
Description
Twotter Revived v2024.3.258 (still in beta)
For quite some time now, the behavior of the custom engine simulation upon engagement of the starter had the right shape, but it was way too slow. It took some time to find the flaw. Fixing it allowed me to retire one of the major "fudge factors" (aka "needle theater") that I had added because the behavior seen on reference videos wouldn't emerge naturally from the simulation. Now it does, and that makes me so happy.
I started some preliminary work on props, most of it cosmetical. As part of the groundwork, I replaced most of the sim's oil system. During shutdown, the oil pressure in the dome decays and springs pull the prop blades into their feathered position. Unsecured props are affected by wind using a bit of blade element theory, but note that this is just an approximation because of lack of references (breakaway stiction, inertia, rotational drag, the effect of oil viscosity, most is guesswork and subject to tuning based on feedback).
As part of the props groundwork, I enabled wind on the ground. I believe the change in behavior is negligible, but I'm open for feedback. Before, crosswind only affected the aircraft between 5 and 80 kts groundspeed, now these limits are gone. Turns out, that was a bad idea. Probably fixed in .259.
Last week's testing with the ski variant at NZWD made me look closer at sub-zero operations. Did I mention that I replaced the stock oil system? Starting a cold-soaked engine should be more fun now: the battery sags deeper, cranking against cold oil with low viscosity takes longer. "Pre-heat" buttons on the Systems tab let you blast hot air into the engines for ten minutes (press the button again to skip the wait) to get the oil up to temperature. The ground crew and the heater are invisible, use your imagination!
By now, this is probably what the modding community would call a "Total Overhaul". Almost every system in the aircraft has changed, many have been replaced and redesigned, and even some core sim systems had to go in favor of custom implementations.
This is a test version, please flag any issues you notice. I try to make sure the releases published on flightsim.to don't contain any blockers or stoppers that would keep you from flying, but bugs cannot be avoided and if you find one, please return it to its rightful owner.
If you run into issues or have questions, contact me here or on Discord: aurel#3010 (if you're active on Discord, we most likely share a few flightsim servers). If you know about the aircraft IRL or aircraft development in MSFS, I'm especially grateful for your input and suggestions.
Installation
NOTE: Because of previous drama around Aerosoft mods, this mod is distributed as an archive containing xdelta files and an install script. You will need an original, unmodded installation of the Twin Otter 1.1.1 (installed using Aerosoft One, the legacy Aerosoft installer, or by other means) so the installation process can READ the original files and WRITE the changed files to the mod folder. Your original files will not be touched.
Until the install script has been executed, the mod will be inactive.
Before you report an installation error, please consider reinstalling a fresh copy of the Aerosoft Twin Otter in the last release version (1.1.1) and trying with that folder. If the errors persist, please contact me so we can figure out why they happen. The installer should now work with all popular versions of 1.1.1.
The contents of the zip file:
- charliebravo-aircraftmod-twin-otter, this is all you need, you must unpack this to use the mod, the rest is optional
- charliebravo-soundmod-twin-otter-turbineduke, this is an optional sound mod, must own the Black Square Turbine Duke to use it
- z_aerosoft-twin-otter_propblur_mod, this is an optional mod that makes props blurry when you're close
- z_aerosoft-twin-otter_flat_cameras, this is an optional mod that levels out the cockpit camera views (the close pilot view and the three captain's instrument views), instead of having them tilted down at the panel
- historic_ndb_userpoints.csv, this file can be imported in Little Navmap to show historic (decommissioned) NDB beacons
You will still need to have the base model (ie. the aerosoft-aircraft-twin-otter folder) in your Community/ folder for the mod to work.
Step by step:
- UNPACK directly into community or wherever you keep your Community add-ons
- OPEN the folder charliebravo-aircraftmod-twin-otter
- optionally, if you're paranoid or they are actually after you: EXAMINE install.bat and install.ps1, overwrite the xdelta executable with a version you trust
- DOUBLE-CLICK install.bat or RUN install.ps1 in Powershell (install.bat is just a wrapper that executes the Powershell script)
- follow the prompts and SELECT an unmodified aerosoft-aircraft-twin-otter folder
In a perfect world, the changes are applied and you end up with a working mod and the lawyers have no leverage against me. I apologize for this, I can assure you that it has been even less fun to set this up. I contacted Aerosoft and Microsoft to get their blessing, but, so far, I didn't receive a response. It appears our Twotter is in some legal limbo: Aerosoft sold the rights to Microsoft, and now neither party appears to have any interest in the legacy product. xdelta helps me to stay on the safe side.
