Flying Guide: Beech Duke B60 Version 2.0
Flying Guide: Beech Duke B60 Version 2.0
Flying Guide: Beech Duke B60 Version 2.0
Flying Guide
Welcome to this flying guide for the RealAir Beechcraft Duke B60 Version 2 for FSX.
This update of our Beechcraft Duke is not merely a service pack, or a bug fix, but a comprehensive
update offering a number of major improvements and the addition of many new features that were
not available or technically possible when we first released this ever popular FSX addon. Included
are many improvements and enhancements which we believe create the most immersive experience
possible for simulator pilots in FSX. Creating this update has taken us the better part of a year of full-
time development.
Accompanying this guide you will find:
è Relevant extracts from the official Duke B60 Pilot’s Operating Handbook including both checklists
and performance charts.
è A ‘Config Panel’ application, offering you highly customisable options relating to performance,
graphics, animations and custom sound effects.
è A guide to the Duke’s Bendix/King autopilot.
è Frequently Asked Questions, for those subjects which might need further clarification.
Our Flying Guides are intentionally written in plain english and we avoid as far as possible unnecessary
or obscure descriptions which can serve to confuse rather than enlighten.
Contents
List of New Features in Version 2 4
Major Updates 4
Additional Updates and Improvements 5
Setup Guide 13
Advanced Animations 13
Flight Model Realism 14
Joystick Settings 15
Video Card Settings 15
Exterior Model Options 16
Frame-Rates16
Loading the Duke V2 For the First Time 16
Balancing the Sound Effect Volumes 17
Config Panel 18
Changing Settings ‘On the Fly’ 19
Config Panel Options Explained 19
Trouble-Shooting the Config Panel 23
Virtual Cockpit 24
Views26
Mouse Interaction 30
VC Details 33
Standard GPS 42
Mouse Interaction 42
2D GPS 43
Additional GPS notes 43
Landing Lights 48
Trouble-Shooting59
Reload Aircraft 59
Animations59
Sound Effects 60
Graphics Issues 60
Config Panel 61
Reality XP GNS Integration 64
Support65
Credits66
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 New exterior liveries.
ü Five 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.
Spin improvements
We believe that accurate spinning, side slipping, and proper yaw response are absolutely essential
qualities for any simulated GA aircraft where spin avoidance is a key safety requirement. Although
the Duke and most other twins should not be side slipped for any extended time, and not spun
deliberately, we think it is important that any sim aircraft should react properly to pilot control
input.
In addition - and we think for the first time in any aircraft designed for FSX - The Duke will now
not only spin realistically through the classic technique of stick back at the stall and full right or left
rudder, but will also enter a spin solely by keeping the stick fully back at the stall. While a spin will
not always happen in this situation, it will if other conditions are right. You may need just a little up-
trim to provoke this kind of spin.
The Duke V2 also has improved stall buffet and shake dynamics with accompanying sounds, together
with high G effects. If you pull too much angle of attack at certain speeds the Duke will respond with
accelerated stalls, wing drops, incipient spins and full spins.
Engine Improvements
More realistic start-up and shut-down
Using new animation techniques and flight model engine enhancements, we have extended the
start up time so that instead of the default almost instant piston engine starting seen in most addon
aircraft, there is an appropriate delay which reflects a coldish engine. To enhance this start up, left
and right propellers do not turn at exactly the same speed or take exactly the same time to fire the
engine. In addition, torque vibration affecting the airframe is fully represented and not only that, its
strength is adjustable through options in the config panel.
Airframe vibrations, yoke and aileron flutter, plus accompanying sounds when flying above Vne
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 cylinder compression in the big piston engines creates 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 noticable 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).
Setup Guide
Advanced Animations
The custom 3D landing lights in the The 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.
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 piston 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
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.
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.
Use the FSX Sound Settings dialog to balance the custom sound volumes.
