every now and again. Turbine Duke Version 2.0 60 Turbine Duke Version 2.0 Flying the Turbine Duke V2 Power Handling The Condition Levers One of the differences between piston and turbine aircraft engines is that the latter do not have a “mixture” control. Instead there are condition levers. In the Duke, as with similar aircraft equipped with Pratt and Whitney PT6 engines, the condition levers have broadly only three functions: 1. To introduce fuel into the turbine chamber by raising the levers from “cut off” position into low idle, after the turbine has reached sufficient speed when starting. 2. To stop the engines by pulling the levers back to “cut off” position. 3. Optionally to push the levers into “high idle” position to aid taxiing. Aside from the above three points, the condition levers are almost always left at “low idle” throughout any flight. This is somewhat a controversial subject even among experienced pilots, but the general consensus is that there is no benefit in this type of aircraft in having the levers anywhere other than low idle during the flight. Taxi by pushing the condition levers forward until momentum is achieved – then pull the levers back Important! Starting the Duke by pushing the condition levers fully forward will likely result in engine and prop over-speed during or shortly after start up. Please refer to the section below for details about the start up procedure. Another important thing to note is that there is a bug in FSX whereby slewing then un-slewing results in the condition levers snapping to maximum high idle. Please be aware that if you slew on the ground, it is advisable to apply the parking brakes before doing so in order to avoid sudden uncontrolled excursions! The turboprop start up sequence in FSX is virtually hard-coded whether you opt to start manually or Turbine Duke Version 2.0 61 by using the CTR E key for an auto start up. Using the auto start sequence a few times will help you get familiar with how to proceed. There are more details about starting up in the sections below. If using auto start FSX programmes the levers to rest at 40% idle. This results in a somewhat excessive idle NG reading of 54.4%. When starting manually push the levers just above the first low idle detente, just above the cut-off position. This will result in a more accurate 52-53% NG. Idle rpm should be around 1200. Using the condition levers to aid taxiing There are two distinct methods to taxi in the Duke. One is to leave the condition levers at low idle and use the power levers (the word “throttle” is not used in turboprop aircraft). The other is to release the parking brake and move the levers towards high idle but with the power levers at 0%. Slowly, the Duke will move forward on high idle power (up to 70% NG). As soon as you are moving pull the condition levers back towards low idle and the Duke will keep forward momentum. If the speed increases too much (a likely event should your payload be light), pull the levers right back but not as far as the cut off point, then apply a little “beta” reverse with the power levers. This will act as a brake. The advantage of taxiing with the condition levers and use of beta reverse is to save wear on the brakes. After some practice this method can be used regularly. Managing Power and Propellers Whether you are airborne or on the ground, never slam the power levers forward or back. This is also the case in the real aircraft. Especially on the ground, quickly pushing the power levers forward to obtain take off power will likely result in the props over-speeding. Torque and prop rpm take time to overcome inertia. When powering up for take-off it is most important that you first stabilise the props. Not doing so results in unstabilised prop speed as the prop governor is under stress in its effort to contain the over-speed. Power and propeller rpm are both stabilised after waiting for a few seconds at 80-87% NG Turbine Duke Version 2.0 62 The correct method when seeking take off power is to slowly push the power levers forward until the props are at the optimum 2200 rpm, optionally with the brakes holding the Duke stationary. The power setting for prop stabilisation will vary with ambient pressure and temperature. Below is an illustration of stabilised props after the power levers were slowly pushed forward until approximately 80-87% NG. At this point the props have just reached the required 2200 rpm. Now you can push the levers further forward to set required take off power. Important Note! Some customers of Version 1 contacted us to ask whether full power should always be set for take-off. The answer is that unless you are taking off from a very short runway, there is generally no need to set absolutely full power. The Duke is capable of a remarkable take off distance of 1000 feet on full power. Given that most runways are much longer, a setting of 1000+ lb of torque is adequate for most airfields. If you opt to set full power, it is most important to monitor torque, which will increase as you gain airspeed. Turbine Engine Startup The following paragraphs describe operating procedures where they relate to FSX. Many, but not all, of the actual Turbine Duke procedures are emulated in this simulation. For detailed procedures please refer to the included Pilots Checklists PDF and pilot’s reference and checklist which you can access from the kneeboard within FSX. ‘Cold and dark’ cockpit ‘Cold and Dark’ If you wish to operate the Turbine Duke ‘Cold and Dark’—which is loading the Duke with engines, systems and electrical power off, there are two alternatives: One is to simply choose the ‘Cold and Dark’ starting option in the Config Panel before you run FSX. The other is to load the Turbine Duke then switch off the engines, avionics, pumps, generators, then the battery, then save the flight after moving to the airfield of your choice. Thereafter you can load this flight whenever you wish to fly ‘by the book’ and add preset scenarios at any chosen airport and in any weather conditions. (Please see FSX’s excellent help files and videos for more information). Turbine Duke Version 2.0 63 Starting From Cold The turbine version of the Duke has a very different method of controlling, starting and shutting down the engines compared with the piston version. As far as we could, we followed the real procedures where FSX allows it, but some of the proper procedures for turbo prop starting are not supported by FSX and so we describe below the practical start up and management procedures within the limitations of what FSX will successfully allow. Pre-Start Check that the parking brakes are set. This is most important. Without parking brakes ON, FSX will exaggerate the yawing tendency of running one engine only on the ground because the ground friction is not realistic and there is not enough tyre grip. Therefore you need parking brakes to stop any tendency to yaw or move when starting the first engine. Note: It is also very important, if you are using your joystick or associated throttle controller, that you calibrate your throttle controller so it is capable of showing a true 100% power when fully forward and a true 0% percent (idle) power when fully back (but not in the beta/reverse zone). Otherwise there is a possibility that pulling the power levers further back by dragging the mouse, after landing and needing reverse thrust, will result in the power levers ‘snapping’ back to idle. If your calibrating efforts still cause problems, you might overcome this by pressing F1 for idle power then F2 for full reverse. Starting the Engines First, check that the condition levers are in the off position (fully back). Note: You can control each individual condition lever by clicking the right mouse button then dragging. Clicking the left button then dragging moves BOTH levers and this is the same for all the control levers. The convention is to start the RIGHT engine, then the left. To start the right engine, do the following: 1. Set parking brakes. Check the condition levers are fully back. 2. Set RPM levers to full forward, power levers to idle and condition levers fully back (cut off). 3. Set fuel tank levers to the ON position. 4. Switch the battery ON. This will make the engine gauges go ‘live’ but the avionics will still be OFF. Right engine start: engine switches (left), engine gauges and annunciators (right) Turbine Duke Version 2.0 64 Right Engine Start 1. Set the right side fuel pump to PUMP 1 or PUMP 2. 2. Set the right side ignition to ON. 3. Push the right starter button down to engage the starter. 4. As the NG reading equals or exceeds 12%, push the RIGHT condition lever smoothly forward to low idle IT IS MOST IMPORTANT that you only push each condition lever just forward of the white marker line between cut off and ON. Push the condition lever forward more than this can result in the props over-revving. 5. Soon after the prop engages and turns the ITT reading will peak somewhere near or slightly above the normal operation redline. It is acceptable to briefly exceed the normal operation redline during startup—the maximum ITT during startup is 1090° C for no longer than 10 seconds (a second, dashed redline on the ITT gauge indicates the max startup ITT). 6. When the right propellers are turning and stabilised the ITT should drop to normal and the prop RPM will show around 1200 RPM. The condition lever should remain at the lowest position before cut off at this point. 