If you unpacked the soundmod:
- OPEN the folder charliebravo-soundmod-twin-otter
- DOUBLE-CLICK install.bat or RUN install.ps1 in Powershell
- follow the prompts and SELECT an your bksq-aircraft-turbineduke folder
Liveries
Legacy liveries for the Aerosoft model might work, if the loading order is carefully managed. You might have to rename folders to ensure the mod is loaded after base aircraft and liveries.
The Turbine Duke sound mod [NEW]
This version includes an optional, highly experimental sound mod that re-uses the Black Square Turbine Duke soundbank with kind permission by Black Square and Boris Audio Works.
This sound mod only works for owners of the Black Square Turbine Duke. To enable the sound mod, copy it to your Community/ folder and launch install.bat in the charliebravo-soundmod-twin-otter-turbineduke folder.
Because of the experimental nature of the mod, it is highly recommended you remove or disable it when flying the Turbine Duke. If you experience any sound issues in the Turbine Duke while this mod is installed (and they go away if you disable the mod), please contact me. We don't want to bother the nice people of Just Flight with problems created by the Twotter.
Resources:
- Read about what Twotter Revived can do for you in the Twotter Revived manual.
- Discuss the mod on the official MSFS forum.
- Find preview versions, release candidates and the mod's WASM source on Google Drive.
Twotter Revived is a community project. It is not endorsed or certified by De Havilland Aircraft of Canada. It is not approved by anyone in any way, shape, or form for training or any other real-world application. Any real-world references are provided for entertainment and educational simulation use only and may be incomplete, outdated, configuration-specific, or inaccurate.
Frequently Asked Questions
Twotter Revived
Twotter Revived is a free, community-built overhaul of the Aerosoft Twin Otter (MSFS 2020) for MSFS 2024. The goal is a faithful recreation of the aircraft, replacing stock sim systems with custom code where the sim falls short. Engines, electrics, radio navigation, and countless other systems are simulated in depth and interact with each other. The flight model has been overhauled by aerodynamicist extraordinaire CanadianCaptainMoustache. Cockpit state persists between flights, an EFB app handles loading, settings, and maintenance, and components can wear out and fail.
User Reviews
21 reviews
Version History
# Patch notes v2024.3.241 -> v2024.3.258 ## Engines - TurbSim: Closed a physics gap for a more faithful, quicker startup. - FCU: Mitigated a bump in fuel flow causing a spurious, second ITT hump near idle. - Oil: Added an oil model that manages pressure and temperature in engine and prop components. - Oil: Added viscosity effects during engine starts. ## Autopilot - KAP 140: Fixed HDG turns being limited to standard rate. - KAP 140: Fixed HDG mode flying the magnetic direction instead of the HSI card. - KAP 140: Fixed spurious autopilot disconnect immediately after engaging on the ground. - VNAV: Fixed coupled VNAV not offering to arm for an approach that was loaded as part of a flight plan. - VNAV: Added support for altitude restraints in STARs. ## Checklists - Fixed inherited references to 14% and 42% Ng in the checklists. - Autocomplete: The copilot no longer closes the RAM AIR lever. - Interactive/Autocomplete: The generator check waits for both DC buses to switch to the generators. ## Twotter EFB app - Systems: Added an engine pre-heat option, supplying ten minutes of hot air. - Payload: Fixed the FO seat being counted as a passenger seat. - Status: Added a stub for the Oil section in Instructional mode. - Config: Added a separate default crew weight and fixed the persistence of the crew weights. ## Misc - Props: Added feathering springs in the dome that feather the prop blades as oil pressure decays. - Props: Added ground windmilling. - Radio: Fixed an issue where radio signals were cached as line-of-sight while waiting for terrain elevation data to load. - Radio: Fixed the frequencies of two dozen historic NDB stations. - GNS 530/430: Fixed both GNS units sharing a GPS receiver. - Flight model: Crosswind now acts on the aircraft on the ground at any speed. - Electrical: Added a cosmetic fix to let the loadmeter show a shared load between generators (even though it isn't b/c sim limitation). - Electrical: Added battery temperature to the sag calculation. - Control lock: Fixed the inherited design decision to keep the elevator in neutral position with the lock installed. - Persistence: Fixed an issue that occasionally prevented some avionics settings from being restored properly. - Persistence: Fixed several inconsistencies when restoring payload. - Audio: Fixed minor issues with the default sound and the Turbine Duke sound mod.