Config Panel
The configuration panel is central to setting up the Duke exactly as you wish. It enables you to
control many aspects of the Duke’s graphics, sounds and special effects, in addition to options for the
integration of RXP’s GNS gauges, The config panel is accessible through a short cut placed on your
desktop, or you can open it by navigating in windows to your FSX\RealAir\Duke B60 V2 folder.
Important Note! We highly recommend installing the Duke V2 ‘as administrator’ even if you
have windows User Account Control switched off. We also recommend that each time you run the
configuration panel you right click on the short cut (represented by the Blue RealAir Logo) and run
the config app also ‘as administrator’. This will ensure that all the changes and options you make are
properly saved and implemented when you load the Duke in FSX.
While being similar to the original B60 config panel, this new version expands the number of
options available to you, and accessing these options simply requires opening the appropriate tab
then clicking on the radio buttons for each option. Most of the options are self-explanatory. We
recommend first flying the Duke with the default options enabled.
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 Duke, select ‘ADF Dip Enabled’ on
the Realism Options page of the Config Panel.
If you would prefer the ADF needle to point directly towards the NDB station at all times, select ‘ADF
Dip Disabled’ on the Config Panel / Realism page.
Advanced users: In real life the magnitude of the ADF dip varies depending on the aircraft and how
the ADF aerial is setup. We have simulated a moderately strong ADF dip, intended to help real-world
pilots practice dealing with this phenomenon. If you feel that it is too strong or too weak as it is, and
you are familiar with editing FSX XML gauges, you can alter the strength of the ADF dip. To do this
navigate to ‘SimObjects/Airplanes/RealAir Duke B60 V2/panel/config’ and open ‘AdfDip.xml’. In
the comments section of this file you will find instructions on how to modify the ADF dip strength.
Please note this is for advanced users only! We only recommend you try this if you are familiar with
modifying FSX XML gauges! If you do not modify this file correctly the ADF dip simulation may stop
working altogether. Be sure to backup this file before modification so you can revert to the original
file if necessary.
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,
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 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 Duke in FSX.
GPS options
On the Panel Options page of the Config Panel you’ll find a number of GPS options. You have the
option to use either the ‘default GPS 500’ gauge, or one or both of the Reality XP GNS gauges.
Please note: although functionally similar to the standard FSX gauge, the ‘default FSX GPS 500’ in
the Duke V2 has a custom 3D modelled face with custom 3D modelled knobs and buttons, custom
lighting, as well as custom button and knob interactivity.
If you own either or both of the Reality XP GNS gauges, you can integrate these into the Duke using
the appropriate options in the Panel Options page of the Duke V2 Config Panel. If you do not own
either of the Reality XP GNS gauges you will only be able to select the ‘default GPS 500’ option.
The Reality XP GNS gauges are sold separately by Reality XP (see www.reality-xp.com for more
information). We have no connection with Reality XP and cannot provide support for any of their
products.
For more detailed information on RXP GNS gauges and their integration in the Duke’s panel, please
see the ‘Reality XP Integration’ section of this guide.
VC view click-spots
On the ‘Graphics Options’ page you’ll find an option that allows you to enable or disable the VC view
click-spots. If you’re not already aware, the VC view 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 28 for more
information.
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.
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
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.
Sound options
The Sound Options page offers just one option that allows you to change between ‘tarmac’
touchdown sounds and ‘grass’ touchdown sounds.
The ‘tarmac’ sounds provide the tyre-squeal touchdown sound associated with hard, sealed surfaces
such as tarmac and concrete.
The ‘Grass’ sounds are intended for use on softer, unsealed surfaces such as grass and dirt. These
sounds do not trigger a squealing or ‘chirping’ sound on touchdown.
The grass and tarmac sound options are intended to be used in tandem with the grass and tarmac
suspension options provided on the Realism Options page, but of course you can mix and match
these as you prefer.
Virtual Cockpit
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 Duke IFR panel as you would see it today. Most
currently operating Dukes have had their original gauges and radios replaced with more modern
equivalents at least once. This is also the case with our simulated version of the Duke.