7. Set the right starter switch to GEN ON. 8. Set the right ignition switch to AUTO. Left Engine Start Now repeat the above procedure for the LEFT engine, using the appropriate and similar switches for the left side. After Start When both engines are started and stabilised: 1. Set the Avionics Master Switch to ON. 2. Set the Inverter switch to MN INV (Main Inverter On). 3. Switch on the various individual radios and GPS units. Once started it is MOST IMPORTANT to keep the condition levers on a low setting during and after the start. Once you are taxiing however, you can optionally use the condition levers to control the speed of taxi. Please note the effect of these levers is quite sensitive. For detailed startup procedures see the accompanying ‘Pilots Checklists’ PDF document, or view the checklists from within FSX via the aircraft kneeboard. Flying and Operating the Turbine Duke We strongly advise you to read the following tips on general flying and engine operation. FSX has limitations regarding simulation of turboprop aircraft. These limitations affect almost every aspect of engine controls, torque, turbine rpm, propeller handling and of course sounds. There are too few parameters available to perfectly implement the true sound of turbine propellers, but we have worked hard to get as close as we can given the limitations. In particular, it is extremely difficult to simulate propeller speed and the sound reaction to it without such sounds becoming an inflexible “drone”. Turboprops in FSX sometimes act in unpredictable ways, with prop rpm being difficult to control particularly on the ground. If you look at the prop rpm gauges in the default aircraft you’ll see exaggerated rises and falls in rpm especially during ground handling. Assigning sounds to ignore propellers can alleviate this problem and covers up the anomalies. We have faced this challenge and have made efforts to overcome these intrinsic flaws in FSX, and have included propeller rpm sounds in our sound design for the Turbine Duke. Turbine Duke Version 2.0 65 Other aspects of FSX make it extremely difficult to co-ordinate the smooth transition between what is know as the “beta range” in turboprop aircraft. Beta range is a mechanism whereby the power levers also act as a propeller angle “reverser”. In a perfect simulation, small movements of the power levers in beta range should be able to give subtle control over taxi speed braking, and a large range of reverse thrust. In order to get the best from this simulation, it is most important that you read the information set out below regarding operation of the Duke Turbine engines within FSX. Not being aware of these procedures can result in the engines acting strangely or in you losing control of their operation. In most cases we stay as close as possible to real world procedures but there are a few FSX-specific rules to follow. In real turbo prop aircraft, the relationship between three crucial engine attributes is quite different to that in FSX, which simulates these relationships in the opposite way to what they should be. Firstly, in FSX, turbo prop turbine rotation speed (expressed as NG) reduces with altitude, and secondly, engine temperature (ITT) always reduces with altitude. Finally, reducing the prop rpm by pulling back the prop lever results in decreased Torque. Actually, the opposite should be true in most cases. In addition, Turbine speed falls away with altitude in FSX. This is not necessarily the case in real turboprop operations. Torque, ITT and NG (left), Prop RPM, Fuel Flow and Fuel Pressure (right) In the RealAir Turbine Duke V2, most of these faults have been corrected. To understand why these attributes are important it is necessary to explain how Turboprop operation works, and how Turbine engines perform. The most important concept to grasp is that engine temperature (ITT) is in the main the most relevant influence on the amount of safe available power when flying on hot days, and torque needs to be monitored in all weathers so as not to exceed the torque limit. If temperature was not an issue, turboprop engines could achieve more available power in certain situations, but generally speaking, ITT limits dictate how much power is available especially after climbing out from a hot, high airfield. Another factor to keep in mind is not to exceed maximum turbine speed. The RealAir Turbine Duke simulates flat rated PT6A-35 engines producing 550 hp. This is enough Turbine Duke Version 2.0 66 power to achieve rapid acceleration and excellent climb performance of typically 4000 feet or more per minute IN IDEAL CONDITIONS. In the RealAir Duke Turbine, the limits are as follows: ITT: 750-800° C NG: 101.5% Torque: 1250ft-lb ITT is short for Inter-stage Turbine Temperature - in basic terms the turbine engine’s operating temperature. NG is turbine rotation speed, expressed as a percentage of maximum continuous RPM. Torque is a measure of prop shaft/propeller loading. Flying close to max power. Note Torque and NG both close to redline A golden rule in turbo prop engine management could be expressed like this: All or any of the above three parameters should not exceed their known limits. So for example if Torque is lower than 1250 but ITT is over the redline, power should be reduced. If Torque and temperature are within limits but NG is over 101.5% for any appreciable time then power should also be reduced. If torque exceeds 1250, power should again be reduced. If the oil temperature ITT, NG or Torque exceed limits for long periods, the RealAir Turbine Duke V2 simulates engine failure. In practice, the most significant power limiters are dictated by ITT and Torque, especially at lower altitudes. In hot conditions NG will also need to be monitored, since the Turbine is likely to rotate slightly faster at higher temperatures. This faster rotation does not mean there is more power, unless the increase was commensurate with a higher power lever setting. In normal conditions (eg: Ambient Temperature of 59° F), NG at take off might typically be 98-99%, but a hot day take off could easily take NG over the limit and well beyond 102%. ITT increases with altitude, but beyond mid altitudes will begin to decrease. The key to getting efficient performance is to be aware of ambient temperature, torque settings, prop rpm, Ng and of course fuel flow. In addition, real turboprops show increased torque when reducing propeller rpm, and we have successfully simulated this too. Turbine Duke Version 2.0 67 If you set sea level temperature in FSX to hot (say 80 to 95° F), you will not be able to achieve the Turbine Duke’s 4000 feet per minute climb rate, because NG will be high enough to overspeed at less than full power. ITT will also be high and easily redline. Thus in hot climates, you should expect climb rates much less than the normally possible 4000 feet per minute initial climb rate. The approximate optimum altitude for best cruise speed is 23,000 to 24,000 feet. In ideal conditions the Turbine Duke can fast cruise at 301 knots or more True Airspeed (TAS) at this altitude. True Airspeed is the actual speed of an aircraft relative to the air through which it flies, while Indicated Airspeed (IAS) is the aircraft’s speed as measured by the Airspeed Indicator’s pitot tube. Normally the airspeed gauge in FSX is set to Indicated Airspeed (IAS). IAS is more useful to a pilot because stall speed, never exceed speeds, flap speeds and so on are all relative to Indicated Airspeed, but at altitude IAS will be much lower than TAS. To see what your True Airspeed is, hover your mouse over the Airspeed Indicator, and you will see a readout of both indicated and true airspeeds. Another way to determine how fast you are really going is by looking at the GPS screen. The GPS (both RXP and default FSX) can display ground speed. Ground speed will be close to True Airspeed, but won’t be exactly the same thanks to the effect of the wind speed at the altitude you are flying. Example Flight - Ambient Temperature: 70° F Start up according to the starting instructions in this document, or for more detailed startup procedures see the accompanying ‘Pilots Checklists’ PDF document, or view the checklists from within FSX via the aircraft kneeboard. After starting (with parking brakes ON), release the brakes and taxi using small movements of the power levers or by using the condition levers between low and high idle. To reduce taxi speed you can either use the wheel brakes, or use a small amount of Beta reverse to contain the speed. Please note that the condition lever can also be used in a similar way, since it affects taxi speed in varying degrees according to aircraft loading. The lower the all up weight, the more “lively” will be the acceleration using high idle. Because climb is so swift, it is best to preset the autopilot before take off. With the autopilot OFF, press the ARM button, then set desired altitude and climb rate (VS), and optionally the heading button (assuming you have already set the heading bug). Please note: pressing the ALT button will reset the selected altitude to your current altitude. After lining up, increase power slowly with the brakes still on. Above around 50% power setting, the brakes are not powerful enough to prevent creeping forward. Release the brakes, keep straight and slowly increase the power, monitoring ITT, Torque and NG. If any of these three readings