![]() To determine how high a frame rate is enough to handle a given acceleration, just find the frame rate at which there is no flutter.įor example, imagine a Boeing 747 at approach speed. If the accelerations are high, then the frame rate better be high so that there is a reasonable velocity change (i.e., acceleration) per frame. For the flight model to work, there can only be a certain amount of velocity change per frame of the simulation. X-Plane, of course, can handle these high accelerations, but it needs a high frame rate to do it. A widely spaced landing gear gives high acceleration because it has a huge lever arm on the center of gravity. ![]() High speeds give high acceleration because there are high forces under all that air pressure. Big wings give high acceleration because they put out lots of force. A light aircraft gives high acceleration because there is little mass, and therefore little inertia. Problems occur, though, when you have very light aircraft with very large wings going very fast, or sitting on the ground with landing gear spread very far out from the center of gravity.Īll of these things add up to the same result-high acceleration. In fact, for any reasonably normal aircraft that has reasonably normal accelerations, a frame rate of 20 fps or more is fine. This works fine if the frame rate is reasonably high and the accelerations are reasonable low. X-Plane calculates the acceleration of the craft for each frame, then adds up the acceleration between frames to move the plane. This occurs due to the way that X-Plane moves aircraft within the simulation. Smaller and more maneuverable planes will accelerate more quickly, and greater accelerations require a higher frame rate to simulate. At this point, the computer is running too slowly to take small enough steps in the flight model to see what the plane will really do at each moment. If the frame rate gets too low for the flight model to handle, then the plane is likely to start oscillating quickly back and forth (referred to as “simulator flutter,” often occurring with autopilot on) as the flight model tries unsuccessfully to predict what the plane will do next. Just as a car can only go a certain speed with a given horsepower, the X-Plane simulator can only accurately model flight at a certain speed with a given frame rate. If you have renamed the folder of the plane you're trying to use, please try shortening the name, and eliminating any symbols that are not letters or numbers.The tendency for some aircraft to flutter and crash is a known limitation. ![]() Long folder names actually cause plugins to fail to load on some operating systems. Occasionally, users have reported incomplete downloads, also leading to plugin malfunction.Īnother common reason for plugins not to load properly is, if the aircraft's folder has been renamed. ![]() Other reasons for plugin malfunction are: conflicts with other plugins (such as Gizmo), and inadvertent deletion/movement of plugin files. You can download and install them by following this link: The SASL plugin requires "Microsoft Visual C++ Redistributables" in order to run, which don't always come with Windows anymore. If the plugin is loaded correctly, you'll either see a "SASL" or the name of the plane in the plugin window. You can confirm this by going to X-Plane's "Plugins>Plugin Admin" menu. These symptoms are indications that the plugin is not loading. The prop is distorted, I hear no sounds, the pilot's head is in the way. ![]()
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