Starting the outboard engines
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Let us know the number of the support ticket and we can chase it up. You should have had a reply by now - even if it's that we can't suggest what it might be.
What may be problematic is that you say you 'never used to have this issue' - does this mean that the aircraft used to work properly for you but now it doesn't?
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@TheCameronPerson I can concur with you, having being away on business I returned encouraged that the 107 update will solve the non working bomb doors which I have lived with for some time. However as you have experienced both number 1& 4 engines cut out during the start cycle. My system is no slouch and my platform is P3D v4.5. I’m also an ex Vulcan engine technician so I know a bit about the engine start cycle on this aircraft. I have to say that every update I have had regarding the JF Vulcan has had issues of one form or another, making the whole experience a disappointing one to say the least. If there is a 108 update that re introduces problems rather than fix them, I will reluctantly be parking it in the hanger along with all the other failed attempts by other developers (PSS etc) of the Avro Vulcan. Such a shame!😟
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@mhscott said in Starting the outboard engines:
@TheCameronPerson I can concur with you, having being away on business I returned encouraged that the 107 update will solve the non working bomb doors which I have lived with for some time. However as you have experienced both number 1& 4 engines cut out during the start cycle. My system is no slouch and my platform is P3D v4.5. I’m also an ex Vulcan engine technician so I know a bit about the engine start cycle on this aircraft. I have to say that every update I have had regarding the JF Vulcan has had issues of one form or another, making the whole experience a disappointing one to say the least. If there is a 108 update that re introduces problems rather than fix them, I will reluctantly be parking it in the hanger along with all the other failed attempts by other developers (PSS etc) of the Avro Vulcan. Such a shame!😟
Did this issue get resolved? Kinda put me off when I read of issues and the thread does not have a resolution? Surely if there was a major fault like this, more people would complain?
Cheers. -
@charlie130 I suspect no one else has reported the issue since
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@charlie130 as yet it still hasn’t been resolved, I was hoping that maybe an update would sort this issue out but unfortunately not. I had a support ticket and JF were helpful but it was never solved.. It’s been stuck in my hangar and rarely sees the light of day now
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@TheCameronPerson said in Starting the outboard engines:
@charlie130 as yet it still hasn’t been resolved, I was hoping that maybe an update would sort this issue out but unfortunately not. I had a support ticket and JF were helpful but it was never solved.. It’s been stuck in my hangar and rarely sees the light of day now
This is a terrible shame!
I bought the Tornado a while back. I had many problems with the navigation, the back seat displays would not work. No terrain following.
For military Sims in P3dv4, only the VRS F18e and SWS Phantom are winners. JF sell the F4 and with TacPac it's very good indeed.
Interestingly, the other day, I tried the in-built F35 from P3dv4.5. It's a super smooth flyer....well it is s Lockheed Martin aircraft isn't it?🤗 With some extra development it would be a nice sim.
Regards
David. -
@TheCameronPerson What is your RPM on the running engines?
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I didn't create the code for the engines, but I'm fairly certain that it is identical for each engine so if 2 and 3 are running, 1 and 4 should also. The Vulcan has a fairly simple start system which relies on air and crossfeeding it from one running engine to others to get them turning. I'm not sure how detailed the coding got on this, but for rapid starts the throttles need to be above 50% and for individual engine starts the air valves need to be open and the running engine (suppying the air to start the others) needs to be around 60-70% (from memory).
That may be something worth looking at? Otherwise, get a support ticket in and we can try and replicate your problem.
Cheers,
Paul. -
@Delta558 thanks for taking the time to reply Paul. I’ve had a bit of a play around and I’ve worked it out. Basically I’ve been trying to do a series of short flights and try some circuits to get the hang of the aircraft so I’ve been setting a fuel state of 50% or less in all the tanks. When I load it up obviously the ac has distributed the weight into the tanks to keep the CoG right, as a result there’s no fuel in both tank 1s. I didn’t immediately think to look there but I thought I’d try using fuel from tank 4 to start the outboard engines but I guess that the main boost pumps needed to start must be 1 and 2 on both sides? The lowest fuel state I’ve got away with is 65%. I don’t know whether this was ever in the real world and I’ve yet to experiment with entering fuel into each tank manually to set the CoG but it goes a way to explaining the issues I’ve been having and at least means I can fly it!
C.
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Aah, fuel tanks - we're actually just looking at them again for the X-plane version! The tanks are physically grouped into two areas in each wing and then 1 and 2 in the fuselage. Unfortunately, they are grouped differently in terms of which tanks feed which engine! As I said, I'm not sure of the code but you generally need to lower the fuel level evenly across all tanks to achieve a sensible outcome.
In terms of real world, display weight (so lightweight) was aimed to be around 135,000lb - remove all payload bar the crew and adjust the fuel evenly across the tanks until you hit the right area. Should probably be around 30 - 40 % per tank? Then, if trim is a problem, you can use the tray between the seats to transfer fuel to/from tanks 1 and 2.
Hope that's helpful,
Paul.