That's interesting, could you please upload your tm.log file as well, this may give us an insight.
In your Steam library right click to show properties, then select local files as visible on the screenshot.
Thank you so much! I used a similar code, but I didn't know to put in there this:
(I don't know if it even made any difference)
I tried this new code with the MaxTextureSize 4096 and 8192, but I still don't see a big difference, would there be any possibility for you to share any default livery 4096 or 8192 resolution file, maybe Air France or China Eastern, because these are mostly white, the ones that I'm using right now are from my 1080p screenshot, cropped to 960 and AI upscaled, and doesn't have any rivets and small details and doesn't look very good.
I'm not allowed to share raw files of our products unless it's already part of an official repaint kit for example. So we'll have to wait for that to be uploaded together with the new converter.
Which airplane do you use and does this happen with traffic turned on?
This is just one texture in Aerofly, not 16.... And if you take this one texture and save it as a single 4096 x 4096 x 24 bit bitmap file and then convert it at that resolution all objects should be painted correctly.
This is not a bug at all, it's done by design because almost all textures are 2048 x 2048. Otherwise we'd have to specify the exact texture size for all of our models for all platforms we support. Instead we leave it at default resolution for the most part and only increase quality for the desktop version and only for textures where it's visible. That also means we can increase texture resolution once the hardware improves, without changing a single bitmap texture.
The converter checks for a model.tmc file inside the intermediate folder where the bitmap files are located.
If you don't have this file yet can create a simple text file with this content and save it as model.tmc.
Here is the example for the intermediate/a320/model.tmc file make sure that you change 'your_repaint_folder_here' to the repaint folder name that you want to convert.Code
<[file] <[convert_model_settings] <[float64][BumpMapScaling][0.5]> <[list_convert_target_settings][Targets] <[convert_target_settings][element] <[string8][Target][Desktop]> <[list_string8][Repaints][ your_repaint_folder_here ]> <[list_convert_texture_settings][FileOptions] <[convert_texture_settings][element] <[int32][MaxTextureSize]> <[list_string8][Files][ a320_cpt_001_color a320_cpt_001_light a320_cpt_002_color a320_cpt_002_light a320_ext_001_color a320_cpt_003_color a320_cpt_003_light ]> > > > > > >
The MaxTextureSize is the maximum resolution possible for the conversion for the textures listed below. Only files that are in that list are converted at that the set quality. Other files are converted in 2048 by 2048 pixel resolution per default, which is sufficient for 95% of all textures. We don't recommend converting all textures at sizes above 2048 because then the aircraft may no longer work on weaker systems and the file sizes and loading times increase a lot. Your graphics card memory may not be able to load all the files at once which could be an issue when loading the aircraft or you'll be able to load the aircraft just fine but get lower quality scenery as you approach the maximum vram. That means your graphics card also has to load more textures when needed which can cause loading stutters, etc. So pick the most important textures and leave it at that.
We've set up the traffic to be able to use any kind of source, so that it could use multiplayer positions in the future.
The view that pans around the plane depends on the wing span. There's no other property to affect that since it's not part of the aircraft dynamics.
The RC models have a much lower polygon count and a laptop can easily handle 20 of them. But if you load just two of the high fidelity models of Aerofly FS then you run into memory and frame rate issues especially on mobile.
So we'd have to make lower quality models and also have to create a system that transmits only the most important data via network every so often. You don't need to send all thousands of cockpit switch positions every frame. Instead we can limit it to external features like flaps, gear, spoilers, flight controls etc.
That's why the RC multiplayer system is not able to handle the Aerofly FS aircraft.
The tricky bit would be simulating the docking of the nozzle and the weight transfer. Because obviously we want the other aircraft to have proper physics when we can interact with them.
Aircraft carrier, push back, aerial refueling etc. all require a new system to load models with physics which we haven't gotten around to programming yet. In my opinion it's just a matter.
I'll put this on my to-do list
The default approach speed is 135 knots with full flaps.
With thrust at idle the 737 doesn't float all that long so I can presume that your thrust levers are not fully at idle.
You can land with auto-throttle engaged, too. It will retard the thrust levers to idle automatically once you reach 20 feet above ground.
If you disengage the auto-throttle before landing you have to manually decrease thrust when you flare. Make sure that you have your physical thrust levers in a mid-range position during approach that way you make sure they actually reach idle in the sim when you move them there. Check your controller calibration if it doesn't look like you can reach the correct idle position in the virtual cockpit.
