Posts by Shiroko-CA738

    For the past week, I've been trying to implement fuel consumption features for the A380. Currently, the aircraft's fuel does gradually decrease, but I've encountered a problem: when the fuel level drops below 45 tons, the time required to consume 100 kg of fuel increases exponentially—meaning the fuel consumption time is doubled or even more.

    For example, if I want to fly from Beijing to Shanghai, which takes about 1 hour and 45 minutes, I need to carry 20-30 tons of fuel, and the actual fuel consumption is about 15-20 tons. However, during my testing, I found that the fuel consumption rate was abnormal during high-altitude climb or cruise. I waited for half an hour before it consumed 100 kg of fuel. Based on this calculation, the flight might only consume less than 500 kg of fuel. (This appears to be due to insufficient fuel, and is unrelated to altitude.)

    I tried using EngineXFuelMeteringUnit.Output directly in Fuel_engine, but that didn't work. After discussing it with Grok for several days, I still can't solve the problem.

    This is the system.tmd file I uploaded; I only kept the code related to the fuel system that caused the problem.

    system.tmd.txt

    Check that the joint R0 position is not in the center of the rigidbody, otherwise the forces can't create a torque around the center of the object. Also check that the camera uses the rigidbody as "Body", not the fuselage rigidbody.

    <[jointlinear][JointlinearFuselagePilotCameraShake][]

    <[string8][Body0][Fuselage]>

    <[string8][Body1][PilotCameraShakeRaw]>

    <[tmvector3d][X0][ 1.0 0.0 0.0 ]>

    <[tmvector3d][Y0][ 0.0 1.0 0.0 ]>

    <[tmvector3d][Z0][ 0.0 0.0 1.0 ]>

    <[tmvector3d][R0][ 31.699 0.52 0.7096 ]>

    Adjusting R0 here affects the position of the view I'm adjusting, and I'm not sure why. Previously, when I changed it from 0.7096 to 0.4, the view was pressed directly onto the seat.

    (Okay, I'm still a bit confused about this 🤔)

    What is this rigidbody <[string8][Body1][PilotCameraShakeRaw]> ?

    What do you actually want to implement? Am I right that it's about a camera shake when landing?

    In that case, I would rather change the parameters in an outsourced 'parameters.tmd' (the example refers to 'b777f'):

    <[rigidbody][PilotCameraShakeRaw][]

    <[float64][Mass][55.0]>

    <[tmvector3d][InertiaLength][ 0.2 0.41 0.88 ]>

    <[tmvector3d][R0][ 31.699 0.52 0.7096 ]>

    <[tmmatrix3d][B0][ 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 ]>

    >

    I want the camera to create the effect shown in the image below due to inertia.But it's clearly not that simple.💀

    <[jointlinear][JointlinearFuselagePilotCameraShake][]
    <[string8][Body0][Fuselage]>
    <[string8][Body1][PilotCameraShakeRaw]>
    <[tmvector3d][X0][ 1.0 0.0 0.0 ]>
    <[tmvector3d][Y0][ 0.0 1.0 0.0 ]>
    <[tmvector3d][Z0][ 0.0 0.0 1.0 ]>
    <[tmvector3d][R0][ 31.699 0.52 0.7096 ]>
    <[float64][Kfx][11400.0]>
    <[float64][Kfy][1140.0]>
    <[float64][Kfz][11451400.0]>
    <[float64][Dfx][700.0]>
    <[float64][Dfy][800.0]>
    <[float64][Dfz][500.0]>
    <[float64][Ktx][0.000000000001]>
    <[float64][Kty][0.000000000001]>
    <[float64][Ktz][0.000000000001]>
    <[float64][Dtx][0.00000001]>
    <[float64][Dty][0.00000001]>
    <[float64][Dtz][0.1]>
    <[float64][ForceMax][40000000.0]>
    <[float64][TorqueMax][30000000.0]>
    >
    I changed the spring damping values in this code like this, and after binding it to the viewpoint, only the viewpoint translates due to inertia. The AI says that dt and kt are related to rotation, but even after changing the values so much, there's still no change.

    I've recently been learning about rigid body systems, and while I'm making some progress, I'm still confused about certain things because I can't find information or can't test them. For example, rigid body rotation. The information I've found teaches how to rotate with a servo, similar to landing gear or ailerons, but I want to try making the rigid body rotate due to inertia. Is there a way to achieve this? Currently, my work only results in the rigid body translating along a certain axis.

    Ok, thank you for the feedback. Version 1.6.7.3 basically reverts all code changes from our side, so we assume it's a new Google protection method that's causing this. Unfortunantely there isn't much we can do right now.

    As a non optimal solution we can offer a refund. In case you want to do this, please contact our support. When doing so, please report that you are affect by this specific issue.