exceeds limits, reduce power slightly. After take off, gently raise the nose and trim for a climb of around 2500-3000 fpm, then if desired switch on the autopilot, after which the autopilot will trim the aircraft to climb to your selected altitude at the climb rate you set. Acceleration will be very rapid, so you need to quickly set or adjust the VS (vertical speed) or react quickly with trim if flying manually. You can hold the VS button down and it will auto-increase or decrease the climb rate. Continue monitoring temperature, torque and NG. At this stage all three are likely to increase so you must be careful to keep all three readings within limits. Once climb is established, optionally reduce prop RPM from fully fine (2200 rpm) slowly back to 2000 rpm for a quieter climb out, and this also saves wear on the engine and props. Reducing prop rpm will (correctly) cause the TORQUE to rise, so it is important that you do not exceed torque limits. The safe option is to make sure torque is well below the 1250 limit BEFORE reducing prop rpm to cruise/climb. Turbine Duke Version 2.0 68 Maximum rate climb at full power, note climb rate set on autopilot As you climb, continue to watch airspeed, temperature, torque and NG. Any increase in airspeed (IAS) will cause the NG reading to increase. As you climb, ITT is likely to slightly rise, whereas torque will gradually fall off, especially passing through 10,000ft and above. Keep all three gauges within limits and you will achieve 23,000 feet quickly - around 9 minutes depending on conditions with a full power climb. A typical cruise altitude would be FL230 to FL250 (23,000-25,000 feet). Above this altitude cabin pressure (see section on pressurisation) is unable to keep the cabin at safe pressure altitude and theoretically, oxygen would be a safety requirement in order to climb further to the Duke’s published ceiling of 28,000ft. In fact the Duke Turbine could easily achieve 30,000ft and above, but neither airframe nor pressurisation are cleared for these altitudes. In order to save fuel, a typical economy cruise TAS would be 270-275 knots. Torque would be approximately 950-1050ft-lb depending on weather conditions. At this speed you should be able to get fuel flow down to 30-33 GPH per engine for a total fuel burn of 60-66 GPH. For maximum cruise speed of 290-300+ knots TAS you would be burning significantly more fuel and require a high Turbine rpm speed - close to NG limits. Engine Shut-down In-Flight To simulate an engine failure, we give below an example of shutting down the LEFT engine. To shut down, do the following: 1. Reduce power to idle if there is enough altitude. 2. Reduce left prop rpm by pulling back the left prop lever (hold the right mouse button down for individual lever control). 3. Cut the fuel to the left engine by pulling the LEFT condition lever fully back. 4. After the engine turbine has been shut down, pull the LEFT prop lever FULLY BACK (you might have to do this twice). 5. The left propellers will now FEATHER (present an 85-88 degree high angle to the airstream for minimum drag) and cease revolving. Turbine Duke Version 2.0 69 Left engine shut-down NOTE: Since Auto-feather is not well implemented in FSX and does not work as it should, we do not implement auto feather in this version of the RealAir Duke Turbine, but manual feathering works flawlessly if you follow the procedures. You can fly safely on one engine. Unlike the piston powered Duke, the Turbine version will not require a critical amount of rudder to counteract the drift caused by the right engine. Simply bank slightly towards the dead engine and use right rudder to correct the drift, which can be seen clearly in spot view. You can cruise normally on one engine up to 27,000 feet and climb will still achieve between 1300-1600 fpm at low altitudes. Engine Restart In-Flight To restart the left engine, we depart from perfectly accurate procedures due to the limitations of FSX. Keep the left propeller feathered, make sure the Ignition switch is set to ON or AUTO, press the left starter (yellow) switch to ON, engage the left condition lever to low idle when NG reaches or exceeds 12%. The left engine will now restart. Slowly push the left prop lever forward so the rpm matches the right engine. After the engine has started, switch the left Start/Generator switch to GEN ON and the left Ignition switch to AUTO. A note about feathering: The PT6A engine is a “free-turbine”. This means that there is no solid physical connection between the turbine and the prop shaft. In FSX the propellers on a feathered turboprop aircraft will not “windmill” so an “air start” is not possible without using the starter motors. Please also note that you will not see the prop feathering or changing angle. To do so would be incorrect since propellers can only “twist” or change angle while revolving. Climbing In ISA conditions (International Standard Atmosphere) the Turbine Duke can easily achieve 3,8004,000 feet per minute initial climb rate. If you are lightly loaded you can achieve even better climb Turbine Duke Version 2.0 70 rates, up to and beyond 4,500 fpm. Best climb speed is 120 knots, while the recommended maximum rate continuous climb speed is 140 knots. You do not need flaps for either take off or climb. Unlike the piston Duke, climb rate does not fall off as dramatically with altitude. You can sustain up to 4000 fpm climb rate to at least 7,000 feet, and only a little less than this up to 15,000 feet. When torque (available power) begins to fall away you will need to reduce climb rate. For cruise climbing, set prop speed to 2000 rpm and aim for 2000 feet per minute, with 80-90% power which should give you 160-170 knots IAS. NOTE: If climbing at high ascent rates (3000-4000 fpm) on autopilot, you will need to manually reduce climb rate to approximately 2000 fpm shortly before reaching your designated altitude, since the autopilot is likely to “overshoot” the desired altitude at very high climb rates. This is normal for any autopilot. You can quickly change the vertical speed by rotating the mousewheel while hovering over the VS up/down buttons on the autopilot console, or by repeatedly clicking the mouse. Cruise Best cruise altitude is FL250 (25,000 feet), and the Turbine Duke is flexible enough to perform well with varied amounts of power. With 80-90% power a typical cruise speed (TAS) is 260-275kt. For the magic speed of 300 knots + TAS at FL230-FL250, you will need 100% power and prop levers moved forward. You will need to monitor the NG gauge and not allow the needles to exceed 101.5%. Sustained use of 101.6% and higher could damage the engine. High altitude cruising While the Turbine Duke can cruise at up to 30,000 feet, it is not cleared to this altitude and cabin pressurisation is restricted to the equivalent of 10,000 feet at a cruise height of 24,000 feet. Since normally you would need oxygen above 10,000-11,000 ft, it is dangerous to fly at altitudes of FL260 to FL300 unless you have oxygen equipment. Stalling, Side-Slipping and Inadvertent Spins The Turbine Duke has a slightly slower stall speed than the piston engine version - typically 75 knots indicated when fully loaded and 70 knots with full flap. If you allow the stall to develop and do not push the stick forward to establish airspeed the Duke can spin, though it is not cleared for spinning. Depending on how much up-trim you have and with the stick fully back, plus rudder in the direction Turbine Duke Version 2.0 71 of the spin, rotation will once established continue until you neutralise the rudder and ease the yoke forward. The Turbine version of the Duke, unlike the piston version, is not cleared for side slipping of any kind, although a brief and mild side slip will not do much harm. However the Duke will sideslip with too much rudder just like any other aircraft, and our flight model reflects this. Entering an inadvertent spin Accelerated Stalls Turning steeply at low airspeed, especially with high loadings, will also result in pre-stall buffeting, which can develop very quickly into a wing drop, spiral dive or even a spin. As soon as you hear and see this effect while turning, unload the elevator and if necessary increase power to recover full flying control. Descent and Landing Descending is straight forward. Lower the nose and in normal circumstances select idle power. You can descend at high speed (high descent rate) provided you do not exceed 198 knots IAS, but you should not do this when descending from high cruise altitudes, because the pressurisation mechanism cannot “keep up” with the gain in outside pressure and the need to drop the cabin pressure to suit the descent. This can be very dangerous. You will notice that the torque gauges occasionally show zero as you descend with idle power. This is an FSX limitation. You can select gear down from 173 knots or less. The first stage of flaps (‘approach’ flaps) can be lowered at 173 knots or less while full flaps (‘landing’ flaps) can only be lowered when flying at 134 knots or less (marked by the high end of the white arc on the airspeed gauge). For rapid descents you can use gear down and if necessary approach flaps to keep airspeed in check. Downwind, maintain a steady 120 knots IAS and select first stage (approach) flap on your cross wind leg, then full flap if required on final approach. The RealAir Turbine Duke is fully IFR capable with a totally reliable ILS