Like in the real world it's best to drive the plane into the runway to avoid excessive floating down the runway. Once on the ground the spoilers will come up and dump excess lift so that you stay on the runway even when you still have enough speed to fly.
Why would you like to replace the model?
In my opinion our A320 model (which originated from the Aerosoft A320 years ago but we've done significant changes since then) is a great representation of the A320 and most proportions and shapes are 'just right' and it still represents the highest quality seen on the market (comparing default aircraft).
Your opinion is probably affected by the shaders used in the competition's flight sim.
We aim to achieve a more photorealistic look over time but you have to keep in mind that we want to use the same model and textures on our other platforms as well. Especially on mobile there is not enough computing power for expensive shader reflections etc.
Sound is an entirely different story and we are also working on improving these.
As mentioned in other threads we also want to release the UK scenery for desktop.
That sounds like a bug. Do you have a full route planned with departure and arrival when you tried this?
Can you please upload a screenshot of the navigation menu of the route that you are flying and mark the location on the map where you tried to edit the flight plan with the MCDU and which waypoint?
Then I can replicate this much easier and don't have to check all possible combinations
We simulate the real world autopilot in great detail. The behavior that you experience is most likely intended as part of a realistic simulation. The real autopilot in the Airbus is pretty advanced but may require some knowledge to be used safely and as intended. There are thousands of videos, articles and manuals available on the web and we also provide an entry level tutorial in our wiki for the A320.
We recommend reading or skimming through it first to get some basic understanding of the terminology used and what to call the autopilot things.
To your dashed values issues:
Once you are in the air you should first turn on the flight directors before manually entering values into the FCU (autopilot panel in the glare shield).
When selecting values pull the knob out with the right mouse button. Then they stay active. You don't have to use the MCDU at all to use the autopilot. But in some situations like before takeoff or before landing a real world pilot would always set a few performance figures like V1, V2, VR, VAPP and thrust reduction/acceleration heights.
In Aerofly FS we have already preset these for you. You can change them if you wish but I'd keep the default values for now.
Normally the A320 takeoff is performed with all FCU windows dashed.
During takeoff the V2 speed is used as set in the MCDU.
Heading is set automatically after liftoff.
Vertical speed is inactive because it is a more dangerous mode for climbing than the normal climb or open climb mode in the A320.
The normal takeoff goes as follows:
V2 set, flaps extended, flight directors on. Set initial altitude on the FCU. Optionally set the FLX TEMP in the MCDU for a reduced thrust takeoff.
Advance thrust for takeoff, put levers into the FLX/MCT or TOGA detent depending on if you use FLX TEMP or not.
The flight mode annunciator on the primary flight display then should read:
MAN FLX or MAN TOGA
with ALT or CLB in blue
RWY if you have an ILS or blank or RWY TRK,
NAV in blue if you have a route set up and armed
1 FD 2
A/THR in blue
After lift off, if the lateral mode is still blank it goes into HDG with the current heading. RWY switches to RWY TRK.
If a route was armed then the active mode switches to NAV.
At the acceleration height the vertical mode switches to CLB (if NAV is active) or to OP CLB. The autopilot then pitches for the selected speed and keeps thrust fixed.
At thrust reduction altitude the thrust levers need to be pulled back into the CLB detent. You will see a LVR CLB on the flight mode annunciator if you don't. This engaged the autothrust system.
After takeoff the modes should be
CLB or OP CLB with ALT in blue
HDG or NAV
A/THR in white.
At this time you can select a vertical speed if you wish but as soon as you select VS by pulling it the autothrust switches to SPD mode and targets what ever you entered in the speed window.
So ideally you set your airspeed first, pull the knob out and adjust to set a speed. Then set vertical speed and pull the vertical speed knob or push it to set 0 ft/min.
The autopilot disengages when you fly too fast or too slow.
Raise the flap during the climb out to prevent the autopilot from disengaging.
The real world EC135 has a flight stability augmentation system which stabilizes the helicopter and makes it easier to fly.
The R22 doesn't have that which is part of the reason why flight schools use it.
We can add an artificial stabilization to the R22 cyclic again. That should make it a lot more stable and easier to fly for the average user. On desktop we'll make this assistance optional of course! Not sure if such an option is really needed for mobile...
Das alte Menüsystem lässt keine VR Anzeige zu, das müsste man erst alles umbauen, was sehr viel aufwand bedeutet ...