    In the mean time, we will try to get mor einsight on what has changed on the Google side and what our options are.

    Sorry for this inconvenience.


    I accidentally found an FSG installation package for version 01.06.03.05 on my phone. I can't quite remember why I have it, but I'm sure it's genuine. After this problem occurred, I used it to roll back the version. Although I can't use the new features, I can still play games, and it also have an A321XLR. If you need it to fix the problem, I might be able to upload it to my cloud drive and send it to you via private message?🤔

    All users experiencing this issue, can you please report back to us the Android version and if the device is using the original Google Apps?

    My system version is Android 15, and all the software I use is the original app from the Google Play Store. Other apps such as Minecraft, Euro Truck Simulator 3, and social media apps all work normally. I also purchased the game from the Google Play Store, and my subscription hasn't expired yet.

    Hello everyone, today I encountered a problem while performing the EKVG LOC DME 12 approach procedure. Firstly, the RNAV route in my navigation data was very accurate, but I couldn't intercept the LOC. I'm not sure why. I flew around the area and gradually found the actual LOC signal by following the Landing System LS. Compared to the chart and RNAV route, it was deviated to the left by about 1.3 nautical miles. If we intercepted it normally, we would crash into a mountain during the final approach descent. What could be causing this? As far as I know, if the navigation data is outdated, inconsistencies in geomagnetic declination might cause route deviations. However, the RNAV route for this approach wasn't deviated at all; instead, the ground navigation signal was significantly off. This is a bug that affects the gameplay experience (I flew for three hours and almost crashed into a mountain because of this 😭). A friend of mine who uses an iOS device also encountered this problem when performing this approach procedure.

    When the plane is cold and dark all pumps off why rudder and some spoilers are functional and can u please tell me in runway to short where I have to put that code in and how to inserted runway too short sound step by step in folder

    In my B777 FCOM, the spoiler 4&11, rudder, and horizontal stabilizer trim have traditional cable-stayed backups, unlike the Boeing 787, which uses electricity in this regard. However, I still need to thoroughly examine my 787 FCOM.

    As for runway too short sound, it only exists on Airbus aircraft, and currently Aerofly only implements part of the ROPS ground protection function.🥲

    Here is a small addon that adjusts the camera height for the pilot of the C172.

    This file does not change the original file of the FS 4, but is an addon for the personal user directory, which is always started automatically when the C172 starts:

    • '/.../Aerofly FS 4/aircraft/c172/alternative_camera_height_pilot'

    The content in the 'parameters.tmd' includes only a few lines. As already described in another post, the last (third) value in the line <[tmvector3d][R0][ 0.62 0.23 0.60 ]> is the height (z-axle) and can be changed at any time.

    Code
    <[file][][]
        <[modelmanager][][]
            <[pointer_list_tmuniverse][DynamicObjects][]
                <[camera_head][CameraPilot][]
                    <[tmvector3d][R0][ 0.62 0.23 0.60 ]>
                >
            >
        >
    >

    Good luck.

    This is a great method^^. I might be able to use it to install mods when I buy a computer and play Aerofly again (I've also learned how to change the camera's orientation).

    I absolutely love flying my Cessna through the valleys of Aerofly or spending half a day flying along the coastline. The C172 is fantastic 😋, but the captain's view seems too low, making it difficult to judge the descent rate during landing and easily leading to a hard landing. Also, I can't see the road ahead, so I prefer using the copilot's view during takeoff, landing, and taxiing 🥲. Therefore, I'd like to increase my view relative to the aircraft's altitude, but as a global player, I don't have access to the Aerofly FS internal files, and the same applies to the Baron 58, which also has a low view. So, I can only implore IPACS to appropriately increase the captain's view.

    Its performance on FSG

    Just like the view effect in the C172 tutorial that IPACS made for our players.

    I don't think this will make it difficult for us to see the instruments, because the C172's instrument panel is really big and clear!

    (By the way, could we FSG players get such realistic and immersive normal maps on the C172? The sun visor on the C172 is really great! And there are many other excellent textures as well. One final question is whether a Cessna 172 with GPS capabilities will be put into service later. Currently, it seems to still use traditional steam-powered instruments, resembling a series of clocks, while the GPS-equipped and new avionics-equipped C172 has a much cleaner instrument panel and can also perform RNAV approaches.)

    Hi everyone, I've been flying the A380 for a while now, and I've noticed that some buttons on the plane don't have any functions, but they are interactive. So I've given them some functions, like an engine fire. Later, I want to try things like landing gear jamming or avionics failure. Anyway, it's quite interesting.

