Loading the Caravan on the Water Damages the Engine
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I have been waiting for 1.1 to drop to sink my teeth into the Caravan, and I found myself otherwise occupied tonight to do anything more than load in for the first time and gawk.
Having cycled through each variant of the bundle just to look around and set up the tablet options, I started the amphibian Caravan in its natural habitat, on the water. I couldn't easily find a nearby seaplane base to spawn in, so I took advantage of the MSFS 2024 feature of just starting on the ground wherever you click the mouse. I clicked on the nearby Mississippi river, made sure instead of Airborne I selected On Ground - Shutdown, and spawned in.
Right away, I noticed the beacon was on and the engine was running, and as soon as I finished loading/clicked Fly Now the engine started spooling down. I noticed the engine condition was at 92%. I know sometimes the initial load does funny things, so after repairing the engine and very hastily starting and getting airborne using nothing but the keyboard just to see, I loaded back to the menu and picked a different location. My rough controlling brought the engine down to 99% when I quit.
Loaded into a new patch of water, same way, and when I finished loading into the cockpit I found the condition down to 91%, so it seems that something in the loading sequence or .flt file that is used for C&D water loads is causing the engine to run in less than ideal conditions, and it loses 8% health just in the act of spawning.
Is this something that could be looked at for a 1.2?
EDIT: I forgot to mention that I did check and all damage that is NOT engine damage is disabled.
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I tried to do some troubleshooting on my own, but the SDK and selection of .flt files is nebulous enough that one doesn't stand out at me. There's finalwater.flt, that doesn't seem like it, runwaywater.flt, which is the only other water one I suppose. Why is there no apronwater if you can spawn on the water C&D?
I tried loading in with all of the .flt files removed from the directory in the hopes that I could force the sim to generate one (or save my own per the SDK); I never figured out how to save the .flt file while loaded into the plane to see which it spits out. Doing the above procedure without any .flt files present in the directory does mitigate the engine damage to a single percent, though, if that tells you anything.
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@Black-Square Sorry for the ping. Maybe at some point of time you might be able to look into this? And in case it is possible to make an adjustment for one of the next updates?
Just to summarize:
If you start (Cold&Dark) on Water or on ground without beeing on a runway or parking spot, the Engine is spooling down at the time you press "ready to fly". As a result you get Engine damage before you can even enter the plane. -
@Black-Square Sorry for the ping. Maybe at some point of time you might be able to look into this? And in case it is possible to make an adjustment for one of the next updates?
Just to summarize:
If you start (Cold&Dark) on Water or on ground without beeing on a runway or parking spot, the Engine is spooling down at the time you press "ready to fly". As a result you get Engine damage before you can even enter the plane.@RealPax I'll look into it, but this might be a result of MSFS 2024's confused loading. Engine damage should be inhibited in my code until the aircraft finishes loading, but unfortunately, we don't reliably know when that is in MSFS 2024. As for why this doesn't happen inside a parking spot... hopefully that's where the solution may be.
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@RealPax I'll look into it, but this might be a result of MSFS 2024's confused loading. Engine damage should be inhibited in my code until the aircraft finishes loading, but unfortunately, we don't reliably know when that is in MSFS 2024. As for why this doesn't happen inside a parking spot... hopefully that's where the solution may be.
@Black-Square Nick, do you know what .flt file it would use for spawning on a random water location? Could you give me the code for a line in said file to have the inertial separator loaded in set to bypass instead of normal? I want to see if that has an effect.
Of course, finding out which .flt file is in use might be half the answer, anyway.