<?xml version="1.0"?>
<rss version="2.0"><channel><title>Questions Latest Topics</title><link>https://forums.x-plane.org/forums/forum/866-questions/</link><description>Questions Latest Topics</description><language>en</language><item><title>Period correct static and dynamic Vehicles autogen.</title><link>https://forums.x-plane.org/forums/topic/347644-period-correct-static-and-dynamic-vehicles-autogen/</link><description><![CDATA[<p>Has anyone thought about having period correct static and dynamic autogen vehicles in Xplane ?</p><p>This is something I've been thinking about since NHadrian and Tag21Tag have released WW1 airfields.</p><p>The default road trafic always ruins the imersion, and beyond that, seeing C-172 statics at small airfields could be easily changed to Sopwith Camels or similar I think.</p><p>The carrier and Frigate could easily be changed too, but how far do you really want to go?</p><p>Default Airfield Buildings could be changed as long as you don't go to any major airports, which were not around then anyway.</p><p>So I'm looking into the WW1, and then WW2 periods to convert from the stock modern autogen vehicles.</p><p>It would then be cool to have the files controlled by a management script, to easily change era's.</p>]]></description><guid isPermaLink="false">347644</guid><pubDate>Sun, 24 May 2026 15:10:43 +0000</pubDate></item><item><title>HMS Eagle in SGES</title><link>https://forums.x-plane.org/forums/topic/347528-hms-eagle-in-sges/</link><description><![CDATA[<p>Hi all,</p><p>Really enjoying <s>crashing</s> landing the FM2 Wildcat / Martlet on HMS Eagle by Juan and alpeggio in the SGES add-on.</p><p>Question is -- why cannot the wildcat trap with tail down?<br><br> This is the final position as the trap  is completed:</p><p><img class="ipsImage ipsRichText__align--block" data-fileid="1015391" src="//media.invisioncic.com/c334187/monthly_2026_05/2026-05-2117_17_58-X-Plane.jpg.aa537c796a2a38525a9cfc1fa4cc62b3.jpg" alt="2026-05-21 17_17_58-X-Plane.jpg" title="" width="1173" height="563" loading="lazy"></p><p></p><p>Trapping tail-down works with the laminar carrier, and with the SGES runway arrestor cable, is there something that can be done on this side to adjust the martlet?.</p><p>Just interested, and it's still a <s>terrifying experience</s> wonderful adventure.</p><p>Thanks to <a href="https://forums.x-plane.org/profile/397813-xpjavelin/" class="ipsMention" data-mentionid="397813" data-ipshover="" data-ipshover-target="https://forums.x-plane.org/profile/397813-xpjavelin/?do=hovercard" rel="">@XPJavelin</a> and <a href="https://forums.x-plane.org/profile/661761-alpeggio/" class="ipsMention" data-mentionid="661761" data-ipshover="" data-ipshover-target="https://forums.x-plane.org/profile/661761-alpeggio/?do=hovercard" rel="">@alpeggio</a> what a treat.</p><p></p><p></p>]]></description><guid isPermaLink="false">347528</guid><pubDate>Thu, 21 May 2026 18:28:31 +0000</pubDate></item><item><title>How to animate a object in xplane</title><link>https://forums.x-plane.org/forums/topic/345832-how-to-animate-a-object-in-xplane/</link><description><![CDATA[<p>So, I'm trying to do a new proyect, a new M2/M3 Bradley ifv, and to make the experience more enjoyable I wanna animate it so people can shoot wherever they want, Please someone tell me do you do it</p>]]></description><guid isPermaLink="false">345832</guid><pubDate>Fri, 10 Apr 2026 16:19:51 +0000</pubDate></item><item><title>Ddenn Goose xp12: no ANIM or SWITCH panel appearing</title><link>https://forums.x-plane.org/forums/topic/345175-ddenn-goose-xp12-no-anim-or-switch-panel-appearing/</link><description><![CDATA[<p>HI All,<br>Using XP12, not able to use the Anim, Switch, and other .lua-scripted elements included in the wonderful Goose Classic,RF and Turbo versions  from Ddenn.<br><br>Assigned and verified the slider commands, found the "aircraft_logic.lua" script in the custom avionics folder for each plane</p><p>but no success in activating them, no matter the hotspot or the command via keystroke, the panels do not appear.