Posts by admin

    If the frame rate in Aerofly FS ( no matter if mobile or desktop version ) drops below a certain threshold ( roughly around 30 ) the simulation is no longer running at 100%. This might explain your observation.

    Das Bildmaterial der Schweiz im Aerofly FS basiert in der Tat auf älteren Bildern, die schon vor vielen Jahren gemacht wurden. Theoretisch kann man natürlich aktuellere Bilder erhalten, das hat aber leider seinen Preis und würde das Schweiz AddOn für den Endkunden sehr teuer machen.

    The forum is unfortunately not a good platform to get into deeper discussions with us developers. By the very nature, it will always cause frustration on both sides, either because you don't get the answer you were looking for or we are unable to explain ourself. We are now in business for over 20 years and this has always been something that bugged us, but we still believe it's a good thing to offer this forum as for the majority of questions and comments users get the answer they were looking for.

    To bring this thread to an end, we can repeat our previously said things over and over, but it will eventually be hidden for new users. And it doesn't really help to make this sticky anywhere, new users usually do not read the forum as returning users.

    So to comment a little bit on what has been said here. Yes, we are working on improving Aerofly FS in the future with more regions, new models and more features. And yes, a lot of stuff is already available internally. It is our policy however that we do not show or report anything on a regular basis unless we are very sure that we can deliver the new feature or content on a certain date. As an example we can mention ATC here, some older users remember the discussions here and we must admit it was an error that we commented on this, probably still causing frustration by some users.

    We started working on ATC but eventually delayed it, because we saw that we needed deeper code changes to make it work nicely with other features like artificial traffic or even live traffic. We might have been able to publish a 'simple' ATC much earlier, but the code would have been something we would have to rebuild from scratch again when the above features are added. So that's why we delayed it.

    Cold and dark is another difficult topic. Most users think cold and dark is a matter of a simple switch. They want just the experience and sound of engines being turned on ( this is feedback for most mobile users but also some PC users ). But keep in mind that to go from a cold and dark A320 to a fully operational and ready for take off A320 you require at least 20 minutes and a good reference next to you. So what way do we go? Using this example you see it's not as simple as it looks to the outside sometimes.

    On the other hand lots of code changes required for new features and models have already been integrated into our updates, like better engine simulations for bigger helicopters or more accurate cold and dark simulations as well as improved navigation code to even better simulate the modern airliner cockpit instruments. If we compare our code basis today to the one one year ago the changes are substantial.

    But due to our open design we can't publish every new feature or code change immediately as there are quite a few developers creating content for us and those changes require manual changes by them to stay compatible. So we delay this for a major update or version where we can more easily 'force' the developers to apply the required changes.

    Like we said before, we are developers by heart and we are perfectionists as well. Some 'simple' requests you make either take a very long time or we want to implement it so it's accessible for novice users as well as experts. And we want to offer the same experience on various platforms as well, e.g. mobile devices, PC computers, Mac OS and virtual reality.

    That all being said, I can make a risky comment and say that our next update is right around the corner. If all goes well we might be able to publish a new helicopter if, and that's why I said might, one of our developers finds a stubborn bug that causes this new helicopter to behave in a rather strange way. We currently consider using a Steam beta channel for this as well as we have made big changes in the navigation menu this new user interface requires careful testing.

    As Arthur stated, if the developer of the model used lower/upper cases for filenames, it's likely this model doesn't work on Mac OS.

    Also check that really the RC 8 version of the model is installed and not the RC 7 version as this is not compatible with RC 8.

    Bitte uns am besten noch einmal an mail(at)ipacs.de diese Anfrage schicken. Wir beantworten Supportanfragen im Schnitt in 24-48 Stunden, manchmal gehen Dinge aber im Spamfilter verloren.

    Wir haben es gerade noch einmal mit der aktuellen Mac Version in der Landschaft 'Rocky Lands' getestet. Wir können dort mit den Tasten '1' bis '4' durch die verschiedenen Sichtmodi schalten. In der festen Sicht kann man seine Position mit den Cursortasten steuern. Die unterschiedlichen festen Positionen können mit 'v' und 'b' aktiviert werden, in der Landschaft gibt es hier aber nur zwei.

    Im Menü erscheint beim RC8 keine Auswahl, wie gesagt erfolgt die Steuerung hier nur über Tasten.

    Die Sichtmodi können mit den Tasten '1' bis '4' eingestellt werden. In der festen Ansicht kann die Beobachterposition mit den Cursortasten veraendert werden. Mit der Tastenkombination fn + F1 ( gilt nur auf dem Mac ) findest Du eine Übersicht über die Tastaturbelegung.

    What kind of 3D graphic card is installed in your laptop? Please ensure you install a dedicated 3D driver for your NVIDIA or AMD GPU. If you have fitted an INTEL GPU, you might be out of luck, only very few INTEL GPUs are suitable for Aerofly FS.

    GregDude has summarised this well. Unfortunately with each new technology there is a lot of hype and misinformation, especially when it comes to what can be gained in terms of performance. The NVIDIA OpenGL driver was always extremely well optimised, as you can see when you perform some comparisons Vulkan <-> OpenGL. On the other hand the AMD OpenGL driver was always a bad to say the least. With Vulkan extra work was put on the client programmer which in our eyes makes development for smaller teams a lot more difficult. Getting Vulkan right on various platforms is extremely complicated and time consuming.

    Vulkan, Metal and OpenGL are just API's used to communicate with the GPU, but the real performance improvements for software comes when the programmers understand where time is spent and lost on the GPU, which is not solved by simply switching from OpenGL to Vulkan.