Many 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, which obviously wouldn’t have been fitted to a Duke at
time of manufacture. The panel in our Duke reflects a fairly typical panel upgrade as would be seen in
a Duke that is operating currently. It was designed to have good ergonomics during IFR flight.
Almost all Dukes are privately owned—it is very rare to see a rental Duke 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.
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 most 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.
Custom VC Views
In the 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 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).
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:
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).
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 throttle levers, right-click to move a single throttle lever
è To move just one throttle 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.
Mixture Levers:
è To move both left and right mixture levers in unison, left-click and drag on either mixture lever.
è To move just one mixture lever, right-click and drag on the desired lever.
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.
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 15 of this guide for more information.
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.
Cockpit lights: Switches the cabin flood-lighting on or off.
Light switches (left), gyro pressure, pneumatic pressure, prop amps, and prop sync (right)
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 39 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.
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 39 of this guide for detailed information.
Pressurisation
The 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 Duke Version 2 features advanced pressurisation programming that simulates cabin
pressurisation more accurately than the default FSX pressurisation coding allows.
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.
Standard GPS
By default, at the centre of the 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 at the top, far-right.
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).
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’.
Nav/GPS
Immediately to the right of the Nav/Com 1 radio 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.
Before setting up the Duke to use either or both of these gauges, it is important to understand the
following:
è The Reality XP GNS WAAS 530 and/or GNS WAAS 430 must be bought separately. Neither the
Reality XP GNS WAAS 530, nor the Reality XP GNS WAAS 430 are included as part of the Duke package.
è Before setting up the 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 Duke Config Panel to install the RXP gauges into the Duke. Following
this initial setup you can then use the RXP Configurator to modify the various RXP settings.
è Reality XP sell the GNS WAAS 530 and GNS WAAS 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.
New to the Duke V2 is an option to install two RXP GNS 530s into the VC panel (see conditions above)
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 nav/gps switch on the Duke’s panel, instead there is a button on the GNS unit to make this
selection. See the Reality XP GNS documentation for more information on how to slave the AP to the
GNS or nav radios.
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.
Landing Lights
Custom 3D landing and taxi lights
New in the Version 2 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.
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
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.
Taxiing
The Duke will taxi much like any other piston prop FSX aircraft. As with most GA aircraft in FSX
there is quite a sensitive link between the rudder and nose wheel, so care is needed when steering
on the ground.
Please note that in V2 we have removed the option to taxi the Duke with differential braking. The
real Duke’s nosewheel is connected to the rudder for ground steering and Version 2 therefore
simulates that method.
Trim
The elevator trim control is best assigned to a dedicated repeat switch on your joystick. We
recommend setting the repeat slider on this control (within FSX’s control/assignments menu)
to halfway. This generally provides a very usable trim control which you will find is excellent for
manually setting trim as you fly. You can also use the mouse to turn the trim control wheel which is
placed below and to the right of the pilot’s yoke.
In addition there are, close to the main trim wheel, two smaller trim wheels for aileron and rudder
trim. You will rarely need to use the aileron trim unless you have an asymmetrical fuel or passenger
load. It might be necessary to use a tiny amount of right rudder trim while climbing out in order to
counteract the very small amount of p-factor effect, assuming you are flying manually and not on
autopilot.
If using autopilot then the a/p itself will damp out any tendency to swing due to p-factor or torque,
especially if you select the Yaw Damper switch ON.
The elevator, rudder and aileron trim controls and indicators are located on the throttle quadrant
Since the stall speed, fully loaded, with one notch of flaps is approaching 85 knots, you will need
around 90 knots airspeed before you begin to rotate. Always rotate gently. The Duke will become
airborne without fuss and you do not need to yank on the yoke. Once positive climb is established,
restrict climb rate so you are steadily accelerating and deploy gear up. Once safe airspeed is
established you can clean up the flaps and select a higher climb rate.