<br></p><p>Any insights appreciated.<br><br></p>]]></description><guid isPermaLink="false">345175</guid><pubDate>Thu, 26 Mar 2026 10:25:45 +0000</pubDate></item><item><title>Planemaker for engine failure?</title><link>https://forums.x-plane.org/forums/topic/344827-planemaker-for-engine-failure/</link><description><![CDATA[<p>Hi all ,</p><p>In the effort to get the  p39 racer to go fast, in PM added HP and set the redlines per the published numbers for the cobra II racer. 67inches map and 4600rpm!</p><p>As a result, we can gun the machine and really go. But the oil temp and engine temp dials are maxed for the whole 4 minute run. Is this realistic?</p><p>If not, can the engine be made to fail in PM when redlined and overheating, if not no big deal just interested how it might work.</p><p></p><p>Any insights appreciated.</p><p></p><p></p>]]></description><guid isPermaLink="false">344827</guid><pubDate>Tue, 17 Mar 2026 15:57:33 +0000</pubDate></item><item><title>Blender smoke - advice please</title><link>https://forums.x-plane.org/forums/topic/342118-blender-smoke-advice-please/</link><description><![CDATA[<p>I need to add smoke to my boiler chimneys at Warton. I'd like to do this in Blender with particles, but have zero knowledge of the topic and even less on datarefs.</p><p>Can anyone give me a workflow for the most simple, idiot-proof method to add smoke that will respond to wind direction please.</p><p>Pretty please ...</p>]]></description><guid isPermaLink="false">342118</guid><pubDate>Mon, 19 Jan 2026 09:16:46 +0000</pubDate></item><item><title>Looking for the most realistic carrier-based (USN) aircraft</title><link>https://forums.x-plane.org/forums/topic/306988-looking-for-the-most-realistic-carrier-based-usn-aircraft/</link><description><![CDATA[<p>
	This question probably is best answered by those who have been there in real life, but I am looking for the most realistic (= detailed and aerodynamically accurate) carrier-based aircraft (T-45, F-4, A-6, F-18, F-14) to practice carrier traps. Any suggestions - free or payware?
</p>
]]></description><guid isPermaLink="false">306988</guid><pubDate>Tue, 21 May 2024 02:28:31 +0000</pubDate></item><item><title>multiple AC in same flight?</title><link>https://forums.x-plane.org/forums/topic/338164-multiple-ac-in-same-flight/</link><description><![CDATA[<p>Recently saw a post from <a href="https://forums.x-plane.org/profile/822803-fred_perth/" class="ipsMention" data-mentionid="822803" data-ipshover="" data-ipshover-target="https://forums.x-plane.org/profile/822803-fred_perth/?&amp;do=hovercard" rel="">@Fred_Perth</a> that portrayed more two instances of an aircraft flying together in a journey from point A to point B. How is this accomplished? </p><p>Might be nice to have a pace-plane to follow  in racing-- or cross country-- situations. </p><p>Any insights or links appreciated.</p>]]></description><guid isPermaLink="false">338164</guid><pubDate>Tue, 28 Oct 2025 14:16:00 +0000</pubDate></item><item><title>Create ai version in planemaker</title><link>https://forums.x-plane.org/forums/topic/338520-create-ai-version-in-planemaker/</link><description><![CDATA[<p>Hi All</p><p>Regarding <a href="https://forums.x-plane.org/profile/509515-tieman/" class="ipsMention" data-mentionid="509515" data-ipshover="" data-ipshover-target="https://forums.x-plane.org/profile/509515-tieman/?&amp;do=hovercard" rel="">@Tieman.</a> Bugatti, for private use only.</p><p>Found the checkbox in the Author section of planemaker that theoretically allows the ACF to be flown as AI.</p><p>Is that the whole trick, or are there dependent variables elsewhere?</p><p>Thanks again for any insights.