landing system. For more information on ILS landings please see the FSX help documents. Turbine Duke Version 2.0 72 The final approach will require around 30% power with gear down and full flaps to maintain descent speed. Aim to be over the threshold at less than 100 knots and gently flare while cutting the power levers to idle, normal touchdown being in the range of 80-90 knots. If landing on a short runway, you can immediately engage reverse thrust by pulling the power levers fully back, and together with wheel braking you should rapidly decelerate. Once at 40 knots smartly push the power levers to 0%, or press F1 to disengage reverse beta. Doing this slowly could result in the prop rpm over-reacting, with accompanying over-revving sounds of the propellers. This is a hard coded limitation of FSX. Gear-Up and Emergency Landings This simulation of the Duke includes full ‘belly landing’ effects. While it is not possible to simulate undercarriage deployment failure, you can practice gear up landings by not selecting gear down and flying a careful approach for a gear up landing. In order for the effects to be seen and heard, please make sure you DISABLE collision detection in the aircraft/realism menu and you switch to spot view just before runway contact to see the effect at its best. As the fuselage contacts the runway you will see and hear the effects of sparks, dust, dirt and smoke plus a wake trail or groove created by metal against tarmac behind the aircraft. The Duke will come to a shuddering halt, hopefully leaving you and your passengers unharmed if the landing is successful. Please note that limitations in FSX prevent the props from ceasing rotation if you didn’t first feather the engines before ditching. Sea and lake gear up ditching can also be practised, with the Duke skimming the water surface and thereafter floating on the water when coming to rest. Shutting Down After reaching your parking spot or terminal space, shutting down is straightforward. Apply parking brakes. Check that the Fuel Pumps are OFF, Starter/Generator switches are OFF and Ignition set to OFF. Switch the avionics OFF. Then pull the Condition Levers fully back and wait for the engines and props to cease turning. Switch the Inverter to OFF and then battery power to OFF. V-Speeds Vmc (minimum control speed) .................96kt (lower red line on ASI) Vr (rotation speed) ........................................ 102kt Vx (maximum climb angle) ....................... 110kt Vy (maximum rate of climb) ..................... 120kt Vfe (maximum flap speed) ......................... 134kt for full flaps (173kt for approach flaps) Vle (max. gear extended speed) ............... 173kt Vne (never exceed speed) ........................... 198kts Vref (final approach speed) ....................... 100 knots (depending on conditions) Please Note: Counter-intuitively the Turbine Duke has a lower Vne than the piston Duke. This is because turboprops are certified according to a different set of rules when compared to piston powered aircraft. The Turbine Duke’s Vne is equivalent to the piston Duke’s Vno, or the start of the yellow arc (rough air caution range) on the piston Duke’s ASI. Soon after you exceed 200 knots (IAS) you will see an overspeed warning. Of course the true airspeed at high altitude is very much faster. Turbine Duke Version 2.0 73 At lower altitudes however, keep an eye on the airspeed indicator and keep the speed below 200 knots. Pilot’s Operating Manual Due to copyright issues, we are unable to include a full Pilot Operating Handbook supplement for this product. This does not prevent you in any way from operating the RealAir Turbine Duke effectively. There is a comprehensive checklist including start up and shutdown procedures, safety limits (discussed in this document) and illustrated info also within this flying guide, and finally a brief reference guide, the last two items being available as you fly the Duke within FSX. For more information about flying Turboprops and general flying techniques, please see the wealth of material included within FSX itself and by searching on the web. Turbine Duke Version 2.0 74 Turbine Duke Version 2.0 Engine Failures The RealAir Turbine Duke V2 includes a custom engine failure feature. It is possible for one or both engines to fail in-flight. There are two types of failure modelled — ‘preventable’ failures, caused by the pilot over-stressing an engine, and ‘unprovoked’ (random) failures. Left engine failure The motivation for adding this engine failure feature was two-fold. Firstly, we wanted to make this simulated aircraft more interesting and stimulating to fly. Secondly, we wanted to provide the pilot with some motivation to fly the aircraft realistically with the engines within limits. In the real Turbine Duke, the enormous cost of overhauling a mistreated engine, or the threat of an in-flight engine failure mean the pilot is highly motivated to look after the engines and keep them well within limits. In the simulated version, without the threat of an engine failure it is too easy to just pin the power levers to their stops and tear around the sky (something the Turbine Duke does very well by the way). Preventable Engine Failures This type of failure is caused by running either engine above its safe operating limits for an extended period. If you exceed safe limits on any of the following instruments there is a risk of engine failure: Torque, ITT, NG, Oil Temperature The safe limits for these values are marked by a redline on the appropriate gauges, so staying within limits is simply a matter of keeping the engines gauges ‘in the green’, and below the redline value. By default, this type of failure is enabled when you install the RealAir Turbine Duke V2. You can disable or enable this feature via the Turbine Duke V2 Config Panel. To do this, open the Config Panel, and go to the ‘Realism’ page. Turbine Duke Version 2.0 75 • To disable preventable engine failures, choose ‘Forgiving’ under the ‘Engine Handling Realism’ heading. With this setting you can run the engines at maximum power at all times with no danger of an engine failure. • To enable preventable engine failures, choose ‘Realistic’ under the ‘Engine Handling Realism’ heading. With this setting you will have to keep the engines within safe limits to avoid an engine failure. Read the sections below for more information on this setting. Turbine Duke V2 Config Panel engine handling realism setting Failure Due to Excessive Torque, ITT or NG The PT6A turbines fitted to this aircraft are inherently very reliable engines, so it is quite difficult to overstress one of the engines to the point that it fails. At normal sea level temperatures, below about 70° F (21° C) the engines will only just go over limits at full power settings. Factors such as altitude, airspeed and Outside Air Temperature (OAT) will affect the ITT, NG and Torque values. In cool temperatures it is very hard to deliberately fail an engine by exceeding either Torque, ITT or NG limits. When the ambient temperature climbs higher than 70° F at sea level, it becomes easier for the engines to exceed their limits, and the higher the temperature the easier this becomes. Above 100° F (38° C) compressor speed (NG) can get as high as 105% at full power, whereas its safe limit is 101.5%. If you run the engines at full power in this situation, a failure is likely to occur in fairly short order. Torque and ITT also get much higher at high ambient temperatures, especially ITT, which can go far over redline. At high temperatures you’ll often find that power is limited by ITT, and you may need to power back by quite a lot to keep ITT within limits. Turbine Duke Version 2.0 76 Torque, ITT and NG are all above safe limits. Notice ‘Eng Over Limits’ annunciator warnings are lit. The key to avoiding an engine failure is to keep all the engine gauges below redline and ‘in the green’. One reading (either Torque, ITT or NG) will always be closer to, or further over redline than the others, in which case it will be the limiting factor as to how much power can be safely used. Failure Due to Excessive Oil Temperature It is also possible to fail an engine due to excessive oil temperature. Again, being such reliable engines this is quite a hard thing to do and can be easily prevented if you take a few simple precautions. The first thing to remember is that the oil temperature will be higher with high power settings, and lower with low power settings. The second thing to remember is the faster you’re flying, the more air is going into the oil coolers and the cooler the oil will be. This means you are at greatest risk of over-heating the oil when at high power settings and low airspeed. Usually the only time these two conditions occur together is when climbing at close to the Turbine Duke’s maximum sustained climb rate of 4000 fpm. So, at very high rates of climb it is possible to over-heat the engine oil, but still it does take quite a while. You can prevent the oil from over-heating by either putting the nose down to gain some airspeed (that is, climbing at a reduced rate, say 3000 fpm), or even easier, you can open the ‘Oil Cooler Doors’. This lets more air into the oil coolers so they can do a better job of cooling the engine oil. The switches for the Oil Cooler Doors are located to the left of the pilot’s seat, close to the Engine Hour Meters. With these doors open you should