Posts by Jet-Pack (IPACS)

    What airplane and how fast are you going?

    In the airbus and boing planes in the descent mode it pitches for speed and the target speed automatically reduces as you extend flaps. This makes the aircraft pitch up slowly after you extended flaps... It just tries to slow down as per schedule.

    The copilot either flies manually or it usually uses the autopilot vertical speed mode. Here the autopilot pitch doesn't depend on the target airspeed directly.

    The EFB is very simple for the moment until we have more time to improve it. Of course we want to have all the good things like charts and airport diagrams, maybe even performance calculators on there. At this time the EFB is not being developed further but we can pick that up in the future and continue working on it.

    Does your laptop have the minimum system requirements?

    And did you make a clean install on your laptop? It sounds as if you are trying to play through Dropbox this probably won't work.

    Also: what does the tm.log say?

    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: https://www.aerofly.com/tutorials/copilot/

    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.