</p>]]></description><guid isPermaLink="false">338520</guid><pubDate>Thu, 06 Nov 2025 09:20:35 +0000</pubDate></item><item><title>using datarefs to dim planemaker 3d cockpit lights</title><link>https://forums.x-plane.org/forums/topic/336830-using-datarefs-to-dim-planemaker-3d-cockpit-lights/</link><description><![CDATA[<p>Hi All,</p><p>in planemaker for xp12, there are 3 interior lights controllable by dataref, normally theyare are set as flood and all set to a single <strong>panel_brightness_ratio[0]</strong> dataref, which is controlled by the panel brightness key command in-game</p><ul><li><p>Would like to command three lights with three dimmers.</p></li><li><p>Experimenting--selected the dropdown Spot light 1, and PM adds the dataref <strong>sim/cockpit2/electrical/panel_brightness[1]</strong></p></li><li><p>However using dataref tool plugin, cannot locate such dataref in the model in-game, nor is it available as a keystroke mapping.</p><p></p></li></ul><p>Clearly, missing a major step here.... any insights appreciated.</p><p><img class="ipsImage ipsRichText__align--block" data-fileid="965994" src="//media.invisioncic.com/c334187/monthly_2025_09/2025-09-2608_49_27-PlaneMaker.jpg.6f85b50c1967868bb9fb373a375d7aad.jpg" alt="2025-09-26 08_49_27-Plane Maker.jpg" title="2025-09-26 08_49_27-Plane Maker.jpg" width="762" height="353" loading="lazy"></p><p></p><p></p>]]></description><guid isPermaLink="false">336830</guid><pubDate>Fri, 26 Sep 2025 07:57:44 +0000</pubDate></item><item><title>Release .ACF with attached library .objs</title><link>https://forums.x-plane.org/forums/topic/336231-release-acf-with-attached-library-objs/</link><description><![CDATA[<p>Hi all,</p><p>Thinking ... of releasing modified freeware .acfs that use attached library objects. Constellation and Lodestar are candidates at this point</p><p>What's the correct way to do this, for example with CBD people or Handyobjects items?</p><p>Any insights appreciated.</p>]]></description><guid isPermaLink="false">336231</guid><pubDate>Fri, 12 Sep 2025 16:22:41 +0000</pubDate></item><item><title>Do you use a vertical fractional offset?</title><link>https://forums.x-plane.org/forums/topic/335857-do-you-use-a-vertical-fractional-offset/</link><description><![CDATA[<p>I mostly try to fly in VR - it's wonderful - but for short sessions, screenshots, movie making, I fall back to the 2-D flat screen.</p><p>Early on in X-Plane 12, <a href="https://forums.x-plane.org/profile/134180-domhenry/" class="ipsMention" data-mentionid="134180" data-ipshover="" data-ipshover-target="https://forums.x-plane.org/profile/134180-domhenry/?&amp;do=hovercard" rel="">@domhenry</a>  gave this advice in the Description to most, if not all, of the aircraft that he ported across:</p><blockquote class="ipsQuote" cite="" data-ipsquote=""><div class="ipsQuote_contents" data-ipstruncate=""><p>(Laminar did some default camera changes in V12 so I also suggest change Settings / Graphics / tick Enable Flat (fractional) offsets and set the Vertical Offset to -0.5. This will give good forward view and a good instrument view.)	</p></div></blockquote><p>I followed that advice because I was seeing more sky than instrument panel. I have since reduced it now to -0.35 (see screenshot below) and it does give me a reasonable balance.</p><p>The one issue that I have with it is when going to an external view... it still takes effect and the aircraft is rendered too high on the screen so I have to rotate the view downwards.</p><p>So, I wondered if anyone else has followed suit and, if so, what figure are you using? </p><p>OR - do you have a better solution?</p><p>Just to be clear - for me, this is a one monitor setup and I am happy with my Field of View (FoV) configuration. In VR, AFAIK, the verifical offset setting makes no difference.</p><p>Thanks for reading.</p><p><img class="ipsImage ipsRichText__align--block" data-fileid="961821" src="//media.invisioncic.com/c334187/monthly_2025_09/VericalOffset.png.fc094303d792e6545e7051de27b5f2b4.png" alt="VericalOffset.png" title="" width="749" height="440" loading="lazy"></p>]]></description><guid isPermaLink="false">335857</guid><pubDate>Fri, 05 Sep 2025 12:49:01 +0000</pubDate></item><item><title>How to fly Tu-134/Tu-154?