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    Twotter Revived BETA - Image 2

    Description

    Twotter Revived v2024.3.68 (beta) - 1st Milestone release

    This is a test version:

    • Please flag any issues you notice.
    • "Career" add-on users: the fuel system has changed, which most likely breaks everything except FSEconomy, because that's my home. It would be helpful if you could provide feedback on this so I can fix your career add-on, too.

    If you haven't done so yet, please consider turning on "Alternate ITT calculation" on the Config tab of the EFB app for this release. An increasing number of systems rely on its data, and while it has always been running in the background, even if disabled, to provide this data, it definitely helps now to allow the system to take over the ITT and %Ng gauges.

    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.

    Mission Statement

    The goal of this project is to restore the glory of the legendary Aerosoft Twin Otter X Extended (by Finn Jacobsen & team, for FSX and P3D) using the modern systems available in MSFS2024, based on the Aerosoft Twin Otter for MSFS2020 (by Hans Hartmann & team). This project is not meant to compete with Microsoft’s Twin Otter in MSFS2024 (by Hans Hartmann & a different team), which is built for easy accessibility.

    Outside of the scope of this project:

    • 3d model
    • sound, at least for the time being, because of utter lack of expertise

    Inside the scope:

    • everything that can be verified without input from actual pilots (until actual pilots chime in)
    • quality-of-life improvements
    • improvements to realism (inconsistently overridden by quality-of-life)
    • damage (WIP)
    • weird things I want to try out or learn about
    Why?

    You know how you have your best flight simming moments that you will (hopefully) never forget and that, after years and years, still fill you with joy when you recall them? One of those moments for me was my first hot start of the Aerosoft Twin Otter X Extended in FSX or P3D, about a decade ago. That was the day I learned to treat my engines with respect. I started actively looking for aircraft that could break if treated badly, discovered RealAir and A2A, and learned to appreciate deeper simulation.

    Speaking of A2A, another one of those moments was the discovery that it felt completely different (to me) when an aircraft had state. Simple things like the avionics remembering what frequencies I had used last, switches I had left in this or that position, they created a sense of ownership I really appreciated.

    So, yeah, the response to “Why?” is simply “Nostalgia!”

    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 (funny story: I spent an hour trying to find an imaginary bug in the install script because I didn’t remember that I tweaked my Twotter years ago by changing a few settings in a .flt file). 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.

    • unpack directly into community or wherever you keep your Community add-ons (the zip contains the top folder of the mod: charliebravo-aircraftmod-twin-otter and an optional prop blur mod by CCM: z_aerosoft-twin-otter_propblur_mod)
    • 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 (only for reference, nothing in that folder will be written or changed)

    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.

    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.

    Liveries

    Legacy liveries for the Aerosoft model might work, if the loading order is carefully managed. You might want to rename charliebravo-aircraftmod-twin-otter to zzz-charliebravo-aircraftmod-twin-otter to ensure the mod is loaded after base aircraft and liveries.

    Usage tips
    • Ways to identify whether the mod is loaded: 1) check the “More Apps” section of the standard EFB, it should have a “Twin Otter” app whenever the Twotter is loaded, or 2) load up cold & dark, turn on the power and check the GNS units. The new WT versions go through a lengthy initialization cycle (mod is active), while the old Asobo versions are immediately on a nav screen (mod not active).
    • If you want persistence in your cockpit you SHOULD start cold & dark and you MUST click the “Initialize persistence” or “Restore state” button in the EFB app at the beginning of your flight (or at least while on the ground).
    • Engine startup: If you follow the checklists, you should be good. (If you follow the checklists and something doesn’t work as the checklists say, pls let me know.)
    • Engine startup (advanced): If you follow the usual PT6A startup procedure, you should be good.
    • Engine startup (nostalgic): If you want to experience a hot start, push the condition lever before the starter has stabilized. The earlier, the more fun! (There’s no damage modelling yet, so no worries, you can go flying anyway.)
    Changes to Aerosoft Twin Otter 1.1.1

    The list below is the v2024.3.68 state. New entries since v2024.3.47 are tagged [NEW]; entries whose behavior changed materially are tagged [CHANGED].

    EFB “Twin Otter” app

    • Added EFB app with Load Manager for pax and cargo variants.
    • Load manager: short click on a seat or cargo station toggles between 0 and the set weight, long click resets to max weight.
    • Sliders allow for quick adjustment of passenger, cargo and fuel loads. All changes take effect immediately.
    • Added “Redist Fuel” button to move fuel from wing tips to main FWD/AFT tanks ().
    • Added Info and Debug tabs to the EFB.
    • Added a Stats tab in lieu of the missing Hobbs meters.
    • Added a Doors tab to the EFB for control of all aircraft cabin and cargo doors.
    • Added a Systems tab for chocks and the hydraulic emergency hand pump.
    • Added an Aircraft tab with battery temperature, bleed air pressure, and other system readouts.
    • Added a Flight tab with environmental info and ice-accretion statistics.
    • Added a Config tab.
    • The splash screen with the “Restore state” button now only appears if the engines aren’t running. You can still restore the state using the button on the debug tab.
    • Added a Maintenance tab (available while on the ground with engines shut down) for the Wear & Tear system; see the Wear & Tear section below.
    • Reorganized the Debug tab into collapsible sections (Persistence, TurbSim, Wear & Tear). A Reset button under Wear & Tear returns all component wear state to factory-new.
    • The splash opens in a “Waiting for flight to start” state with no action buttons; Restore State / Continue-without-persistence appear only once the flight is ready.

    Configurable settings

    The default settings are either sim defaults or they enable convenience features.
    The non-default settings strive to be more realistic, and frequently end up being more annoying.