be able to maintain 4000 fpm as long as possible without the oil over-heating. To keep the engine oil temperature within limits monitor the oil temperature gauges. These gauges are located low on the panel, directly in front of the power, prop and condition levers. They can be hard to see so you can either change VC views for a better look or hover the mouse over each gauge to get a reading on its tooltip. If the oil ever goes above the safe limit of 100° C (indicated by a redline Turbine Duke Version 2.0 77 Right engine oil temperature above redline. Inset: Right engine oil temp annunciator lit. on the oil temp gauges) the ‘Master Warn’ light will start flashing and the message ‘L ENG OIL TEMP’ or ‘R ENG OIL TEMP’ will light on the main annunciator panel. If you are flying and you see either of these warning messages, open the oil doors, or put the nose down to gain some airspeed, or preferably do both. If you react quickly you’ll avoid an oil temperature related engine failure. If you continue flying with the oil temp above redline an engine will eventually fail. When flying on one engine it is easier to over-heat the engine oil, because the aircraft flies slower for a given power setting. So when climbing on one engine, be very careful to keep its oil temp within safe limits. Deliberately Provoking an Engine Failure This being a simulator, and not real life, you’ll probably want to try failing an engine on purpose. As mentioned above there are two ways to provoke an engine failure — exceeding power limits or exceeding oil temperature limits. We’ll deal with the former to start with. The quickest way to fail an engine due to excessive Torque, ITT, or NG is to first go to the FSX weather settings and change the ambient, sea level temperature to a very high value such as 100 or even 110° F (38-43° C). When back in the sim with the Turbine Duke sitting on the runway, takeoff as usual but keep the power levers pinned on full. Outside Air Temperature will drop quickly as you start to climb so after takeoff, level off and maintain a low height above the ground, say 1000ft AGL. The Torque, ITT and NG gauges should all be well over redline, indicating that you are over-stressing the engines. After flying like this for a minute or two the ‘Master Warn’ light should start to flash. At this point have a look at the main annunciator panel located directly above the radio-stack. You should see a warning message stating ‘L ENG OVER LIMITS’, or ‘R ENG OVER LIMITS’. One engine (either left or right) will get to this critical point first, followed very shortly after by the second engine. If you were just flying around and saw this warning message, and you didn’t want an engine to fail, this is the time when you’d power back and get the engines back below safe limits to prevent a failure. But seeing as we are trying to fail an engine. We’ll press on, keeping the power levers Turbine Duke Version 2.0 78 pinned on full. After several more minutes like this either the left or right engine will fail. Upon failure, the first thing you’ll most likely notice is a strong yaw towards the failed engine. You can double check the engine gauges to see which engine has failed (Torque will drop almost straight away on the failed engine). The RealAir Turbine Duke isn’t fitted with auto-feathering props, so you’ll need to feather the appropriate prop yourself to stop it from wind-milling. Left engine failure, prop feathered At this point, presuming you don’t want the second engine to fail as well, you’ll need to very smartly get it back below safe limits, by moving its power lever back until its Torque, ITT and NG readings are all well below safe limits. If you don’t do this quickly it is still possible for the second engine to fail even after throttling back (because it was over-stressed for such a long time earlier in the flight). But if you get the good engine back into safe limits quickly, it should get you back to earth safely. The second way to fail an engine is by exceeding the oil temperature limits for too long. If you’d like to deliberately provoke an oil temperature related engine failure, the quickest way to do so is as follows: Start with the Turbine Duke sitting on the runway ready for takeoff. Takeoff as normal. After takeoff, set the power levers to full or very close to full and commence a climb at 4000 fpm. Use the autopilot to maintain this climb rate. Make sure both Oil Doors are closed. Now just sit back, monitor the instruments and wait. Make sure airspeed doesn’t drop below 120kt IAS — if this happens or is in danger of happening reduce climb rate as necessary to maintain 120kt or higher to avoid an inadvertent stall/spin. As you climb you should see the oil temperature on both gauges get higher and higher, getting closer to redline. Before too long the oil will go over redline, the ‘Master Warn’ light will flash and you’ll see the appropriate warning lights on the annunciator panel. Presuming you still want to deliberately fail an engine, don’t do anything, just keep climbing. You should be getting quite high by now, perhaps 15,000ft, it depends on the exact speeds/power setting used. Before too much longer an engine (either left or right) will fail. Turbine Duke Version 2.0 79 At this point, if you had the autopilot engaged the first thing to do is disengage it. Then very quickly put the nose down to prevent any further loss of airspeed that could lead to a stall. Feather the failed engine’s prop and do whatever is necessary to get the good engine’s oil down below redline (put the nose down, gain airspeed, and open the good engine’s oil door). Unprovoked (Random) Engine Failures In the RealAir Turbine Duke V2 it is also possible for an engine to fail without any warning or provocation. These failures are purely random and unavoidable. Set the Random Engine Failure probability on the Realism page of the Config Panel You can choose the probability of an unprovoked engine failure via the Turbine Duke V2’s Config Panel — there are several settings available, from ‘Very High’ probability to ‘Never’. To do this open the Config Panel and go to the ‘Realism’ page. You will see a slider under the heading ‘Random Engine Failure Probability’. Move the slider left or right to select your desired setting and press the ‘Save’ button in the bottom-right. These engine failures are truly random. The random engine failure routine runs once every minute. When set to ‘Very High’ there is a 1/10 chance of an engine failure occurring in that minute. With this setting the laws of probability suggest an engine should fail at some point during a ten minute flight, but it also means an engine could fail straight away or you could fly for hours without an engine failure. The ‘Very High’ setting is good to use if you want to practice engine out procedures but don’t want to know exactly when a failure will happen. When set to ‘Very Low’ there is a 1/500 chance of an engine failure occurring once every minute. Turbine Duke Version 2.0 80 If you don’t want to be bothered by constant engine failures, but would like the added realism of wondering ‘will an engine fail during this takeoff?’, then this is the setting to use. On average you should see an engine failure about once every 500 minutes (8.3 hours). Still bad odds compared to real life but infrequent for a simulator. There are four other settings to choose from, these settings are labelled ‘High’, ‘Moderate’ ‘Low’ and ‘Never’. If you choose ‘Never’ then the engines will never randomly fail. But remember, if you have chosen ‘Realistic’ under ‘Engine Handling Realism’ the engines might still fail due to being overstressed. The probability of a failure for each setting is as follows: Very High .......... 1/10 chance per minute, or approx. 1 failure per 10 mins (on average). High .................... 1/20 chance per minute, or approx. 1 failure per 20 mins (on average). Moderate .......... 1/66 chance per minute, or approx. 1 failure per 50 mins (on average). Low ..................... 1/333 chance per minute, or approx. 1 failure per 200 mins (on average). Very Low ........... 1/1000 chance per minute, or approx. 