</title><link>https://forums.x-plane.org/forums/topic/335223-how-to-fly-tu-134tu-154/</link><description><![CDATA[<p>Hello military club,</p><p>I have not posted here in a long time. I know the Tu-134/Tu-154 were not designed to be military planes, but they have served in the Soviet Union and still serve in post Soviet countries and have taken military roles. </p><p>If someone here knows how to fly these planes in X-Plane I would like your help and tell me how to fly them. I downloaded them when each got updated for X-Plane 12. (Churchella and Felis models) I have spent hours trying to figure them out with no success. I would love to fly them at my Chkalovsky Airbase scenery since the Russian Air Force has them stationed there. </p><p>Someone please help me. </p><p>Thanks</p>]]></description><guid isPermaLink="false">335223</guid><pubDate>Fri, 22 Aug 2025 15:29:01 +0000</pubDate></item><item><title>Utility mouse buttons broken in v12.2.1?</title><link>https://forums.x-plane.org/forums/topic/335253-utility-mouse-buttons-broken-in-v1221/</link><description><![CDATA[<p>Hi all,</p><p>For years have used <a rel="" href="https://forums.x-plane.org/files/file/52344-mousebuttons">this utility that translates mouse button and modifier key combos to dataref commands by writing a .prf file</a></p><p>It was written for x11, but functioned in xp12 and now appears to have ceased working in the latest version- xp12.2.1</p><p>It can be forked at GitHub, but no skills here for those operations...</p><p>Any fixes or insights appreciated :- )</p>]]></description><guid isPermaLink="false">335253</guid><pubDate>Sat, 23 Aug 2025 09:55:30 +0000</pubDate></item><item><title>Overlay 1944/45 World2XPlane</title><link>https://forums.x-plane.org/forums/topic/333443-overlay-194445-world2xplane/</link><description><![CDATA[<p>I read the post: Back2TheBike</p><p><a rel="" href="https://forums.x-plane.org/forums/topic/326175-x-plane-12-default-f-14d/#findComment-2868878">https://forums.x-plane.org/forums/topic/326175-x-plane-12-default-f-14d/#findComment-2868878</a></p><p>I thought about this too :)</p><p>And indeed, if more people were interested, it would be good to explore the topic further.</p><p>I remember there used to be a Golden Age add-on for FSX that changed objects in the simulator to those from the era.</p><p>There's a program in X-Plane called World2XPlane.</p><p>It's based on the world-models library.</p><p>But technically, it's possible for it to use other libraries.</p><p>It all depends on the configuration in the World2XPlane.ini file.</p><p>(I think the license allows for this.)</p><p>You could create any areas that have data: osm.</p><p>There are many plugins for 3D programs that do this. Ruins from the model</p><p>so even a bombed terrain could be created.</p><p>Maybe there are people in the Club who have worked with World2XPlane</p><p>and could help set up an external library in the configuration file.</p><p>And then we could collect various objects + add a military library ;)</p><p>and create scenery for airports and missions from the era.</p><p>The program produces some pretty cool results quickly:</p><p><img class="ipsImage ipsRichText__align--block" data-fileid="950831" src="//media.invisioncic.com/c334187/monthly_2025_07/ScreenHunter_.jpg.ea7203bbc7dbd35259cdb554719d2ed5.jpg" alt="ScreenHunter_.jpg" width="995" height="720" loading="lazy"></p><p>Best regards</p>]]></description><guid isPermaLink="false">333443</guid><pubDate>Thu, 10 Jul 2025 21:25:25 +0000</pubDate></item><item><title>How do i make the ships fire??</title><link>https://forums.x-plane.org/forums/topic/328270-how-do-i-make-the-ships-fire/</link><description><![CDATA[<p>
	Alright, so i have been testing the ww2 destroyers by alpeggio but  they do not fire back at me, even if i lock them on, fire at them, they do NOT fire back, like how can i make them fire, any help would be appreciated, Thanks
</p>

