Posts by 777Driver

    1. I limited that some time ago, since the real engine parameters are usually lower than 100% Its not really the fadec controlling this at the moment but it will be in the future. Keep in mind that the real engine does produce 100% thrust even at 90% N1 in some conditions and maybe 95% N1 in other conditions.

    You can adjust the fan buzz in the tmd file, in the sound section. There should be a sound for the fan buzzing and it has an input soundmapping where you can adjust the n1 value from which to fade. N1 is a fraction in Aerofly, so 0.95 in the mapping would be 95% on the display.

    2. You can just copy the wind sound files from the gliders over into the A320 folder and then copy paste the section of the tmd that defines the wind sound. Again using the sound mappings you can adjust the volume and pitch of the wind sound for airspeed or angle of attack or what ever you want. The tmd is unlimited in this regard, you could make the wind sound play if you set the flaps for that matter.

    3. At the moment yes, but they don't have to be. Its mainly because we don't have separate samples for the fan and the hp and ip compressors, burner and hp and lp turbines or nozzle. You can define a new input using the sound input, then feed it through a mapping and then play new sounds on top of the existing ones, or use an existing sound, change the file name, adjust the sound mapping for volume and pitch and implement your own sounds this way,

    No matter what you do, keep a good backup of your own sound creations. Last thing you want is Steam to erase all your work when Aerofly is automatically updated.

    Thinks for the info, yes backing up is standard. Ok great, I'll get back into the tmd file. Regarding the N1 limits, am aware that ambient temperature will influence the N1 limit on the real aircraft, does the temperature always stay the same in aerofly? no matter where you are, night/day, weather setting? I'll admit I haven't been looking closely at the SAT when lined up on the runway.

    Cheers

    Huge thanks to Andreas for converting my files. Have sorted out the ground roll, idle thrust, partially sorted the spool sound (just needs some blending with idle)

    Just a couple of questions if it's not too much trouble.

    1. Have noticed that the buzz saw sound is already in the sim, however it won't seem to play unless N1 is above 95%, the problem is the FADEC that was coded seems to limit Max N1 at sea level to 95% at TOGA thrust, is there a way to get the sound to start playing at around 85-90% N1?

    2. I cant seem to find an entry for wind sound anywhere in the a320.tmd file, is this included in the Sim?

    3. Are all engine sounds tied to Engine N1 speed?

    Thanks again for creating this awesome Sim!

    That speed sounds really high. Just for curiosity, at which stage of your flights that speed is reached?.

    Cheers, Ed

    Around 320/340 knots is normal for a non speed restricted departure, obviously the aircraft is in a clean configuration. Have also jump seated out of Heathrow on a A340, on the DVR departure being held at 6000, the SID speed restriction was lifted, flightdeck went from a quiet hum to the awesome sound of the wind speed rapidly increasing in volume. Haven't jump seated since 9/11 sadly, everything went into lockdown. I used to take the Jumpseat over my staff Business class seat back them.

    I manged to get hold of some real world and CAE simulator sounds from a company I used to work for. Am loving this sim in VR, however the sounds are letting me down a bit, I use a BKGamer so realistic sounds and feedback is very important to me.

    Can someone help with converting these sounds to whatever format is required for Aerofly? (I can send the sounds)

    Main thing for me is Wind sound/ground roll rumble/ engine spool sound CFM, have spent a lot of time on the flightdeck of the real aircraft and CAE sims. One thing is very clear on the A320 flightdeck, the wind sound overwhelms everything once you start accelerating above 320 knots.

    I did try using the SDK converter, never got it to work, followed the instructions correctly.

    Cheers

    The big surprise was the absolutely outstanding views from the pilot's seat. Maybe inside even more than the scenery outside. It truly does approach the real thing. I guess that is why the few guys with Buttkickers have one up on all of us that don't have them. VR and Buttkickers give us sight and sound, er feel. I wonder what it will take to get the smell into the cockpit?

    Heheh, I was flying a CATIII approach into JFK in the A320, was thinking the only thing missing is that slight smell of jet fuel. The buttkicker combined with VR (and a 1080TI) is quite mind blowing!

    Thanks for the reply Jan. I still have a few friends flying right seat out there on the A320/330. I'll ask if they wouldn't mind recording some sounds. Have jump seated many times on the A320 up to the 340, I have found even the CAE sims don't manage to capture the sound correctly.

    The main thing you notice on the real thing is nothing but the sound of wind on the flightdeck above 320 knots, I recall jump seating on an A320, typical growl on climbout, we where given a high speed climb below 10k, as the aircraft accelerated all other sounds where drowned out except the faint sound of the CFM56 growling, very different to sitting in first class nearer to the fan blades.

    Closest I have heard was a random video on youtube, I think it was an old A320 being developed for X-Plane. Am so out of the loop when it comes to desktop flight simming, have been away for a while. I do have some very realistic sound files but I think they are copy righted by pete dawson.

    And boy am I happy :) Long time simmer (20+years) Worked on A320 CAE simulators out in the middle East. Left flight simming for a few years, recently bought P3D and the FSLABS A320, unfortunately despite running on a 1080TI and I7 7700K the frames where poor. Stumbled across the Aerofly website, downloaded the A320 expecting an incredibly basic package, whilst it is no study sim, was blown away by the fact C* Law, and many other features are implemented: Even the little known G/S mini is in there.

    Pleasantly surprised, can say without a doubt that this in VR is the closest any sim has captured the feel of the Aircraft. Amazing work, can't wait for future updates.

    A few questions for the devs, once again I appreciate this is not a study sim.

    1. Is there any plans to work on braking distances? (and brake temps) I have noticed the aircraft stops very quickly at it's current gross weight. Brake temps don't seem to be enabled either.

    2. I read that the sound engine will be improved in the future, any way to swap out some files with my own custom files, ground roll, engine spool etc? I do miss that CFM growl at TOGA thrust.

    Great work guys :)

    Rob