1 failure per 500 mins (on average). Never .................. Random failures will never occur. We’ve gone a little easy on you in that if you experience a random engine failure, then the other engine won’t randomly fail. This means you can safely fly and land on one engine. But be warned, if ‘Engine Handling Realism’ is set to ‘Realistic’ the good engine can still fail due to being over-stressed, and it is easier to over-stress an engine when flying on only one engine. To make things a little more interesting, the probability of an engine failure during takeoff is roughly ten times greater than during the rest of the flight. When flying at or near takeoff power and below 250ft AGL the random engine failure routine is run every six seconds rather than once every minute as it is at most other times during a flight. So with probability set to ‘Very High’ there is a 1/10 chance of an engine failure every 6 seconds (rather than every 60 seconds). These are terrible odds! I wouldn’t want to be in that plane. If you experience an engine failure, and wish to ‘clear’ the failure so you can carry on flying, or perhaps even practice another failure, you need to reload the Turbine Duke V2. You can do this by loading another aircraft in-flight, then re-loading the Turbine Duke V2 or you can assign a keyboard shortcut to the ‘Aircraft (reload)’ event in the FSX settings (see the Troubleshooting section on page 82 for more information on this key command). Once reloaded, the engine that failed will be working again. A Final Note On Engine Failure Probabilities The ‘unprovoked’ engine failures are truly random in their nature. Say you set the failure probability to ‘High’ — while this should on average give one failure every 20 minutes, it’s not unusual to fly for an hour or more without an engine failing. Conversely it is possible to have an engine fail less than a minute after loading the Turbine Duke, even with probability set to ‘Very Low’. It is even possible for an engine to fail prior to engine startup, making it impossible to start, but this is very unlikely. If you fly for much longer than expected and don’t get an engine failure, it’s not because there is something wrong with the random engine failure feature, it just means you’ve been very lucky! Disabling Engine Failures Altogether To make it so an engine can never fail, under any conditions, open the Turbine Duke V2 Config Panel and choose ‘Forgiving’ under ‘Engine Handling Realism’, and ‘Never’ under ‘Random Engine Failure’. Turbine Duke Version 2.0 81 Turbine Duke Version 2.0 Trouble-Shooting Reload Aircraft How to use the reload aircraft command Before we get in to trouble-shooting specific areas, it is worth discussing the FSX reload aircraft command. There are many times when this command is extremely useful, for example when you make a change in the Turbine Duke V2 Config Panel while the Turbine Duke V2 is loaded in FSX, or if the Turbine Duke flaps have failed and you want to get them working again, or when dealing with certain technical issues. By default there is no key assigned to the reload aircraft command in FSX, so you will need to assign one. To do this, follow these steps: 1. In FSX go to ‘Options’ - ‘Settings’ - ‘Controls’, then click on the ‘Buttons/Keys’ tab at the top of the dialog box. 2. In the ‘Event’ column find ‘Aircraft (reload)’. Select this event. 3. Now click on ‘New Assignment’. 4. In the dialog that opens, select the key or button command you want and press ‘OK’. Be sure to select an assignment that isn’t already used. If the key assignment is already used you will see a warning message at the top of the dialog box. 5. Now press ‘OK’ on the ‘Settings- Controls’ dialog and you are finished. Now whenever you wish to reload the aircraft, simply press the key you assigned in the steps above. Disappearing Click-Spots If you experience disappearing click-spots which mean you aren’t able to click on any of the gauges or controls in the VC, we recommend the following: Firstly—try reducing the detail settings in FSX. One thing we have noticed speaking with customers who have experienced this problem—the more powerful the user’s PC, the less likely it is that this problem will occur. Also, the more stressed your PC is, the more likely this is to occur. Reducing detail settings in FSX can help to alleviate this problem. If the above fails to help, disable the Turbine Duke V2’s custom 3D landing lights. To do this, open the Turbine Duke V2 Config Panel, navigate to the ‘Graphics Options’ page and select ‘Use default FSX landing lights’. This should cure the problem. This problem has affected quite a number of FSX aircraft developers over the last couple of years. After a lot of time spent searching for a solution to this problem we and other developers learned that removing custom 3D landing lights from an aircraft’s 3D model almost always fixes the problem. We’d like to stress that there is no reason why the 3D landing lights should have this effect on the VC click-spots. The 3D landing lights and VC click-spots are completely unrelated, but removing the 3D landing lights appears to have fixed the problem for almost all of the customers we’ve helped who have experienced this problem. There appears to be an FSX bug that we have no control over that is being triggered by the 3D landing lights. FSX has been around since 2006 and third party developers are stretching FSX to do things it was never originally designed to do, so in many ways it is not surprising that such a difficult bug should come along every now and again. Turbine Duke Version 2.0 82 Animations Problems with animations immediately after loading Many of our custom animations use variables that need to be set to a certain starting value whenever the Duke is first loaded. Unfortunately FSX will often try to set these variables to the values that were set when you saved your flight, or the values that were set from the previous flight, instead of using the values that were written into the code. In an attempt to overcome this problem we have even written code that repeatedly sets the starting values for these variables many times per second for the first few seconds after you load the Duke, but even then FSX can occasionally override these values. For example, immediately after loading, you may very occasionally see the propellers rotating while the engines are off - this behaviour is caused by the problem described above. Thankfully there is a simple solution that works almost every time: All you need to do is use the FSX reload aircraft command immediately after you first load the Duke. This has the effect of setting the various variables to their proper values. See the Reload Aircraft section above for help on using the reload aircraft command. Sound Effects Sound glitching and hiccups After extensive testing we have found the custom sound coding to be extremely reliable, but in a very small number of cases, especially on older computers that rely on a not-very-powerful on-board sound chip, it is possible that you may experience the odd glitch or occasional hiccup. Where this does occur, we recommend you do one or several of the following things: 1. Check your Direct X settings. 2. Try an alternative method of sound using one of the two options within the sound menu while FSX is running, then quit and re-start FSX. 3. Reload the Duke by pressing whatever key you have assigned to ‘Aircraft (Reload)’ in the controls menu of FSX. 4. Try a different windows sound driver, or update the driver you currently have installed. 5. If you have a dedicated sound card or device, use this rather than an onboard sound chip. Custom sounds stop working In very rare circumstances the gauge that triggers the custom sounds can stop working. When this happens you won’t hear any of the custom sounds. We found that it only ever happened when we spent long periods in FSX changing between aircraft and Duke liveries while making and testing changes during the development process. If you do experience this problem, the only solution we have found is to restart FSX. For us, this problem never occurred when we loaded up only one or two liveries and flew around as normal - it only ever happened after long periods testing and re-testing changes, where we reloaded the aircraft dozens of times and often more. Even then it was extremely rare. Turbine Duke Version 2.0 83 Graphics Issues Low frame-rates While many sim forums are awash with tweaks and FSX.cfg settings which attempt to extract every possible performance improvement out of FSX, some of these tweaks can actually make things worse, or at best offer some improvement while at the same time increasing the possibilities of a crash, freeze, display issue or other stability problem that rarely is caused by any loaded aircraft alone. Running the Duke with your sliders all at maximum is not recommended until you have first flown the Duke on modest or low graphic settings. Thereafter we recommend that you gradually increase the detail in scenery and other graphical options until you arrive at a workable compromise. Many of the Turbine Duke’s flying characteristics rely on a reasonably high and smooth frame rate of approximately 30 fps in order for the flight model to display at its best. While 25 fps is adequate for procedural flying (for example navigating under autopilot) a frame rate much below this will start to affect the fluidity and fidelity of the aerodynamic responses, together with far less pleasing movement and manual pilot control input. Using a modest but reasonably up to date computer, you should be able to easily achieve 30 frames per second in the Turbine Duke, provided you are not at large, graphically intensive airports, or are using heavy amounts of road or air traffic. Higher specified computers should be able to deliver a higher frame rate than this. ‘Missing’ parts in the virtual cockpit The Turbine Duke has a complex, highly-detailed cockpit and cabin where every switch, gauge and needle is modelled in 3D. To ensure unnecessary polygons or textures do not reduce frame-rates, the VC in the Duke is made similarly to how movie sets are made. If you view the VC from anywhere within the confines of the cabin the cockpit should appear solid and 100% convincing. If you move the eye-point outside the cabin things might look strange, and you may notice what appear to be ‘missing’ parts. These ‘missing’ parts have been intentionally left out to improve frame-rates and to allow the major design focus to be placed on the VC parts that really matter—the parts you can see from the cockpit. VC gauge shimmering You may notice a slight ‘shimmering’ on the VC gauges. This is an unwanted by-product