The Duke’s powerful engines exert both a p-factor and torque effect on the motion of the aircraft,
especially at low speeds on the ground and with high angles of attack when airborne. However the
initial tendency to swing left largely disappears as you gain speed down the runway for take off, and
this tendency can easily be compensated for with a little right rudder. As you rotate, the higher angle
of attack will also promote another brief moment of p-factor swing to the left, but in the Duke this is
not a serious issue.
Cowl flaps
The RealAir Duke is equipped with cowl flaps, which assist engine cooling and help regulate cylinder
head temperature when airborne. The cowl flap switches, to the left of the pilot, have three settings:
OFF, HALF and FULLY OPEN. Cowl flap management is important in keeping the engine operating
at optimum temperature, which is in the upper range of the green area on your two Cylinder Head
Temperature (CHT) gauges.
Power management
The RealAir Duke fully simulates the effects of outside air temperature on engine performance. For
example if you take off with an outside air temperature approaching freezing, the engines will have
considerably more power and this will be reflected in the shorter take off run and much better climb
rate than the published one.
Conversely, if you take off when the outside temperature is, say, 85 degrees Fahrenheit, available
power will be reduced and climb rate will be somewhat lower than the normal specifications.
Climbing
Climb rates and speeds vary according to conditions, load and other factors. Please see the Pilots
Operating Handbook for more details. Generally speaking, the Duke has a good climb rate and you
can expect 1800 feet per minute or more depending on load and altitude at take-off. There is no
definitive climb speed, as this depends on variable conditions, but as a yardstick, 120-140 knots is
a good average. The Duke is permitted to use full and continuous maximum power of 41.5 inches
manifold pressure at 2900 rpm in the climb but this creates undue wear on the engine. For a more
fuel efficient normal climb, set cruise climb which is 35.5 inches and 2750 rpm. The Pilots Operating
Handbook has more thorough details on this.
We have increased the maximum climb rate slighly in version 2 compared to previous versions of the
Duke. For further details see the ‘Changes to climb performance’ section on page 8 of this guide.
Cruising
As you reach high altitudes the need for mixture leaning will increase gradually until even at almost
full lean, the manifold pressure is dropping. This, essentially, is what governs the engine’s ability to
function beyond the published ceiling, in addition to airframe limitations and safe cruising speed at
altitude. The published ceiling for the Duke is around 30,000 feet above sea level but more realistic
practical cruise altitudes are typically a good deal less than this for two reasons:
Firstly, the Duke’s pressurisation system at very high altitudes puts greater stress on the fuselage
and shortens its life, and secondly the pressurisation system is capable of maintaining safe air
pressure at altitudes up to just below 25,000 feet. Above this altitude additional oxygen may be
required to supplement the pressurisation system.
Autopilot should be engaged in all stages of flight except for lower altitude manoeuvring, initial
climb and last stages of descent and final approach, where autopilot is optional depending on ILS or
VOR approach requirements.
Note: The ‘Pilots Operating Handbook - Charts’ PDF has some examples of cruise power settings for
a number of scenarios for various altitudes, speeds, fuel economy and range. We recommend you
look at these examples as a guide to more detailed procedures for climb and cruise management.
Stalls
The RealAir Duke will stall predictably if the airspeed is allowed to decay and you keep the stick
back and therefore promote an angle of attack higher than that at which the wing can produce lift.
With light loads, the stall will be gentle but requires immediate recovery by a positive forward
movement of the stick and increase in engine power until safe airspeed is achieved and the wings
have regained lift. Do not pull back the stick strongly once flying speed is gained as you might
promote yet another stall.
Stalls with a full fuel and passenger load will be deeper and require more forward stick and
increased power and airspeed to recover.
Spins
Although the Duke is not cleared for deliberate spinning, it will spin. In version 2 of the Duke,
we have improved the flight model to include the possibility of a spin without any rudder at all,
provided conditions are appropriate. This for example could happen if you have selected a degree of
up-trim and you hold the stick right back after a stall, and a wing drop occurs. A spin will not always
happen without additional rudder, but in V2 the chances are now increased by using excessive back
elevator alone at the stall. A spin is however almost guaranteed if you stall and then apply full rudder
in either direction with the stick held back.