    [NEW] Each option has an override checkbox on the left: leave it unchecked and the setting is shared across all variants that don’t override it; check it and that variant keeps its own value, independent of the rest.

    • Disable Autopilot Auto-ARM
      default: a selected altitude will be captured automatically
      when turned on: a selected altitude will only be captured if “ARM” has been pressed
    • Disable Flight Director
      default: the pitch and roll command bars are drawn on the attitude indicator
      when turned on: the command bars are hidden
    • Alternative lateral modes (experimental)
      default: off — the stock lateral autopilot path
      when turned on: reworked KAP-140 lateral guidance that aims to stop overshooting (especially near or beyond the polar circles) and to capture radials, ILS, and the GPS magenta with less drama. Work in progress.
    • Realistic battery capacity
      default: a phantom charger will keep your batteries topped up forever
      when turned on: batteries will drain based on the enabled consumers; if you drain the battery, either switch the chemistry or use the virtual GPU by setting the source switch to “EXT”
    • Battery Replacement
      default: standard NiCd pack
      when turned on: battery is replaced with a SLA pack with higher capacity, but also higher weight
    • Realistic parking brake
      default: standard sim parking brake
      when turned on: to engage the parking brake, you will have to depress both toe brakes fully and THEN pull the handle (or toggle the parking brake with an input event). If the latching mechanism catches the toe brakes, the parking brake handle stays out. If it snaps back, you have to try again.
    • Alternate ITT calculation
      default: ITT and %Ng gauges are controlled by the sim
      when turned on: ITT and %Ng gauges are controlled by “TurbSim”, see below
    • Generators can trip
      default: generators can’t trip
      when turned on: generators can trip on under- or overvoltage, the affected generator will need to be RESET to be reconnected to the bus
    • Gyros take time to spin up
      default: AI and HSI are available immediately when power is provided
      when turned on: gyros have to spin up and the gauges can take a significant amount of time to show correct values; the “Pull to Erect” knob significantly shortens the time for the attitude indicator; the HSI can be synced to the whiskey compass using a button on the Systems tab of the EFB.
    • Disable Auto Fast-Erect
      default: with realistic gyros, the attitude indicators will magically pull the fast erect knob
      when turned on: unless you use the fast erect, it will take a significant time for the horizon to level
    • Disable OBS Auto-Slew
      default: the GNS530 can control the CDI needle of the HSI
      when turned on: you have to set the CDI needle yourself
    • Reliability (slider: Off / Reliable / Unreliable / Not Airworthy)
      default: Off — the Wear & Tear system is disabled and the Maintenance tab is hidden
      Reliable: nominal wear rate (“real-time”), experienced mechanic, generous (risk-averse) management
      Unreliable: 4× wear rate
      Not Airworthy: 16× wear rate, inexperienced mechanic working for a rinky-dink outfit with limited access to new parts
    • [NEW] TAWS (selector: Full / Typical / Legal minimum / Class B / Off)
      Full: every callout on every variant — terrain, sink rate, glideslope, bank angle, the full altitude-callout ladder, and MINIMUMS.
      Typical: passenger variants get the full set; cargo/utility variants get the reduced Class B set.
      Legal minimum: passenger variants only; cargo/utility variants get nothing.
      Class B: the reduced TSO-C151 Class B set everywhere — excessive descent rate, altitude loss after takeoff, the “500 feet” callout, and MINIMUMS (no terrain, glideslope, or bank-angle callouts).
      Off: all callouts muted.

    Cockpit/aircraft persistence

    • The state saving is mostly opt-in. (Only a few select states persist unconditionally, e.g. engine block temperatures, cosmetic airframe variations.)
    • First time: while on the ground and, preferably, cold & dark, use the “Enable Persistence” button on the splashscreen of the EFB (or, if you missed it, the “Restore State” button on the Debug tab).
    • Cockpit state, fuel and payload can be restored from the EFB app (“Restore State”). Previously saved values will not be overwritten or updated unless “Restore State” is used. This is intended to allow ad-hoc flights that don’t affect the saved state.
    • To reset the saved state, locate state.cfg for the variant in your MSFS folder and delete or rename it.
    • Persisted items now include the BARO setting, decision height, transponder code, all active and standby COM/NAV frequencies, the heading bug, ITT block residual heat, and battery temperatures.
    • Persistence also covers the radio audio panel (transmit and receive selectors).
    • [NEW] Config settings can now be saved fleet-wide or per variant: each option on the EFB Config tab has an override checkbox — leave it unchecked and the value is shared across your whole Twin Otter fleet, check it and that variant keeps its own value.
    • Known issues: 1) Some systems don’t persist (battery capacity, hydraulic system state). 2) “Restore state” does not prevent you from restoring the state with running engines, but you probably shouldn’t.

    Flight model

    Captain Moustache writes:

    What I’ve done:

    • decreased nosewheel steering sensitivity at medium to high speeds
    • adjusted main gear springiness to stop the rolling back and forth and make it sit slightly nose-low on the ground
    • drastically increased wing incidence angle
    • removed the invisible spoiler
    • added prop drag
    • decreased elevator and rudder sensitivity around neutral
    • increased fuselage side-area
    • added ground friction and crosswind numbers
    • increased icing physical impact to 400%
    • decreased overall rudder maximum effectiveness
    • increased elevator trim effectiveness
    • decreased gyro stability around all axes
    • doubled flap lift
    • added 40% to flap drag
    • decreased blade angle on the ground to minimize aircraft rolling at idle and quasi-simulate beta range
      This leads to a Twotter that looks and handles much more like the real thing. Expect that iconic DHC nose-down on approach. Expect massive amounts of both lift and drag beyond 20 degrees of flap. The plane will also handle far better on the ground, both in the taxi and on takeoff. I’m by no means claiming this is the be-all, perfect flight model for this plane and it will likely evolve some but for now we’re hitting book numbers in most cases within 1-2% and the plane is a sheer joy to fly.
    • CCM tuning is now the default for every base variant — a ground-up flight-model, flaps, prop, and steering overhaul by CanadianCaptainMoustache, pushing toward realism and giving the Twotter its nose-down “stance” in cruise and descent. (See Variants for the Legacy alternative.)
    • Beta-range annunciators rewired to harmonize with CCM’s prop/throttle changes.
    • Refined propeller lift characteristics.
    • Restored P-factor effect on yaw.
    • Changed slip indicator to be more sensitive.
    • The spoiler-based disking hack (progressive onset, disabled on ground) is now used only by the Legacy tuning; under CCM, disking falls out of the flight physics directly.
    • Fixed too many entries in control surface elasticity tables (MSFS2024 complained).
    • [NEW] New propeller blur — CCM’s prop-blur textures are bundled in the archive as a separate mod. <3 CCM <3

    Suspension

    • Adjusted nosewheel suspension damping.
    • Adjusted ground contact model parameters and gear flex damping.
    • Tuned Tundra Pax based on the tundra wheel variant of the Aerosoft Twin Otter X Extended.

    Avionics

    • Updated GNS530/430 to WT530/430. Wired display brightness to the ambient light sensor.
    • Radio frequencies and CDI selection are saved if persistence is enabled.
    • Slaved HSI to GNS530 (with config option).

    EPGWS

    • [CHANGED] Overhauled EGPWS suite based on Honeywell Pilot’s Guide and FAA advisories.
    • [NEW] EGPWS callouts are now configurable via the TAWS selector on the EFB Config tab.
    • [NEW] Declutter governor: an advisory is only repeated if the situation degrades.
    • [CHANGED] The GPWS INHIBIT button suppresses some callouts and desensitizes others.
    • Known issue: forward-looking terrain alerting is not yet implemented.

    KAP 140 autopilot (custom gauge)

    The autopilot is one of the areas where I’m claiming artistic license. While I fixed a couple of “realism gaps” with the default KAP 140, I also created new ones. Aerosoft put the KAP 140 in the Twotter for two reasons, afaik: users are familiar with it and the mission statement for the 2020 version was to use default avionics wherever possible. The visual model has all the remnants of the Collins AP-106 (I think) simulated in the Aerosoft Twin Otter X Extended: the annunciators, the mode and altitude panels, the multifunction “knob” on the control column pedestal, the YD button. The 2020 Twotter’s AP is already an unholy abomination, and I leaned into that.

    The main realism features are:

    • capture only when armed (this was a bitch to get right);
    • “Vertical Trim”: tapping UP/DN nudges the aircraft in steps of 20 ft (another bitch) and
    • holding UP/DN initiates a climb/descend at 500 fpm that is maintained until the button is released (yeah, a bitch, as well);
    • obnoxiously long pre-flight test followed by
    • a 30s pitch lockout (a red P on display replaces the dedicated warning light which is missing from our visual model).

    The main realism gaps are:

    • from the Collins AP, we inherit support for IAS/FLC mode, yaw damper, flight director,
    • mode buttons and altitude selector are synced with the KAP 140 and
    • the Collins annunciators are somehow magically driven by the KAP 140.

    Known issues: underneath, we use the sim’s AP with all its quirks. The AP still uses the Captain’s HSI baro instead of its own. There’s still some oscillation on the glideslope that needs fixing.

    • Altitude alerter runs a 3-second self-test.
    • Pitch-trim arrow indicator is now a runaway-trim warning indicator (flashes for end-of-travel and same-direction-≥2 s commands).
    • Enabled autopilot annunciators for approach arm/capture when using GPS navigation.
    • Three-row LCD layout matching the physical hardware. PFT timing matches a reference video (≈40 s).
    • Preflight test plays a completion chime when it ends.
    • Daylight-aware unpowered LCD rendering: the display shows the dim ghost segments of an unlit LCD.
    • Yaw-Damper (YD) annunciator support.
    • Flashing AP-master annunciator with a 5-second flash on disconnect; cavalry-charge tone wired to the disconnect event.
    • Held UP/DN ramps the vertical reference; short presses “nudge” by 20 ft (ALT mode), 100 fpm (VS mode) or 5 kts (FLC).
    • FLC mode displays the selected airspeed; using UP/DN snaps the reference to the nearest 5 kt boundary.
    • Sticky BARO reminder flashes after the preflight test until the pilot acknowledges by pressing BARO or changing the setting.
    • Pitch-axis lockout (blinking “P” indicator) for 30 seconds after the preflight test and after every in-flight power cycle, while the accelerometer settles.
    • G-load monitor auto-disengages the autopilot if the pilot pulls or pushes through a threshold.
    • Experimental: NAV “pre-arm” allows arming NAV when the sim AP refuses it. While “pre-armed”, the NAV ARM flag blinks in a slow rhythm. When it fails to capture, toggle NAV mode off and on again.
    • The flight director command bars on the attitude indicator can be hidden via the Disable Flight Director toggle in the EFB Config tab.
    • Alternative lateral modes (experimental, off by default; toggled on the EFB Config tab): reworked lateral guidance that aims to stop overshooting (especially near or beyond the polar circles) and to capture radials, ILS, and the GPS magenta with less drama. Work in progress.

    Cockpit instruments

    Work in process: many gauges are getting an overhaul, giving them some physicality and changing their behavior, based on reference videos, manuals, pilot feedback and filling in the gaps with educated guesses.

