At the moment we are focusing on a normal system with a tow-bar and not a towbarless system. In the future we may add this an animated ground personell but it's not the main objective at the moment.
Posts by Jet-Pack (IPACS)
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1) in the settings there is an option to switch between approach guides off, active and all.
2) Fuel use is not yet simulated and there is no option to adjust the payload or cargo masses yet. All aircraft are currently set up in such a way that they are below maximum allowed landing weight.
When we eventually add this we probably will also add an option to make fuel infinite or rather have the engines consume zero fuel from the tanks. Some people, including me, would love to keep flying the F18 at full afterburner for longer than 15 minutes at a time without running out of fuel for example.
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The engine rating switches do something, they select the engine mode displayed left of the engine instruments. A white CRZ should illuminate there. Internally it does change a few things regarding throttle but it doesn't really have much of an effect.
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I just stumbled across this video which talks about agricultural airplanes. At 9:15 they talk about the four different left turning tendencies and explain them quite well. These effects are all simulated in Aerofly FS.
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Yes, Concorde can fly Mach 2.0 on mobile and PC version alike.
Overloaded already posted the link to the tutorial, it describes the process in detail https://www.aerofly.com/tutorials/concorde-flight-tutorial/
You have to fly at high altitude to get above Mach 1, just like in the real world. Once you climbed up to around 30,000ft sub-sonic you can accelerate whilst climbing, break through Mach 1.0 and keep accelerating to Mach 2.0 at around 50,000ft or so.
The autopilot can do all this for you, just select 60,000ft and push the MAX CLIMB button on the autopilot panel, push the throttle forward and it does the rest for you until you level off at FL600 and Mach 2.0. Then can turn on autothrottle and select MACH HOLD as described in our tutorial.
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Since the discussion branched off into two separate topics I moved out the Carbon Cub development. For new users it would have been really irritating to see screenshots of an airplane in a thread called helicopter development whilst most the discussion is about Garmin devices. As a moderator I sometimes have to step in to avoid off-topic discussions.
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We can probably have the two bar disconnect at a very large angle, yes. But that is just for when the push back is already gone wrong.
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The engines of the Concorde are quite complex in the real world and require a few new engine components before we can fully simulate them with engine start, reheat, intake ramp, variable exhaust nozzles and buckets as well as spill doors. It's on the todo list but other things like push back have priority at the moment.
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Google automatically installs updates for all apps in the Google Play store. You have the option to turn off the automatic updates for individual apps.
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Hello and welcome to the forums,
First, we would like to know if you aim to develop this for yourself, for the consumer flight sim users or for the professional flight simulation market.
Together with Loft Dynamics (previously known as VRM Switzerland) we have already developed a highly realistic rotorcraft flight model for the R22 and H125 helicopters for professional use (pilot training). The underlying physics model can be used to simulate all kinds of other helicopters as well, it's just a matter of creating the correct rotor setup and to choose the correct parameters to fine-tune the model. So the Aerofly physics simulation itself is more than capable of simulating helicopters and I don't see a need to inject physics from the outside if you can already do it from inside the simulator.Currently it is not possible to inject physics states into Aerofly FS. The graphics representation uses the output of the physics thread computations, i.e. the rigidbody position and orientation, to orientate the geometries before rendering them with the graphics card. There is no method which would receive your own physics rigidbody information and output it to the graphics thread using the SDK.
The SDK is intended for home cockpit builders and engineers who wish to test their own flight control algorithms for example and for third party add-on developers to develop applications that can read and send data to/from Aerofly FS. To my knowledge it is not yet possible to use just the rendering engine of Aerofly FS. -
Did you install it in the default suggested installation path or somewhere else?
Have you tried running it in administrator mode?
Check if you can find the tm.log file from the converter, perhaps it shows some hints.
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OK, I'll take a look at what's happening.
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Hm perhaps the collision-box for the light pole below is not computed correctly.
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The search lights turn on automatically if you have the assistance for landing lights turned on.
You can use key assignments for landing lights as well to control the search light
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Do you use the OrbX Netherlands in FS 2 by chance?
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To add a GPS unit you have to model the knobs and buttons just like any other part of the aircraft and add a screen object with a luminance input, just like the DR400 example GPS screen. Once that is modeled in the sim I can show you what parts need to be added to the TMD to get a working GPS.
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Jet-Pack (IPACS) If it is not a trade secret, is IPACS even working on implementing Garmin-like G430, G530, G1000 panels for some version of Aerofly FS or is this just a pie in the sky and wouldn't it be nice kind of day dream?
GPS units 530 and 430 are already implemented. We implemented them for Aerofly FS 2 for Just-Flight and these two should still be in the executable and are available.
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We currently do not have any display that you could re-use to fit into that landscape GPS display. And it is unlikely that I'll get time to develop this exact GPS display. The closest match would be the 787 PFD or you could use the display area for a moving map.
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For the record, i updated the .tmd file of the a320 to tweak the values for SnapMinimumX and SnapMaximumX for detent 3 on both thrust lever (using 0.50 min and 0.60 max) and it seems that it solved my issue…
Jet-Pack (IPACS), I’m not sure if that makes sense ?
That does make sense, but that also affects other devices and VR hands. So there are side effects of increasing that snapping region.
Instead try adjusting the input_lever2 <[float64][Input0Detent0][0.55]> positions, e.g. increase it from 0.55 to 0.57. That value affects only the TCA quadrants and re-maps their first detent to a new value.
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