Posts by Jet-Pack (IPACS)

    As far as I know Aerofly FS 2 compiles shaders on OpenGL ahead of time and also loads textures in the background ahead of time (as much as possible) and we did this from day one afaik (designed with these limitations in mind). Vulkan now just enforces what we've pretty much already been doing but gives us even more control to do it correctly. :)

    This is a default feature or limitation of the operating system which we're not going to hack around.

    E.g. I also cannot have music running in the background and watch a video in another app.

    We can check if we can enable both sounds at the same time but if the other app is set to have priority over the sound then we can probably do nothing against that.

    Hi Lucas,

    I've never had that problem but there are so many possible combinations that it can't be tested all. Where are you in the flight when you do this? On the ground, during takeoff, climb, cruise or descent, approach or landing?

    What vertical mode was active or armed?

    What flight phase is active on the MCDU?

    Yes you have to reset when you run out of fuel and until this is changed within FS2 it will always be that way. FS2 does not have re-fuel capabilities at this time, nor a landing light but that's another issue.

    You could always create a near infinite fuel tank and connect it to the rest of the fuel system via a refuel pump or valve.

    But this no final solution. For that reason the default aircraft will not actually cut their engines once they run out of fuel. This is only going to be changed once you can properly refuel and/or select the option for having "infinite fuel".

    Die Masse machts. Je spaarsamer jedes Haus ist, desto mehr Häuser kann man darstellen. Wenn die Häuser zu detailliert sind und zu viele Häuser auf einem Haufen sind, ohne dass sie geschickt gruppiert wurden, dann wird die Performance früher oder später doch darunter leiden.

    Man sollte sich stets fragen: wer fliegt wirklich so langsam und so tief, als dass man den Unterschied zwischen einem 10000 oder einem 100 polygon Haus erkennt? Mit Texuren kann man hier noch sehr viele Details erhalten, ohne dass es "teuer" wird.

    Checkout our intro tutorial:

    The C172 no flaps is an issue which I can't yet replicate consistently. I've had it a few times but don't know why. This is a bug. It should use full flaps. If you need more speed then just use the faster button :)

    LJ45 is overpowered and pretty light. Copilot uses max thrust, too :)

    B737 is also not very heavy and again, he uses max thrust which you wouldn't do normally in the real aircraft.

    The characteristics shouldn't get transported to the next aircraft. It's impossible for parts of the physics simulation to be still active when the next aircraft is loaded, the copilot only checks: ah aircraft changed and then loads the copilot.tmc file from that aircraft. If the aircraft doesn't have that it should still reset all figures to default.

    You can just press the route button to follow the flight plan.

    Do you think IPACS will maintain the smooth VR performance when they add ATC, when they add more maps, when they add air traffic, add ship traffic, add cars, airport traffic.

    Just to clear this up because it is a common misbelief: Adding more features won't affect the graphics performance by much. Moving traffic can be optimized to have close to zero impact. We have access to multiple CPU cores and we can make sure that even if traffic or weather computation was grinding to a halt that the physics simulation and graphics continue to run just fine. This is what we mean by "doing things right".

    Clouds and weather rendering have an impact on the frame rate but since we're going to be doing our own implementation, when we do add it, it could actually increase the framerate than with what we have today. We always have our mobile version in mind. And if we can make all this run in mobile it is safe to say that it will easily run on PC or in VR.

    So to answer your question: Yes.

    ERROR: (geometry 'object' tries to use material '' but has no textures. patch has 968 faces. deleting patch)

    Wie mein Vorredner schon sagt: Ohne Textur geht da nichts. Eine einfache Textur mit konstanter Farbe sollte aber ausreichen, sie muss nur dem Material zugewiesen sein, damit Aerofly FS 2 irgendwas darstellt.

    We don't want to clutter the user interface with all inputs you would ever need... there are too many buttons in the virtual cockpit, we can't put all of them on the UI. The autotrim option is there to remove the need for any UI pitch trim buttons.

    Not everyone uses a tablet. Users with small screens don't have that much space.

    This probably depends on where you fly which is why I am asking that exact question.

    The skids should never fall through the ground with default terrain or objects. But if a surface has a double sided face or is only very thin then the physics calculation also uses the underside of that surface, which is when you'll encounter problems. If you're experiencing this on a user made scenery then please make the necessary changes to the mesh to remove any surfaces with the surface normal pointing down into the ground.

    The autotrim on mobile sends trim signals to the aircraft if you keep holding up elevator or down elevator. This reduces the need to keep holding the device tilted and makes it easier to control the aircraft. It's very helpful for aircraft with a wide speed spectrum where you need a lot of trim. Of course the fly by wire aircraft (A320, A380, F18,...) already do this on their own just like in the real world.

    The B777 does use autotrim but not directly. You trim it to a certain airspeed and if you then pull pull up and get slower you will need to hold back elevator.

    If you turn the option off you will have to look down during the flight and either trim with the yoke switch or by manipulating the trim wheel.

    If you fly on copilot or on autopilot the trim is also done automatically for you.

    In that case the runway is sloped to the side.

    If your device is properly calibrated you still have propeller effects that cause the airplane to roll to either side. You can assign aileron trim to make it fly straight but as soon as you change power or airspeed this trimmed state will change due to other propeller forces and torque values.

    Because it also slides to the side in the real world when the cyclic is centered... The tail rotor creates a side force which you need to counteract by rolling a bit to the the opposite side. Usually the hovering attitude needs about 3-5 degrees of bank. That means you have to lift off one skid at a time to make if perfect, or just lift it up and then immediately do a tiny correction to the side to keep it hovering.

    To make things easier make sure your controls are calibrated well and also decrease the sensitivity to remove jitter.