    • Implemented Captain-side altimeter with aneroid simulation, a servo motor that drives needle and drum with realistic latching mechanism, the baro knob is mechanically linked. Based on IDC Encoding Altimeter 28V.
    • Equipped Radio Altimeter with a highly reponsive servo.
    • ADF needle/radio physics rebuilt (with input from CCM; based on KR 87 / KI 227 behavior):
      • Bank/dip error — overfly a station in a turn and the needle leans toward the low wing.

      • Per-airframe quadrantal error, re-rolled each session — no two Twotters read quite alike.
      • Overhead multipath: in a tight cone directly over the station, the receiver gets confused.
      • Distance/weak-signal wander — the needle twitches on a fading signal and parks to 90° on a sustained loss.
      • Extra night/dusk skywave wander (driven by the sun’s position), plus gentle per-station drift within a session.
      • The cone now uses the tuned NDB’s real elevation from the nav database; ANT mode parks the needle; the needle freezes in place on receiver power loss.
    • Implemented gyro “simulation” for Attitude Indicators and Horizontal Situation Indicators (KI 525A).
    • Enabled a bunch of instrument flags that were hidden in the gauges, probably because they’re not properly animated, fixed the behavior of other flags.
    • Reimplemented chronometers with clock, stopwatch, block time and an OAT display. I took some artistic license. The mode button switches the clock between local time and UTC, and OAT between C and F. If you find out what else it can do, don’t tell anyone.
    • Work started on calibration differences between mirrored instruments (altimeters, HSI, RMI).
    • [NEW] The whiskey compass now reacts to windshield heat.

    Engines

    The goal is: pilot can make engines 'splode.
    State: laying the groundwork.

    Part of the mod is an optional separate turbine “simulation”, aka “TurbSim”, aka “Alternate ITT calculation”.

    Let me be perfectly clear about this: while my goal is to present something that is closer to realism than the oversimplified turbine simulation MSFS provides, I don’t know at all what I’m doing here. I vibecoded a basic PT6A simulation based on Wikipedia and publicly available research papers (which are already simplified, not based on actual 1st party data, and cover other PT6A variants), without any insights into the P&W’s “secret sauce”.

    I have a bunch of formulas that try to approximate certain parts of the engine, and I feed them with values that I guessed based on what I want the output to look like to hit targets I found in reference videos. I have never seen a hot start, but when the formulas see fuel pooled in the engine before combustion starts, they can make the ITT go red. It’s half physics, half fudge.

    [CHANGED] I have started wiring TurbSim into other systems, so I highly recommend trying it out now by enabling “Alternate ITT calculation” on the Config tab. If you can, please provide feedback.

    Known issues: No hung starts, because of sim limitations. No engine damage caused by hot starts yet (planned).

    • Calibrated engine fuel flow and N2 mapping for accurate power response.
    • Adjusted engine torque-to-N1 mapping to align with POH performance data.
    • Added intake deflectors aka inertial separators, enabled doll’s eyes indicators, added torque and ITT penalties for deflectors and inlet heat. Note: it takes about 70% Ng to create the bleed air pressure needed to extend the deflectors.
    • Optional physics-based “simulation” of the PT6A gas path (TurbSim): two-spool dynamics, staged fuel nozzle with characteristic light-off ITT spike, fuel pool that drives hot starts, ignition-delay light-off, T4→T5 gas path with thermocouple lag, block thermal soak-back. Selectable in the EFB Config tab.
    • Per-airframe deterministic jitter spreads engine bias across saved airframes. No two engines are equal.
    • Inertial separator needs bleed-air pressure to extend; electrical power is still enough to retract.
    • Mitigated the push-from-idle ITT spike by tightening the low-Ng Wf acceleration ceiling.
    • A small low-Ng FCU metering-valve servo lag (first-order, ~0.2 s) models the hydromechanical metering valve. No effect on startup (handled by a separate FCU schedule) or cruise/takeoff power.
    • [NEW] Cross-engine-start interlock: starting one engine no longer lets the other engine’s running generator back-feed the starter. The opposite generator briefly drops offline during the crank (its GEN annunciator lights) and re-engages once the starter releases. This is a workaround for a sim electrical-system limitation; per the POH (and physics), a cross-engine start isn’t possible: the running engine’s generator hasn’t got the oomph to drive the opposite starter.

    Fuel system

    • Migrated to “modern fuel system” (MSFS 2024) architecture.
    • Restored the IRL behavior of the wing tanks: the “Engine” position enables the electric pump that feeds fuel from the wing tanks into the main tanks.
    • A valve will pause the transfer around 75-80% per target tank.
    • The wing tanks “refuel” position does nothing.
    • Wing tank pump failure warning lights illuminate when the pumps can’t draw fuel.

    Electrical system

    The goal was: create the dimming effect that Aerosoft captured, but organically. Instead of scripting the effect based on the starter switch, it should be based on sagging bus voltage.
    State: Achieved in the first Milestone release v2024.3.68.

    Known issues: I could not figure out how to let two power sources share the load on one bus. The solver always prefers one engine and puts the complete load on it, while the other generator idles. If you have advice, please share it. All batteries are always full at the beginning of a flight (unless you save the state manually in a .flt file, I think.) It also takes a couple of seconds for the first generator to come online after toggling its switch, and during GPU starts the voltmeter can move erratically.

