So there is no hidden way to access this summary? On the old screen the summary appeared for me by clicking on the word "route", which for me was rather hard to guess. So maybe there is another way to see the summary on the new navigation screen by clicking on another button I have yet to find?
I returned to Aerofly FS2 and tried to restart my old VFR / old-school IFR career. For this I open up the "Navigation" screen, choose some waypoints and try my best to fly my preplanned route without looking at GPS centered maps. (E.g. getting a little biplane without navigation equipment /maps and just doing a unaided VFR flight to get from airport A to airport B by just looking at the compass, clock and surrounding terrain.)
Some time ago it was possible to have the "Navigation" screen show a handy little summary of your flight plan with bearings and distances between the waypoints, which really helped a lot to take down some notes on how your flight is supposed to work out.
In the all-new "Navigation" screen I cannot find a way to get such a summary. I can see all my waypoints (in a much more informative way), but distance and bearing from one point to another I cannot find.
So my question is:
- Is there a way to show bearings / distances for the waypoints in the "Navigation" screen?
I feel sorry for you guys missing road maps or announcements on new features. But actually it has always been IPACS' policy to only release news on stuff close before it was ready to roll out. Think of updates as suprises, not as long waits for progress.
For newcomers to Aerofly FS2 this is rather irritating, because most other companies try to attract user interest by making promises about plans they have. If there was some kind of sticky post to the forum telling newcomers about IPACS' development philosophy (and in my opinion its good intentions), there would be less irritation.
Why not join the modding community? I see a lot of interesting mod ideas on the forum - so why not get into modding and roll your own? There are plenty of people or there willing to share their knowledge on how to build new scenery or aircrafts.
We don't control the page where the content is uploaded.
We could chose to not load the content when there are any issues what so ever. But that's not particularly user friendly and would break a lot of user made content.
I believe the modding community could provide a tool for verifying mods. It could start as simple as checking for file and directory naming patterns. A desktop version for modders and a command line version for automatic checks on upload could be build, providing some sort of testing / longing for more mod stability.
So there could be scaffolding tool for developers, doing the scaffolding of new mods. E.g. for folder structure and naming of files.
At my company we use self build linters / generators all of the time to help building consistent project and code patterns. (Right down to the fact that a build will not deploy if supplied commits do not adhere to team coding standards.)
The idea of integrating third party mods right into Aerofly FS 2 would be a great leap. Imagine being able to install stuff from https://flight-sim.org/ as easy as installing an official DLC.
Maybe we could quick start this endeavour by taking a look at the Generic Mod Enabler (JSGME)?
As it seems driver support for new AMD boards, new Nvidia GPUs und the Reverb G2 has improved for the last few months. Some months ago friends / brothers of mine tried the Reverb G2, and any given combination of GTX 1080, GTX 1080 Ti, RTX 3070, RTX 3080 as well as 1 Intel chipset and 3 AMD chipsets. Only one combination was able to run a Reverb G2 just fine: it was an old AMD CPU with a GTX 1080Ti. Back than the main problem seems to have been a combination of power demand via USB and inadequate drivers - which should be solved by now.
I think the best solution to find out if a Reverb works with your rig may be to just try the Reverb G2 - they are highly portable, so if you know someone owning such a headset, it is just a question of unplugging the headset and replugging it at your computer.
Seeing the specs of your rig this should be more than enough steam to run Aerofly FS2 in highres.
Otherwise one of my brothers (the guy with the new AMD board and the RTX 3070) switched to a Valve Index, and hasn't looked back ever since.
es I understood that the engine does not support update via dll. Does the simulator need to be restarted if the settings file is modified?
Obviously the settings file is only parsed at startup. I was not able to have any weather interactivity while the simulation was running.
Some years ago I tried to dynamically set weather via the SDK-DLL by downloading METAR data from the nearest airport and loading it into the simulation. Back then the SDK did not support changing weather data, so my plan did not work. I resorted to modifying the settings of the simulation before startup.
Yes I have been using my mouse wheel to move them but I am a bit confused why you can't map to an axis.
