Can you please save the previous main.mcf and send us that old version and the new version, so that we can see what actually caused it?
Posts by Jet-Pack (IPACS)
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Please check your tm.log file for errors https://www.aerofly.com/dokuwiki/doku.php/simulator:log
... and upload that here (e.g. in a zip or as .txt)
If you used a user made aircraft before and uninstalled it you probably need to delete your main.mcf or edit it and remove the previously used aircraft.
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Not all of our aircraft may support the .5 spacing and the menu certainly just rounds to the nearest value. What aircraft are you flying?
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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.
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The quick way or the official way?
Quick:
- On the throttle quadrant pull back the condition levers to cut off
- In the overhead click the electric battery switches to off
The tutorial is over here: https://www.aerofly.com/dokuwiki/doku.…raft:dash8-q400
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The folder should be entirely lower case.
e.g. "edds_stuttgart"
I would recommend sorting images by country, city/region:
scenery/images/no/bardufoss1/map09_0000_0000.ttc
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scenery/images/no/bardufoss2/....
instead of "bardufoss-1" just do "bardufoss_1" or "bardufoss1"
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What version of aerofly are you using? Steam or DVD, Windows or Mac?
Aerofly FS 2 needs permissions to write do your user documents folder. It should be able to do that automatically but it could help to run Aerofly FS 2 in administrator mode if you don't see the main.mcf file in your user documents Aerofly FS 2 directory.
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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.
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In den Einstellungen kann man die Fluginfo an/abschalten, sowohl auf der Mobilversion als auch auf Deskop. Auf desktop kann man einfach auf der Tastatur 'i' drücken.
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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?
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You can use any scale that you like in 3Ds Max, you just have to pick the right one when you export.
In your case you probably have to lower scale factor by a factor of 10.
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Please check the similar threads that already have all the answers for you.
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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.
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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.
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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?
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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".
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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.
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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.
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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.
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We're working pretty hard behind the scenes and at this time there is nothing to show yet.
Don't worry, we're still here, just working in quiet