    • Rebuilt electrical system using v2.2 for more reasonable battery drain and consumer loads.
    • Added opt-in option for realistic battery drain. By default, a magical device keeps the batteries charged.
    • Added option to select NiCd or SLA battery with different capacities and behaviors.
    • Added invisible GPU cart that can be selected using the DC Source selector on the ground. (Same behavior as before, but with different mechanics to satisfy MSFS2024.)
    • Added battery packs to emergency lighting. Armed emergency lights turn on when main power is lost and are powered for at least 15 minutes. (Limitation: the batteries are magically charged by the sim when the flight starts, trickle-charge is currently missing because of… erm… topological challenges.)
    • Adjusted power consumption of most components, based on POH values, research, or gut feeling.
    • Generator Control Unit “simulation”: GCU faults can trip a generator, requiring an explicit RESET to bring it back online; tripping can fire on undervoltage if enabled in the EFB Config tab.
    • Battery temperature thermal model: ambient soak, charge/discharge heating, and cooling.
    • BUS TIE switch correctly couples or isolates the two main DC buses symmetrically.
    • Interior light dimming reacts to bus load.
    • Annunciator brightness now uses a per-lamp aging factor.
    • Pitot heat split into two independent circuits. Note: the sim still provides only a single pitot-static system feeding both airspeed indicators. That separation is future work.
    • [NEW] Battery terminal voltage now sags under heavy load. It’s most visible during engine start — the voltmeter dips and the cockpit lighting (including the glareshield annunciators) dims as the starter pulls the bus down. Starter current tapers as the engine spools up. A weak battery cranks noticeably slower and takes longer to stabilize at a lower %Ng. This is partially driven by TurbSim aka “Alternate ITT calculation” (even if not enabled in the config!), so TurbSim will have to become the default soon.
    • [CHANGED] Fixed the loadmeter-needle animation that barely moved under idle load; it now displays POH-correct values (the scale differs depending on whether the bus is on battery or on generator, see POH).
    • [NEW] Moved the engine starters to the battery bus to align with the POH electrical topology, and added a back-EMF starter model.

    Hydraulic system

    The hydraulic system now has a pump that draws power when it actuates. You can hear it work when you use the flaps, brakes, or nosewheel steering. It took a bit of trickery to work around sim limitations (or maybe dev limitations, can’t be sure) and I haven’t figured out how to prime the hydraulics, so every flight starts with an empty system and an invisible mechanic using the hand pump.

    • Rebuilt hydraulic system using EX1.
    • Added brake isolation valve to preserve some brake functionality on system failure.
    • Added emergency hand pump to EFB Systems tab to manually restore hydraulic pressure and to prime the system when state is restored.
    • Changed brake and sys pressure gauges to show actual values.
    • [NEW] Pump inrush: the hydraulic pump now pulls a brief power surge when it cuts in, before settling to its running draw — visible on the loadmeter.
    • [NEW] As part of the ongoing airframe-individualization work, system pressure regulation and pressure-gauge calibration now carry small per-variant offsets.
    • [CHANGED] Retuned the actuator fluid volumes so the pump cycles less often during routine flap, brake and nosewheel-steering use.

    Brakes

    The parking brake works in two modes:

    • Simplified: just toggle the parking brake by whatever means.
    • Realistic: to set the parking brake, pull the handle while toe brakes are fully depressed, then release toe brakes; to release, depress toe brakes fully to unlatch the mechanism. (For convenience, pushing the handle works as well, but that’s not realistic, man!)

    Limitation: As I understand it, in the real Twotter, the parking brake is a latch that holds the toe brake cylinders in place. I couldn’t figure out how to prime the hydraulic system when the aircraft is loading, so the flight would start with the parking brake latching unpressurized toe brakes. Unpressurized brakes are bad, mmmkay? So, under the hood, even realistic mode must still rely on the conventional parking brake system. This makes FSEconomy happy, too.

    Chocks are deployed by default and can be removed using the EFB app. In some situations, they are removed automatically once the hydraulic brake accumulator is pressurized.

    • Adjusted tire friction so she does no longer run away during run-up to 30 PSI torque.
    • Rebuilt parking brake logic to better match real-world behavior.
    • Added option to switch between simplified and realistic parking brake behavior in the EFB Config tab.
    • Aircraft spawns with invisible chocks on. Toggle chocks from the EFB Systems tab.
    • Parking brake logic reworked.
    • For runway starts, chocks deploy on load and release when brake pressure has built up.

    Bleed air & ice protection

    The Twotter is certified for FIKI (flight into known icing conditions). It has a beefy de-icing system consisting of leading edge boots on the wings and stabilizers, heated propeller edges and engine ice protection. Because of limitations of the sim, all these systems collapse into one single value that controls the structural icing of the aircraft and its effects on the flight model. I still tried to make each component matter.

    • Each boot cycle takes about 16s, and in the last 8s, the blue overhead stab lights will come on.
    • A single boot cycle can be triggered using the MANUAL switch position.
    • In AUTO mode, boots will be actuated every 3m (SLOW) or every 1m (FAST).
    • At the end of each boot cycle, a certain percentage of the ice is shed.
    • Activating Prop Heat increases the percentage (yeah, that’s the unrealistic part).
    • Activating Intake Anti-Ice increases the percentage (same).
    • Extending Intake Deflectors protects the engine from ingesting ice that is shed by Intake Anti-Ice (as part of a future engine damage modelling)

    Notes: Bleed Air switches don’t need to be “on” to extend the deflector. The extension mechanism gets its air upstream. At least one switch needs to be “on” to use the de-icing boots or cabin heating (not implemented yet).

    Limitations: MANUAL mode does not behave authentically, it just starts a single boot cycle. IRL, in manual mode, the two extra switches (stab left/right, wing inner/outer) SOMEHOW control the boots directly, but I couldn’t find out how, also, it would be complete theater, because of the “one single value” restriction.

    Known issue: During the boot cycle, the LOW PNEUMATIC PRESS light can come on temporarily. The boot cycle will complete anyway.