of their high resolution graphics. This can be reduced by increasing anti-aliasing and anisotropic filtering in your graphics driver control panel. Increasing these values has a very positive effect on FSX graphics in general, including the scenery, but it will reduce your framerates. See the ‘Setup Guide - Video card settings’ section on page 18 of this guide for more information. Shimmering faint white lines, or tiny gaps on the edges of some parts You may notice what look like very faint white lines, or what can appear to be very tiny, narrow gaps, on the edges of some 3D parts, and these lines can appear to ‘shimmer’. This can be seen around the edges of the fuel gauges and elevator trim wheel, and sometimes on the seats and other parts. Firstly these aren’t actually gaps, and secondly they’re not a result of something inherently wrong with the 3D model. They are caused by a rendering problem that we have no control over. In a nutshell, when a polygon is exactly 90 degrees to the viewpoint you can sometimes see what appears to be a very faint white line on the edges of that polygon. You can test this by turning off the engine vibrations and then moving the eyepoint. You can see when a polygon lines up at exactly 90 deg the Turbine Duke Version 2.0 84 white line will appear and you only have to move a tiny bit, and as the polygon is no longer 90 deg to the camera the line will disappear. This issue is completely outside of our control and has something to do with the way FSX is rendering the scene. This problem is much more noticeable in the Duke V2 compared to other FSX aircraft because the RealView moving camera vibration effects make it so your eye can readily notice these lines as they move and vibrate (our vision has evolved to pick out moving objects), and once you’re conscious of them they remain obvious. Higher AA settings make these lines less obvious. Very high AA (16x) makes them almost invisible, although we don’t recommend very high AA for most users due to its effect on fps. If you find these lines particularly irritating the best thing to do is to turn off ‘Ground roll vibration’ and ‘Engine vibration on ground’ by going to the RealView page of the Duke V2 Config Panel. This will stop the VC from vibrating on the ground, which will stop the lines from shimmering and therefore make them much less obvious. Windscreen reflections disappear at night When on the ground at night, with either the taxi or landing lights switched on (or both), the VC windscreen reflections will disappear. This is intentional - there was an interplay between the custom 3D landing lights and the windscreen reflections that caused some severe, and very ugly colour banding. We spent some time searching for a solution but in the end the best fix we found was to disable the windscreen reflections at night when either the landing or taxi lights are switched on. The reflections aren’t strong at night so in practice this is not very noticeable. Please understand that sometimes when developing for FSX it is necessary to choose the lesser of two or more evils and this was such a case. Long loading times The RealAir Turbine Duke has very high resolution 3D modelling and textures. Because of this it is normal to have to wait a short time for the aircraft to first load. If you select ‘Keep VC textures loaded in memory while in exterior views’ in the Turbine Duke Config Panel, you will only have to wait for the textures to load when you first load the Turbine Duke. After that you will experience no waiting when switching views. See the ‘Config Panel - Exterior model options’ section on page 18 of this guide for more information on the texture loading options. Config Panel Changes made in the Config Panel are not saved The Turbine Duke V2 Config Panel will work as described on the vast majority of computers, but as you can imagine there can be a huge variation between individual computer systems, individual Windows installations, different versions of Windows, and individual user account preferences, so occasionally the Config Panel can encounter problems when attempting to save your desired settings. If when you make a change in the Turbine Duke Config Panel and press ‘save’, you find that your settings haven’t been saved when you load the Turbine Duke in FSX, there are a number of possible causes, many of which are outlined below. File permissions and file ownership The most likely problem is that your Windows installation is not allowing the necessary files to be modified. It is vitally important that all of the files in your RealAir Turbine Duke installation have their file permissions set to allow changes to be made, and that Windows will allow the necessary Turbine Duke Version 2.0 85 files to be moved, copied and overwritten. It is also vital that the Turbine Duke’s files do not inherit file permissions from any of the folders above the file in the file’s directory path. Config panel error messages New to the Turbine Duke V2 Config Panel are some basic error messages to help identify any problems with saving your settings. If there are problems you will see these error messages almost immediately after you press ‘Save’ in the Turbine Duke V2 Config Panel. ‘The Config Panel has encountered an error while trying to modify your aircraft.cfg file with your chosen suspension settings: Could not set the specified value.’ The most likely cause of this error message is that the aircraft.cfg file within your Turbine Duke V2 installation has its file permissions set to not allow changes. To fix this you will need to manually change the file permissions (see below). This file is located in ‘[FSX root folder]\SimObjects\ Airplanes\RealAir Turbine Duke V2’. ‘The Config Panel has encountered an error while trying to modify your panel.cfg file with your chosen GPS settings: Could not set the specified value.’ As above, the most likely cause of this error message is that the panel.cfg file within your Turbine Duke V2 installation has its file permissions set to not allow changes. To fix this you will need to manually change the file permissions (see below). This file is located in ‘[FSX root folder]\ SimObjects\Airplanes\RealAir Turbine Duke V2\Panel’. ‘The Config Panel has encountered an error while trying to modify your options.xml file with your chosen settings: Error saving XML file.’ As above, the most likely cause of this error message is that the Options.xml file within your Turbine Duke V2 installation has its file permissions set to not allow changes. To fix this you will need to manually change the file permissions (see below). This file is located in ‘[FSX root folder]\ SimObjects\Airplanes\RealAir Turbine Duke V2\Panel\Config’. ‘The Config Panel has encountered an error while trying to modify your realview.xml file with your chosen RealView settings: Error saving XML file.’ The most likely cause of this error message is that the RealView.xml file within your Turbine Duke V2 installation has its file permissions set to not allow changes. To fix this you will need to manually change the file permissions (see below). This file is located in ‘[FSX root folder]\SimObjects\ Airplanes\RealAir Turbine Duke V2\Panel\Config’. Solving Windows file permission and file ownership problems With the UAC enabled in versions of Windows from Vista or newer (ie Windows Vista, 7 and 8 at the time of this writing), Windows can be very aggressive in the way it won’t allow files to be moved or copied. For example, in Windows 7, by default the ‘Program Files’ (and ‘Program Files x86’ folder in 64bit versions of Windows 7) have their permissions set to not allow any files contained within those folders to be modified or moved. That means if you installed FSX into the default location (which is usually ‘C:\Program Files\Microsoft Games\Microsoft Flight Simulator X’), it might not be possible to move or modify any files installed into FSX without manually changing the necessary Windows file/folder permissions. For this reason we (and other developers) recommend installing FSX to a location outside the Program Files folder, for example ‘C:\FSX’. If a Windows file permission problem is causing the Turbine Duke Config panel to not work, the only way to fix this problem is to manually alter file permissions in Windows (Windows will not grant any programs the necessary permission to make these changes). You need to set the file properties to allow ‘Full control’, and make sure that ‘read-only’ is not set. This will guarantee that the Turbine Turbine Duke Version 2.0 86 Duke Config Panel can make the necessary changes. The fastest way to do this would be to change permissions in the FSX root folder, and then have Windows set all files and folders contained within the FSX root folder to inherit those permissions. If done this way, you’ll not only fix file permission issues with the Turbine Duke Config panel, but you’ll also avoid any file permission problems you may encounter with other third party files installed into FSX. Sometimes we have found that this approach doesn’t work and you need to alter each individual file’s permissions separately. For information on which files to alter see the ‘Error Messages’ section above. It is beyond the scope of this guide to show exactly how to change file permissions because it can vary between versions of Windows and Windows User Account settings. If you google something along the lines of ‘how to change