Sorry, folks, the bad news is we need another week or so. We have
been progressing well but there's still quite a lot to do to get
version 2.0 finished and there is no use in rushing the job.
The good news is we have been progressing well and hence I am able
to give you a closer walkaround illustrating some of the goodies
that are in store.
All gauges are in place now. One of the sunshades has been deployed
(by clicking on it). On the left is the pilot's side panel
containing the usual row of light switches plus one switch labelled
"MUTE". I'll tell you what can (hopefully, we aren't there yet) be
muted here in a later instalment, I bet you won't be able to guess
what it is (don't tell, Tom). Under the side panel you have a radio
control box and the oxygen regulator panel (texture copied from
inofficial close-up pictures of the real thing). And under that is
de-icing panel (inoperative but nice to look at). Further to the
front is the nose_wheel steering tiller, which follows your
movements on the joystick.
This is a close-up of the center control stand with throttles and
reverse levers etc, all identified by text plates (hopefully
legible). In order to reverse, you have to cut throttle down to one
percent or less, then click into the reverse lights and increase
throttle. The Starliner will then brake or gracefully roll
backwards. Prepare yourself for some unusual reverse lever action,
which again we have copied from rare pictures showing them in use.
The elevator trimwheel does what it is supposed to, green figures
indicating nose up, red ones nose down (as in the gauge). At the
bottom of the picture you can see the rudder trim knob which, like
the aileron trim, can be turned directly or via the gauge. The sim
icons are still there to quickly call up to the 2D panels that you
are already familiar with. (I see I have forgotten to do the second
elevator trim wheel over to the co-pilot's side.)
Looking over to the Flight Engineer's panel (possibly using TrackIR
which I haven't actually got so can't say whether it'll work as
intended) you have a hot spot which also allows you to get the
detailed 2D panel and use it for starting engines or managing the
fuel etc.
Finally, the TWA texture is basically finished (the stripes on the
prop-discs shouldn't be there).
More on our progress and the release date soon.
Manfred