    • Rudimentary bleed-air “simulation”: per-engine source PSI, manifold PSI after the cockpit shutoff switches, and demand from downstream consumers (deflector, deice boots).
    • Pneumatic de-ice boot system with AUTO and MAN cycle modes. AUTO runs continuous cycles; MAN fires a single cycle and the switch snaps back.
    • Windshield heat circuit mapped to separate DC buses (left and right pane independently).
    • Icing accretion statistics on the EFB Flight tab.
    • Inertial separator deflector deployment now needs bleed-air pressure.
    • [NEW] Windshield heat is now thermostat-controlled: instead of running flat-out whenever the switch is on, it warms the glass and then cycles to hold temperature. The underlying thermal model is minimal — in flight in cool air the heat stays effectively always-on, so it never interferes with the sim’s internal windshield-icing effect (which the mod can’t actually see). The thermostat state and modelled window temperature are shown on the EFB Debug tab.
    • CCM applied his signature 400% icing bump, it remains to be tested whether the de-icing can keep up.

    Wear & Tear

    The aircraft now has an optional Wear & Tear system that ages and damages individual components. This is a vertical slice, covering only two systems:

    • Pitot Probe heating elements can burn out if left on for an extended time without airflow. Abuse leads to stress, when stress grows above a threshold, it leads to damage. Stress decays and is ephemeral, damage persists and leads to failures. Damaged components can be repaired or replaced. Test scenario: with the reliability slider not in the “Off” position, in a powered aircraft on the ground with stopped engines (so the Maint tab is available), turn on Pitot Heat and select the Maint tab in the EFB app. You should see the stress and damage bars change.
    • Annunciator bulbs age and can burn out. The age affects the brightness. Test scenario: when the aircraft is loaded, all the glareshield annunciators have the same brightness; move the reliability slider from the Off position or click “Re-roll” on the Maint tab, and the brightness of some of the bulbs should change (the effect can be subtle). Each time an annunciator lights up, the filament has a tiny chance to burn out (based on operating time, cycles, current bus voltage; that was some fun math, please tell me if I got it wrong and the bulbs die too often).

    These two systems cover most of the planned wear & tear behaviors: random, physics-based failures of non-essential systems (like annunciator lights), and strictly deterministic stress and damage caused by pilot action, that can lead to (possibly critical) failure.

    • The Wear & Tear system is controlled by the Reliability slider on the EFB Config tab: Off, Reliable (nominal wear), Unreliable (4× wear), or Not Airworthy (16× wear).
    • A new Maintenance tab in the EFB (available while on the ground with engines shut down) lists every component that has accrued stress or damage. Re-roll randomizes the aircraft state (production year, TTAF, and all component states); Request Service runs maintenance and produces a per-component report.
    • A separate Reset button on the Debug tab returns everything to a factory-new state.
    • Wear state persists per variant in the WASM work folder.

    Bug fixes

    • Corrected emergency exit lights logic; they now illuminate correctly in the ARM position upon loss of power.
    • Fixed HSI NAV flag logic: flag is now always hidden when GPS drives NAV1.
    • Updated ADF circuit to 31 to match standard electrical configurations.
    • Restored some flap actuator sounds (see Known Issue).
    • Gated cockpit lighting and spoiler triggers to stop spamming events.
    • Annunciator lights work again (regression introduced by SU5 release 1.7.21.0).
    • Fixed engines quitting during the cinematics on a runway start (both engines), and the related case where one engine would occasionally quit right after the cinematics ended.

    Variants

    • CCM tuning is now the default for every base variant; the previous (slightly overpowered) model ships as a per-variant “Legacy tuning” alternative — each base variant gains a _Legacy counterpart, doubling the line-up to 26 variants.
    • Tundra Pax and Cargo: committed to the tundra tires feel.
    • All Pax variants: added passenger layout with individual seats.
    • Amphibian and float variants: increased parasitic drag for the floats.
    • Added preliminary PT6A-20 tuning for the DHC-6-100 variants.
    Known issues
    • Some audio is shit. Aerosoft’s Wwise sound bank limits what I can do. Creating a new sound bank is outside my skillset. Help would be appreciated.
      Example #1: engine startup sounds are inconsistent and don’t adapt to the physics; the sound bank fades between effects based only on prop RPM, it doesn’t care about turbine RPM at all. That’s why an engine start with feathered props sounds so horrible. Also, the interior and exterior sounds are wildly different (just compare the interior starter sounds with the exterior version) and switching between interior and exterior can “restart” audio effects.
      Example #2: Stock flap sounds are not continuous.
    • There are four “phantom tanks” visible in the Weight & Balance screen of the EFB. I added them to maintain compatibility with FSEconomy after enabling the modular fuel system. This is a purely cosmetical flaw.
    • On the world map, the aircraft thumbnail is missing and a default MSFS2024 thumbnail is showing instead. To fix this, I would have to create and maintain a separate set of “modern” (MSFS2024-style) thumbnails for each variant. That doesn’t seem worth it. On most other menu screens (e.g. when selecting a variant), the sim should use the existing “legacy” thumbnails.
    • Generator load sharing: only one starter-generator actually supplies the bus at a time. As far as I can tell, MSFS 2024’s V2 electrical system has no mechanism for two paralleled DC generators to share load. The cockpit loadmeter therefore shows Gen 1 near full load and Gen 2 near zero in normal operation; that’s expected, not a bug. If anyone knows how to get real V2 load sharing working, I’d love to hear about it.
    • Alternate ITT/%Ng calculation (aka TurbSim) can still be sensitive to large fuel-flow deltas at low power settings, although v2024.3.19 and the v2024.3.68 enthalpy-cooling fix mitigate the worst of the push-from-idle ITT spike. Moving the throttle levers slowly still helps.
    • ADF: the system can’t react to lightning — the sim doesn’t expose the necessary data.
    • FLC mode works when the pitot tube is frozen. Somehow, it knows. Sim quirk.
    • If you overstress the aircraft or crash into terrain and the sim puts you “back on track”, internal states can desync and lead to failing systems. My recommendation: avoid overstressing the aircraft or crashing into terrain.
    • Pilot and Copilot avatars are not visible.
    Plans
    • Wear & tear, failures, engine damage, including effects; scope as of yet undetermined
    • Support for four-blade props (research required)
    • Pitot-static system
    • Cabin climate
    • more DHC-6-100 tuning
    • radio signal attenuation (this is a big one, needs a rewrite of AP systems first)
    • Implement missing TwotterX features