<p>
	(X-plane 11)
</p>
]]></description><guid isPermaLink="false">328270</guid><pubDate>Sun, 16 Mar 2025 18:44:12 +0000</pubDate></item><item><title>Flight models per frame?</title><link>https://forums.x-plane.org/forums/topic/322332-flight-models-per-frame/</link><description><![CDATA[<p>
	So what are the pros and cons for changing the flight models per frame from the default value of 2?
</p>

<p>
	I fly fast jets: F-16, Tornado, even the EE Lightning and I've never noticed any problems even without altering the number of calculations per frame. 
</p>

<p>
	But maybe that's just me not being observant or knowledgeable enough. 
</p>

<p>
	Is the flight so much more "accurate" or "smooth" with a higher number of flight model calculations?
</p>

<p>
	But what's the impact on FPS?
</p>

<p>
	Most of us are CPU bound already... So wouldn't increasing the number of flight model calculations per rendered per frame significantly impact on the observed FPS?
</p>

<p>
	And isn't it the visual FPS that leads to the perception of a "smoother" flight?
</p>

<p>
	I'd be very interested to hear about people's experiences and whether anyone has tried to measure the impact. Thanks.
</p>
]]></description><guid isPermaLink="false">322332</guid><pubDate>Fri, 29 Nov 2024 23:47:33 +0000</pubDate></item><item><title>Questions about lighting in the cockpit</title><link>https://forums.x-plane.org/forums/topic/322233-questions-about-lighting-in-the-cockpit/</link><description><![CDATA[<p>
	Good morning
</p>

<p>
	I have a question about the lighting in the cockpit
</p>

<p>
	In XP12, there is an element of adapting the human eye to the changing light intensity when switching from looking through the windshield and looking down at the panel
</p>

<p>
	In early beta versions, cockpits were quite dark and it was impossible to read the indicators, now planes new for XP12 do not have this problem
</p>

<p>
	However, when trying to convert planes from XP11 to XP12, the cockpits are often dark<br />
	I'm trying to set the lights in Plane Maker but without success
</p>

<p>
	Could someone familiar with the subject advise whether this can only be done in Plane Maker by adjusting these lights?
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="900122" data-ratio="58.00" width="1019" alt="3.jpg.7ec589f931cc3fc4d807dbfb0dcb9be6.jpg" data-src="//media.invisioncic.com/c334187/monthly_2024_11/3.jpg.7ec589f931cc3fc4d807dbfb0dcb9be6.jpg" src="https://forums.x-plane.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	Are there any other settings to make the instruments legible and the cockpit brighter?
</p>

<p>
	This is the XP12 version of the plane updated by the author
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="900123" data-ratio="48.67" width="787" alt="2.jpg.0d1d7ee87a48d4f385929a727b8a7e11.jpg" data-src="//media.invisioncic.com/c334187/monthly_2024_11/2.jpg.0d1d7ee87a48d4f385929a727b8a7e11.jpg" src="https://forums.x-plane.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	here is something in the cockpit that wants to "light up" and it doesn't work 
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="900124" data-ratio="49.85" width="1023" alt="1.jpg.ea6157a8c31114f6cc6e2396fe35df3d.jpg" data-src="//media.invisioncic.com/c334187/monthly_2024_11/1.jpg.ea6157a8c31114f6cc6e2396fe35df3d.jpg" src="https://forums.x-plane.org/applications/core/interface/js/spacer.png" />
</p>

<p>
	This view is from the solder position, if you zoom in it is clearer 
</p>

<p>
	<br />
	<font>Regards</font>
</p>
]]></description><guid isPermaLink="false">322233</guid><pubDate>Thu, 28 Nov 2024 09:10:37 +0000</pubDate></item><item><title>Projected 2d panel in 3d cockpit</title><link>https://forums.x-plane.org/forums/topic/320247-projected-2d-panel-in-3d-cockpit/</link><description><![CDATA[<p>
	Hi all,
</p>

<p>
	Im looking at an instrument panel from an xp10 converion to xp11, then xp12.
</p>

<p>
	The instruments are projected from the planemaker 2d panel area onto the panel area in the 3d cockpit of the plane. There is no 3d planemaker panel.
</p>

<p>
	The panel object seems to be specifically mapped as "holes" that allow areas of the 2d panel to be displayed in the panel object.
</p>