To stop a spin, perform the standard recovery by easing the stick forward and if necessary apply
opposite rudder.
Note: Trim in FSX has a profound influence on the likelihood of promoting a spin. That is because,
rather than trim in the simulator being purely a reliever of back pressure on the stick, it also tends to
add to the total amount of available elevator authority. This subject is a controversial one, and there
have been many discussions about what trim precisely does in FSX, but in practice, the higher the
trim, the more likely a high angle of attack will promote either a wing drop or spin.
Side-slipping
Stall departure
Accelerated stalls
Turning steeply at low airspeed, especially with high loadings, will result in visible and audible 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, then unload the elevator and if necessary increase power
to recover full flying control.
Autopilot
The RealAir Duke comes with a fully functioning IFR autopilot. It has been tuned to provide a
reliable, smooth and elegant deployment of autopilot functions. In most normal weather conditions,
provided you do not fly the Duke beyond its recommended flight envelope, the autopilot will climb,
descend and turn with absolute reliability. It will also capture and fly an automated ILS approach
or NAV/VOR vector with safety, provided you follow correct procedures, set up your approaches
in good time and do not operate the autopilot in weather, turbulence or cross winds beyond the
The left engine has been shut-down, and the left propeller has been feathered.
The aircraft will now immediately yaw to the left, since the right hand engine, which is
asymmetrically placed in relation to the centre of the aircraft, will exert a lateral, yawing moment.
If you are flying straight and level then it will be easy to maintain attitude by using RIGHT rudder to
counteract the asymmetrical thrust.
If you wish to climb, especially if you have a high fuel and passenger load, you will need considerable
skill to keep the aircraft straight and be able to climb. If a climb is desired select full power on the
right engine and balance the now more extreme yaw with a larger amount of right rudder. You will
also need some aileron input to balance the rudder tendency to bank the aircraft to the right. In this
situation, your climb rate will be restricted to around 350 feet per minute.
When climbing on one engine, keep the airspeed needle on the BLUE line on the airspeed indicator. This
line indicates the best rate of climb speed on a single engine.
If you allow the speed to bleed off so that you are slower than the blue line indicator, then the
higher angle of attack will require even more rudder and this in turn creates even more drag. The
result, if neglected, will be a rapid slowing of airspeed followed by an inevitable stall. In the same
way, not applying enough rudder to counteract the asymmetrical behaviour will result in the Duke
sideslipping, which in turn results in higher fuselage drag. This will also decay forward speed.
The golden rule is to keep the ball centred to make forward motion as efficient as possible.
A left engine failure is more serious than a right engined failure because you have the additional
influence of p-factor and torque which has a tendency to turn the aircraft even more to the left,
especially with higher angles of attack.
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 Duke V2 Config Panel while the Duke V2 is loaded in FSX, or if the 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.
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.
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 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.
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 15 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
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.
Config Panel
Changes made in the Config Panel are not saved
The 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 Duke Config Panel and press ‘save’, you find that your settings
haven’t been saved when you load the Duke in FSX, there are a number of possible causes, many of
which are outlined below.
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.
Credits
The RealAir Duke Version 2 was created by:
Sean Moloney - 3D modelling, textures, cockpit panels, gauge graphics and programming, document
writing and presentation, installers, testing, website content creation and design.
Rob Young - Flight aerodynamics, sounds, document writing, testing, and customer support.
Acknowledgements
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 V1.0 Duke.
Multiplayer guidance:
Geoff Drayson of www.fsmp.com
Geoff very generously helped us get our Turbine Duke working well in multiplayer and shared
cockpit. His help with the Turbine Duke contributed to the knowledge required to make the 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.
Testing
Ryan Butterworth, Jerome Zimmermann, Neal Howard
This document written by Rob Young and Sean Moloney, September 2013