    More info and discussions on the official MSFS forum. Preview versions with even more bugs can sometimes be found here.

    Frequently Asked Questions

    Comments(99)

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    J

    about 11 hours ago

    In cold and dark mode, the chocks don’t appear. I access the EFB, change the chocks’ status, but they don’t appear on the outside of the Twin Otter. I can’t seem to get them to appear. Any ideas?
    a
    aurel42Author

    about 10 hours ago

    The Aerosoft visual model has no chocks and I don't know how to add them without breaking stuff. While they are invisible, they are nonetheless functional, I use them regularly during engine tests.

    The same applies to other items on the EFB Systems tab:
    - The inverter switch is present but not animated in the Aerosoft model. The EFB button does actually switch between inverters, you might notice the difference when you switch while Bus Tie is Open.
    - The handpump is missing from the cockpit. The EFB button is functional... but pretty much useless, because an invisible mechanic uses the invisible hand pump automatically every time you start a flight to prime the hydraulics. I wish I could figure out how to do that properly. If you're quick, you can watch the invisible mechanic in action... well, you can watch a pressure bar rising with every pump stroke... for the rest, you have to use your imagination.
    - The KA 51 Slaving Accessory, also missing, will show up on the Systems tab when it's done. This will replace the legacy "Sync Gyros" button.
    C

    1 day ago

    How do i fix the double checklists inside of the Asobo EFB should i delete the checklsits from your mod folder(s)?
    a
    aurel42Author

    about 15 hours ago

    Duplicate checklists are fixed in the next version. I added a checklist tab that brings back autocomplete and I'm in the process of overhauling all existing checklists.

    Adding the missing checklists from the POH is a separate step (for a future release), because that's a bigger project; it includes wiring up all the tests that Aerosoft dropped between TwotterX and the 2020 release.

    Teaser: https://youtu.be/LHHku56Z3a0
    C

    2 days ago

    im having some issues with the hydraulic system maybe... idk ... but whenever i try to depress the brake pedals they won't budge... i cant even engage the parking brake... i did try with and without realistc parking brake enabled .. please help
    a
    aurel42Author

    2 days ago

    The upcoming release has a bunch of Parking Brake fixes.
    C

    2 days ago

    i can't wait :)
    C

    2 days ago

    but yh. the hydraulics meter keeps on refilling/ regenerating the psi even with my pedals fully pressed in
    a
    aurel42Author

    2 days ago

    That description points to some hardware control fighting with the sim.
    t

    4 days ago

    Might be that I haven't had enough time with the new FM yet, but right now it will drop a wing above redline speed with full flaps and no stall warning which doesn't seem realistic and might want a bit of tuning. Bleed air switches still default to OFF if starting from the runway. Seems to lose speed very easily and needs a lot more throttle than previously. Might be realistic IDK.
    a
    aurel42Author

    4 days ago

    Thanks for your input!
    - The flight model is currently being tuned based on input by a Twotter driver (see our thread on the official forum), so it's in flux. I tried to reproduce your issue and with the current development version (available from my GDrive), with full flaps, the Stall light comes on at 52 kts, at 50 kts she wants to drop the nose, at 45 kts the wing drops.
    - The current performance is closer to the classic TwotterX than to the 2020/2024 models. We feel it's more realistic.
    - I can't reproduce the issue with the Bleed Air switches any longer, for me, they're "on" and the "PNEUMATIC LOW PRESSURE" light goes dark when the engines are throttled up. Which variant did you see this in?
    a
    aurel42Author

    4 days ago

    re: Bleed Air: are you, by chance, using a livery that includes its own runway.flt? If so, I know how to fix the issue.
    t

    4 days ago

    Hi, thanks for the full reply.

    I was using a 3rd party livery (Solomons Airline). I switched to standard livery for some testing. (300 PAX wheels Fuerza Aero de Chile).

    The bleed air thing I can't explain. Ive checked all bindings and don't see conflict. Maybe the last build didn't install correctly I see Build 2026-05-30 in the EFB is that correct?

    I can't now reproduce the wing drop without stall indication. STall horn begins at 63kts just below redline which seems correct to me. Ingore the wing drop thing unless I can reproduce it.

    Maybe I'll reinstall the last update.

    Many thanks for taking the time, I'm a huge fan of your work on this.
    t

    3 days ago

    Just installed again and EFB say 2026-06-07 so I must have screwed up the last update. I confirm bleed airs are now on on runway start - sorry about that.
    t

    3 days ago

    Can confirm that flight using the correct version (ahem) everything works great and the FM is very good and behaves as expected. Great work.
    a
    aurel42Author

    3 days ago

    Great to hear that you figured it out! Note that the EFB app shows the version number on the splash screen and the debug tab, so that's an easy way to check whether you're on the version you expect to be on.
    MSFS 2020MSFS 2024

    Twotter Revived BETA

    Twotter Revived BETA is a mod for the Aerosoft Twin Otter (MSFS2020) for MSFS2024. It features improvements to avionics, the fuel system, cockpit persistence, flight model, and engine behavior, as well as a new EFB Load Manager. The mod requires an unmodified Twin Otter 1.1.1 installation and uses xdelta patching for file changes.