<p>
	Is there a way to change the "holes" or open the entire 3d panel surface to allow a different grouping of instruments from the pm 2d panel to display in the 3d cockpit?
</p>

<p>
	Always grateful for any links or tips :- ) 
</p>
]]></description><guid isPermaLink="false">320247</guid><pubDate>Thu, 07 Nov 2024 11:28:58 +0000</pubDate></item><item><title>Viewing .obj animation change in xp12</title><link>https://forums.x-plane.org/forums/topic/318397-viewing-obj-animation-change-in-xp12/</link><description><![CDATA[<p>
	Hi All,
</p>

<p>
	Been tinkering with a door animation in an aircraft .obj.
</p>

<p>
	I can view the changes in object viewer and in planemaker, but havent been able to see that change in the flightsim.
</p>

<p>
	Any info appreciated.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">318397</guid><pubDate>Mon, 07 Oct 2024 17:28:59 +0000</pubDate></item><item><title>Photoshop brushes for metal and weathering</title><link>https://forums.x-plane.org/forums/topic/311231-photoshop-brushes-for-metal-and-weathering/</link><description><![CDATA[<p>
	Hey all,
</p>

<p>
	Any brush or pattern resources you'd recommend for metal and weather textures for vintage planes?  
</p>

<p>
	Must be reinventing the wheel nitely by using noise and blurs to achieve what might handled by a competent brush set. 
</p>

<p>
	Have one rivet set, but the brushes dont scale down well   for the 2 and 3 pixel lines needed for most textures.
</p>

<p>
	Been experinting with undulation layers in normals, thats a kettle of fish altogether!
</p>

<p>
	As for grunge and weathering textures, any tips and tricks appreciated.
</p>

<p>
	Grateful for this community, as always.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.invisioncic.com/c334187/monthly_2024_07/connie-metal-workup7.jpg.21996abfcc0958028a20474534701f8e.jpg" data-fileid="871377" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="871377" data-ratio="38.50" width="1000" alt="connie-metal-workup7.thumb.jpg.d0ade77c9cb95d503bcec66daeb627e6.jpg" data-src="//media.invisioncic.com/c334187/monthly_2024_07/connie-metal-workup7.thumb.jpg.d0ade77c9cb95d503bcec66daeb627e6.jpg" src="https://forums.x-plane.org/applications/core/interface/js/spacer.png" /></a>
</p>
]]></description><guid isPermaLink="false">311231</guid><pubDate>Wed, 24 Jul 2024 10:49:25 +0000</pubDate></item><item><title>Additive illumination for plane maker instruments</title><link>https://forums.x-plane.org/forums/topic/308972-additive-illumination-for-plane-maker-instruments/</link><description><![CDATA[<p>
	Working to create a lit environment for a henkfix Connie.
</p>

<p>
	It seems that planemaker gauges can be illuminated by selecting the additive option, and then doing ...something...with a _lit version of the gauge image. But an example would help.
</p>

<p>
	Is this executed in the stock laminar planes?
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">308972</guid><pubDate>Mon, 17 Jun 2024 13:11:29 +0000</pubDate></item><item><title>How to generate smaller livery files?</title><link>https://forums.x-plane.org/forums/topic/307660-how-to-generate-smaller-livery-files/</link><description><![CDATA[<p>
	Hi All,
</p>

<p>
	Im using photoshop cs2, it still works on win 11, thank the powerz...
</p>

<p>
	However when i export my png files, admittedly 4k on the Hawk, they weigh in at 11mb - or more- each. Is there a utility or ps strategy i am missing to lighten the load of file size?
</p>

<p>
	I have nvidia texture tools exporter  but so far no luck shrinking the file size. 
</p>

<p>
	Any pointers appreciated.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">307660</guid><pubDate>Tue, 28 May 2024 12:46:43 +0000</pubDate></item><item><title>post your questions here.</title><link>https://forums.x-plane.org/forums/topic/305985-post-your-questions-here/</link><description><![CDATA[<p>
	If you need to mod an aircraft and don't know how, or new to combat in xplane, get answers.
</p>
]]></description><guid isPermaLink="false">305985</guid><pubDate>Sun, 12 May 2024 09:33:40 +0000</pubDate></item></channel></rss>