file permissions in Windows 7’, you should find plenty of information on how to go about changing file permissions. Another potential problem is Windows file ‘ownership’. This is similar to file permissions but a little different. If the currently active Windows User Account hasn’t been granted file ‘ownership’ by Windows, it may not be possible to make changes to the file. Again the best course of action is to do a google search for instructions on how to change file ownership. For example search ‘how to change file ownership in Windows 7’. We are very sorry that there is no easy fix when it comes to granting file permissions and ownership in Windows, but that is the nature of these particular Windows security features - only a Windows User with sufficient permission is capable of changing these settings. This helps stop malicious software from making unwanted changes to your computer. If at some time in the future you need to reinstall FSX, installing it to a location outside the Program Files folder should give you a good chance of avoiding these problems in the future. Registry problems Another possible problem could arise from incorrect FSX registry settings. When the Turbine Duke V2 Config Panel attempts to change the necessary files to save your chosen settings, it reads the Windows registry to locate your FSX installation directory, and then uses that registry value to locate the files that need changing. If this registry value is incorrect, the Turbine Duke V2 Config Panel won’t be able to find the necessary files to make changes to them. The Turbine Duke V2 installer (and all RealAir installers) also reads the Windows registry to automatically detect your FSX installation directory. This means that if, when you installed the V2 Turbine Duke, the installer automatically and correctly detected your FSX directory with no further input required, then the chances are that your FSX registry settings are correct and don’t need repairing. If you had to manually input your FSX directory into the Turbine Duke V2 installer, there probably is a problem with your FSX registry settings. This latest version of the Turbine Duke Config Panel has some extra code compared to the config panels included with our older aircraft. The Turbine Duke V2 Config Panel will attempt to verify your FSX directory path registry value and if it thinks it is wrong a dialog will open asking you for the correct location of FSX. You will only need to do this once, this new directory path will be saved and used in the future whenever you open the Turbine Duke V2 Config Panel. This means that even with incorrect FSX registry values the Turbine Duke V2 Config Panel should still work. If you suspect there might be an FSX registry problem, it is worth making efforts to fix it because there is a very good chance that this could cause other problems in FSX in addition to those relating to the Turbine Duke. For this there are three possible fixes. The first is to try the ‘repair’ utility in your windows control panel/programs and features/fsx. The second is to download and run the Flight 1 FSX registry tool. This tool is published for the benefit of all FSX users and can be found on Flight 1’s website or by performing a google search for ‘FSX registry fix’ or ‘Flight 1 registry tool’. The third and most drastic method is to uninstall and then reinstall FSX. Obviously this is a big Turbine Duke Version 2.0 87 job, especially if you have a lot of third party software installed and is definitely not recommended except as a very last resort! Please note that the above described fixes are entirely at your own risk. Reality XP GNS Integration Extremely low framerates with RXP gauges installed into the Turbine Duke Problem: When one or both of the Reality XP GNS gauges are installed into the panel of the Turbine Duke, frame-rates in the Turbine Duke drop to extremely low values, or FSX freezes. This can occur due to use of older RXP gauges and is not related to the Duke itself. The solution is to update your RXP gauges to the latest version currently available. As of this writing (September 2013) the currently available version of the RXP gauges do not display this issue. The latest version of the Reality XP gauges can be downloaded from the Reality XP website (www.reality-xp.com). HSI won’t follow GPS course commands There is a problem with older builds of the Reality XP GNS WAAS gauges and some (not all) FSX SP2 installations that causes the Turbine Duke’s HSI to not respond to GPS inputs. More specifically, the HSI course needle and Nav flags will not display the GPS course information as they should when the GPS is set to control the HSI. The solution is to install FSX Acceleration or install the latest version of the Reality XP gauges. RXP GNS builds later than early 2010 should not exhibit this problem, so it’s very unlikely you’ll experience it. Shimmering The Reality XP GNS screens on the VC panel can exhibit fairly severe ‘shimmering’ when in the main VC view. This is caused by the way anti-aliasing works combined with the FSX moving camera ‘momentum’ effect. You will notice there is no shimmering whatsoever in all of the Turbine Duke’s zoomed-in VC views, because they have the camera momentum effect disabled. You can disable the momentum effect in the main VC view, but it must be done globally (and therefore will affect all FSX aircraft). This is done by modifying the VC camera entry in your FSX ‘camera.cfg’ file. We consider this an advanced technique and we cannot offer help on how to do it, or support if you do try this mod. If you’d like to try this, we recommend visiting the various FSX user forums for advice. Other Reality XP problems Because we did not have anything to do with the creation or sale of the Reality XP GNS gauges, we cannot offer any support on matters relating to the operation of the Reality XP GNS 530 or GNS WAAS 430—you will need to get in touch with Reality XP regarding these matters. We can only offer support on Reality XP GNS/RealAir Turbine Duke VC integration issues. Turbine Duke Version 2.0 88 Flight1 GTN Integration Shimmering The Flight1 GTN screens on the VC panel can exhibit fairly severe ‘shimmering’ when in the main VC view. This is caused by the way anti-aliasing works combined with the FSX moving camera ‘momentum’ effect. You will notice there is no shimmering whatsoever in all of the Turbine Duke’s zoomed-in VC views, because they have the camera momentum effect disabled. You can disable the momentum effect in the main VC view, but it must be done globally (and therefore will affect all FSX aircraft). This is done by modifying the VC camera entry in your FSX ‘camera.cfg’ file. We consider this an advanced technique and we cannot offer help on how to do it, or support if you do try this mod. If you’d like to try this, we recommend visiting the various FSX user forums for advice. Other Flight1 GTN problems Because we did not have anything to do with the creation or sale of the Flight1 GTN gauges, we cannot offer any support on matters relating to the operation of the Flight1 GTN 750 and/or GTN 650—you will need to get in touch with Flight1 regarding these matters. We can only offer support on Flight1 GTN/RealAir Turbine Duke VC integration issues. Turbine Duke Version 2.0 89 Turbine Duke Version 2.0 Support We welcome both feedback and support queries via e-mail if you are a bone fide RealAir Simulations customer. Please thoroughly check the manuals and documents before contacting us with a problem. It is highly likely that you will find the answer within this guide or the other included documents. If you have a support issue, it is very helpful if you include in your email the following details: • Your full name. • Your order number or keycode. • Date of order. • Describe the problem you have encountered as accurately as possible. We always make efforts to answer queries as quickly as possible, and our average response time is often within a few hours and very rarely longer than 24 hours. Turbine Duke Version 2.0 90 Turbine Duke Version 2.0 Credits The RealAir Turbine Duke Version 2 was created by: Sean Moloney - 3D modelling, textures, cockpit panels, gauge graphics and programming, animation and sound programming, document writing and presentation, installers, testing, website content creation and design. Rob Young - Flight aerodynamics, sounds, document writing, testing, and customer support. Acknowledgements Testing Thanks to Ryan Butterworth and David Wilton for the their thorough and insightful testing. Custom sound gauge Special thanks to Doug Dawson for his wonderful XML sound gauge. Flight1 GTN integration Thank you to Jim Rhoads for his valuable assistance with the Flight1 GTN integration. Reality XP integration Thanks to Jean-Luc Dupiot for his valuable guidance when it came to integrating the Reality XP GNS 530/430 into the original V1 Duke. Multiplayer guidance: Geoff Drayson of www.fsmp.com Geoff very generously helped us get our Turbine Duke V1.2 working well in multiplayer and shared cockpit. His help with the Turbine Duke V1.2 contributed to the knowledge required to make the Turbine Duke V2 multiplayer compatible. 3D landing lights Thanks to Jon Blum of Vertical Reality Simulations for divulging the incredible intricacies of 3D landing lights to the FSX developer community. This document written by Rob Young and Sean Moloney, November 2014 Turbine Duke Version 2.0 91