    Downloads1K
    Version2024.3.68
    File Size19.3 MB
    Published3 months ago
    Updated1 week ago

    User Reviews

    4.9

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    More Information

    Simulator
    MSFS2024

    Version History

    # Patch notes v2024.3.47 -> v2024.3.68 v2024.3.68 - First Milestone release: Glareshield Annunciators dim when the bus sags under load TurbSim aka "Alternate ITT calculation" is now highly recommended, but I don't want to force it on users until I got solid positive feedback about it. Please consider enabling it in the EFB app on the Config tab (under "Engines") and let me know what you think. ## Terrain awareness (EGPWS / TAWS) The ground-proximity warning system is now configurable. - **New "TAWS" selector on the EFB Config tab (Avionics section).** - **Full** — every callout on every variant (terrain, sink rate, glideslope, bank angle, the full altitude-callout ladder, MINIMUMS). - **Typical** — passenger variants get the full set; cargo/utility variants get the reduced Class B set. - **Legal minimum** — passenger variants only; cargo/utility variants get nothing. - **Class B** — the reduced TSO-C151 Class B set everywhere (excessive descent rate, altitude loss after takeoff, the "500 feet" callout, and MINIMUMS — no terrain, glideslope or bank-angle callouts). - **Off** — all callouts muted. - **No more spurious callouts in normal descents.** Reworked the flight-phase detection so a normal powered descent no longer trips "too low terrain" / "too low flaps" when you aren't configured for landing. - **Tighter glideslope logic.** The glideslope callout now requires a centered localizer on the front course. - Implemented declutter governor so advisories are only repeated if the situation degrades. - The GPWS INHIBIT button is now a shortcut for "turn everything off or down that can be legally turned off or down". It suppresses some callouts and desensitizes others. As I understand it, the real-world unit would have several switches to disable specific features, our implementation bunches them all together in this button. - Known issues: forward-looking terrain alerting is not yet implemented, but we have a reference implementation in Working Title's EPIC. ## Persistence & EFB Config - **Config settings can now be saved fleet-wide or per variant.** Each option on the Config tab has a new override checkbox on the left. Leave it unchecked and the setting is shared across your whole Twin Otter fleet ("set it once, applies everywhere"); check it and that variant keeps its own value, independent of the rest. - Fix: glareshield bulbs didn't persist their TTIS, so they were erroneously replaced when maintenance was requested on the next flight. ## Electrical system - **Battery voltage now sags under heavy load.** Most visible during engine start — the voltmeter dips and the cockpit lighting dims as the starter pulls the bus down. Starters draw a realistic current that tapers as the engine spools up. A weak battery cranks noticeably slower and takes longer to stabilize at lower %Ng. - **Overhauled idle load.** The load of a number of components was estimated on the high side and corrected downwards during a research pass. - Fixed an animation error that caused the loadmeter needle to barely move under idle load. It should now display POH-correct values. Note that the scale is different based on whether the bus is on battery or on generator, see POH for details. - As a result of these two fixes, idle load will now **look** much larger, but the battery will nonetheless drain significantly slower. - Known issues: it takes a couple of seconds for the first generator to come online after toggling the switch; during GPU starts, the voltmeter can move erratically ## Engines - **Cross-engine-start interlock.** Starting one engine no longer lets the other engine's running generator back-feed the starter. The opposite generator briefly drops offline during the crank (its GEN annunciator lights) and re-engages once the starter releases. This is a workaround for a limitation of the sim's electrical system. According to the POH (and, I think, physics), cross-engine starts are not possible, because the generator of the running engine does not have enough oomph (that's the technical term) to drive the opposite starter. Consider this a placeholder until I figure out how to simulate this properly. - Closed a physics gap in TurbSim: enthalpic work failed to cool down the gas in some situations. This was the underlying cause of the ITT spikes when the throttle was moved too quickly close to idle. Added the missing term and removed the fudge introduced as workaround (an artificially high FCU valve delay). Normal throttle movements should be responsive again without sending the needle into the red. ## Propellers - **New propeller blur.** CCM's prop-blur textures are included in the archive as a separate mod. <3 CCM <3 ## Hydraulics - **Pump inrush.** The hydraulic pump now pulls a brief power surge when it cuts in before settling to its running draw, visible on the loadmeter. - As part of the ongoing work to add individualization to airframes, the system pressure regulation and the pressure-gauge calibration now carry small per-variant offsets. - **The pump cycles less often** during routine flap, brake and nose-wheel-steering use (actuator volumes retuned). Feedback is welcome. (Still too frequently?) ## Autopilot - **Steadier heading hold.** Damped out a slow heading-hold oscillation. Further refinement of the experimental "Alternative lateral modes". - Known issue: some oscillation on the glideslope needs to be fixed. ## Instruments - The whiskey compass now reacts (physically correct, I hope) to windshield heat. ## Anti-ice - **Windshield heat is now thermostat-controlled.** Instead of running flat-out whenever the switch is on, the window heat warms the glass and then cycles to hold temperature. The underlying thermal model is minimal, it should keep the windshield heat constantly on in flight in cool air, so it never interferes with the actual windshield icing effect (funny story, there is no way for the mod to know whether the windshield is iced over, this is purely a sim-internal effect which is not exposed anywhere, as far as I could see). The state of the thermostat and its modelled window temperature are visible on the debug tab. - Fix: In-air and runway starts have bleed air on.

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