Maybe there is a slight misunderstanding: The second most relevant axis to map in a helicopter (apart from the cyclic controls) is not the throttle, but the collective control which controls the amount of lift the helicopter is supposed to generate. Whenever I fly a simulated helicopter, the axis of my USB throttle controls the collective, not the throttle of the helicopter.
Flying the EC135 starting cold & dark you switch FADEC to flight mode at startup, and to idle/off at the end. While in flight you never touch the FADEC switches (which is why they are guarded by red safety switches).
To lift off you increase the collective power of the helicopter - you do not increase the throttle (well, FADEC does it as it sees fit).
Even if you are in a simulated helicopter without FADEC, it is rather unusual to manipulate the throttle while in flight.
The throttle has two settings idle and flight but I am unable to attach any axis to the throttles .
The model is awesome and flies like a twin squirrell I have flown but I'd love to get the throttles connected!
Actually these are switches you have to manipulate directly. They cannot be bound to an axis.
The throttle that can be bound to a controller axis gets overridden by the EC 135's FADEC.
Google for "EC 135 flight manual". You will find a checklist on how to do a proper startup (and shutdown).
Quick question regarding the EC 135: am I the only on missing the switch guards for engine 1 & 2 as a separate switch to manipulate?
When starting the EC 135 from cold & dark I find it slightly discomforting to know that with a single misplaced flick of the engine switches I may turn off the engines, because the switch guards work automatically.
Also it looks oddly satisfying to flick the switch guard.
Otherwise with the new sounds I am even more impressed by the EC 135. It just feels great to zip around with this bird.
In my very personal opinion we have plenty of free planes to choose from. I am more interested in new features to make the simulator world more dynamic (like real-time weather, or visible car/ship/plane traffic), or more navigation information (like controlled airspace visible in the navigation planning tool).
But being a rotor-head the upcoming EC 135 is more than I dared to ask for.
Dual throttle on the collective on the EC135 can not be manipulated from my throttle axis, ( Throttle works on the r22).
Do you have FADEC set to ON? I believe you cannot manipulate the throttle while FADEC is in effect.
Trust me, Aircraf72 - I have a first generation Acer WMR, and I don't even notice anymore that I have to lean forward to see stuff. It's like being somewhat near-sighted.
But with your O+ it should be somewhat better, having a wider FOV and higher resolution.
For me however this HP Reverb G2 looks most interesting.
I took my turns in the new EC135 / H135, and I really like her. I also found the manual (google for "EC 135 manual"), so powering up the engine and setting up navigation is a breeze. I already landed on a Dutch frigate - but have yet to reach the level of ADAC pilots landing in the middle of crowded streets right next to lamp posts.
I also noted that the Wettergerät needed a small fix to understand the new flightplan format as seen in the Aerofly FS2 Beta releases MCF files. This has already been taken care of.
Maybe someone out there knows of a third-party solution to this idea? Make some controller buttons behave like left/right mouse click and up/down scroll wheel?
Wow, the EC135 / H135 of all helicopters is probably the best choice to make. In Europe this helicopter is quite popular in the EMS role - and one of my favourite civilian models to get my hands on. For us rotos-heads this is indeed very good news - even more so as it seems to be a free update.
I for one recommend to at least give it a try. If you know someone with a VR head set maybe you can borrow it? Some months ago there were also companies (at least in Germany) where you could lease a VR headset for a reasonable price. If you found out that VR just is not your thing, you were able to return it even after months of usage.
I started really small with a €350-WMR-headset. After some days finding my ways around the technology and convincing my body nothing bad is happening, I was completely convinced by VR. The feeling of really sitting inside a plane, leaning left and right to get a better view on the outside while taxiing a Pitts S-2, really being alone up there with just your knowledge and your skills to bring you back home... this is really hard to describe with any other words but: it almost feels like you are there.
My setup for Aerofly is to not use the VR controllers, but instead stick, throttle, pedals and mouse, making the interaction much more precise.
I am so convinced by the benefits gained from using a VR headset for simulations, I am planning on upgrading to the HP Reverb G2 as soon it is out.