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Log InComments(166)
about 6 hours ago
2 days ago
1) Can I use this mod on this version of the Otter ?
2) Where would I find the FS2024 Otter aircraft files so I can install when clicking the batch files ?
Thank you so much !
2 days ago
There's no legit way to run the mod unless you purchased the 2020 version back in the day from Aerosoft or other 3rd-party stores. And even though the aircraft is no longer available for purchase and appears to have been abandoned by the rights holder (and it's unclear who that is), the guidelines of this site do not allow the discussion of other options.
I tried to contact Microsoft to discuss a way to make the mod accessible to more people, but I didn't receive a response yet. Maybe in time I become worthy of their attention.
3 days ago
3 days ago
I can't identify a path in the code that could lead to this output during a "normal" flight. Does re-arming VNAV help? (Try PROC -> ACTIVATE APPROACH first, then try "DISARM VNAV" followed by "ARM VNAV". I'm not convinced either will do anything.)
I'll try to make the code more robust, but I can't predict whether that will fix your problem.
I just don't understand yet how VNAV could get into this state.
Edit: Did this, by any chance, happen on the next flight after a successful VNAV descent and landing?
Edit 2: For the record, the issue is that Pier loads a flightplan with STAR and approach, and can't activate VNAV by using "ACTIVATE APPROACH" (which would clear the incorrect state that keeps VNAV from kicking in) in time without bypassing STAR waypoints. Fixed in the next release.
4 days ago
4 days ago
If you encounter the same situation again, please navigate to the second page in the VNAV group and make a screenshot of it. That page has debug information (some cryptic text on a black background) that will help me figure out what's going on, thanks!
Oh, and thanks for your kind words and the stars!
4 days ago
5 days ago
5 days ago
One small clarification, though, I hope you're not too disappointed to hear that the custom voice sets (co-pilot, TAWS, autopilot) are AI-generated after all.
5 days ago
The throttle quadrant configuration has been deleted, and I'm unable to assign the fuel lever (the red levers). Any suggestions?
Regards.
5 days ago
The mixture or condtion lever axes (always indexed, 1=left/2=right) should work.
Or button functions like condition lever high idle, cut off, also inc/dec.
That's all pretty much unchanged from the base aircraft, I think.
If you can't make it work, let me know what you tried.
5 days ago
The settings I have in the quadrant—throttle, RPM, and mixture—work correctly in the default Twotter, but when I switch to your Twotter, only the throttle and RPM controls work. The red mixture levers don't work, and even though I've reassigned them in a thousand different ways, they don't respond.
Regards.
5 days ago
What changed vs. the base aircraft: I removed the unindexed versions. If you assign a hardware axis to "CONDITION LEVER AXIS" (without a number), nothing should move. Since you can't start both engines at once in the modded Twotter, I felt that binding both levers to a single control would predictably cause issues.
So, yeah. Since there are so many conflicting ways to control the levers, a possible explanation might be that you inadvertently assigned another control that blocks the axis you want to use now. (Quick test: if you click the levers with the mouse, do they move as expected? If they don't move or move a bit but then return to their original position, a conflicting assignment is likely the issue.)
The next step would be to post about it on the forum thread, maybe some user there has an idea.
Note that, under the hood, the IRL levers are mechanical fuel shut-off switches (controlling a valve with cables and pulleys, as I understand it), so that's how they are modelled internally. While using hardware levers for them probably helps with immersion (that's why I do it), assigning switches or buttons to the "cut off" and "high idle" functions works just as well. The Twotter doesn't have an intermediate (low idle) position.
10 days ago
10 days ago
13 days ago
10 days ago
ui_createdby and icao_model
in aircraft.cfg