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    Additionally, I worked on a scenario where the engine completely fails after fire suppression measures are taken (even returning the EngineXFireButton to its original position doesn't work). In this case, the engine cannot provide thrust and cannot be restarted. However, I noticed that in real-world Airbus aircraft, after engine fire suppression, the engine information on the ECAM either changes to an amber "XX" and an amber arc. I've seen this symbol before starting the engine on the ground, but I never knew what it was called. If I knew, I could implement this functionality.

    When I was making the RAT in the hydraulic simulation mod of the A380, I consulted the ChatGPT. It meant that the RAT needs to generate enough power to supply EBHA/EHA through the aircraft's electrical network. Even if it is rotating, if the rotation speed is not fast enough, it will not be able to generate enough power. (The ChatGPT said that the RAT of the A380 and A350 needs an airspeed of around 140 knots to generate enough power for EBHA/EHA. However, ChatGPT is still an AI, and the information above is for reference only.)

    This is a mod for FS4 and FSG, including versions of the B777-300ER and the B777-200LRF. It features three hydraulic systems, as well as a RAT and mechanical backups. Hydraulic failures such as actuator, brake, and thrust reverser are simulated. The hydraulic function description of this module is as follows:

    When the aircraft is cold & dark on the ground and hydraulic is failure , the ailerons and elevators will naturally droop.

    Both engines can pressurize the left and right hydraulic systems, but the two buttons on the hydraulic panel and the two selectors below them must be turned on. Only then, when the engines are available, can these pumps be pressurized to bring the hydraulic fluid to a certain pressure, allowing the aircraft’s control surfaces to move or deflect. The center hydraulic pump buttons and switches must also be set to ON or AUTO. For the 777F, with stable electrical power supplied to the two electric pumps of the center hydraulic system, the main cargo door can be opened. The operation of flaps and slats now also relies on hydraulics!

    What if the engines fail? No worries — we still have control surfaces available. When each hydraulic system fails, the spoilers behave differently, and the main control surfaces have backup pressure supplied by multiple hydraulic systems. If only the center hydraulic system is available, then only four spoilers can be used. The elevators and ailerons work normally, and the rudder is also normal. After a dual engine failure, we still have the RAT, but airspeed must be above 145 knots. If the ram air turbine is deployed at too low an airspeed, the actuators cannot work. If your attitude and altitude become dangerous, you may crash 😱. If the altitude is relatively low, it is possible to damage the landing gear on impact, which could then cause some hydraulic systems to become unavailable.

    What if the RAT also fails? No worries — we still have mechanical backups. The mechanical backups include two spoilers, the rudder (when airborne with no power source — including no RAT and no engine running — the rudder remains controllable; however, on the ground, it will be fixed at 26° left deflection), and the horizontal stabilizer (for trim).

    Mechanical backup control surface demonstration:

    Left Hydraulic System unavailable:

    Right Hydraulic System unavailable:

    Only Center Hydraulic System available:


    I have also implemented a hydraulic-controlled brake system. When the aircraft's right hydraulic system is available, both manual braking and auto braking work normally. However, if the right hydraulic system becomes unavailable for some reason, the center hydraulic system temporarily takes over. In this case, auto braking is inoperative, leaving only manual braking and parking brake, which extends the stopping distance after landing. (The way to trigger this is by shutting down engine 2 or its hydraulic pressurization pump.)

    The engine thrust reversers are now also controlled by hydraulics:

    The thrust reverser on engine 1 is controlled by the left hydraulic system. When that hydraulic system is available, the thrust reverser nacelle can move aft to provide deceleration.
    The same applies to engine 2, but it is controlled by the right hydraulic system. This significantly increases the braking distance as well.

    Additionally, I have added new cold and dark states (for the hydraulic panel and anti-ice panel).

    I also replaced the main caution sound.

    (The pressure change of the hydraulic panel has not been achieved yet, as this is somewhat difficult.)

    The development of this mod could not have been completed without the help of 777 driver and Jet-Pack. They have helped me a lot in this regard.

    I have already sorted the files for FS4 and FSG. However, the FSG version of the mod only supports Android. iOS is not supported at this time. Here is the download link: https://drive.google.com/drive/folders/…l8kYgdmLpazM2ru

    Installation:
    For FSG: Copy the files to /storage/emulated/0/Android/data/com.aerofly.aeroflyfsg1/files/

    For FS4: Add the contents of the extracted b777_300er or b777f folder to Aerofly FS 4 Flight Simulator\aircraft\b777_300er or b777f

    Animating the water isn't the issue, we've already done that. It's defining where water is on a global map that is more tricky. Defining all rivers, lakes and shorelines manually is not an option and unfortunately the available data is either low resolution or some weird data format that first needs to be converted. Getting this to work everywhere is the actual challenge here.

    Will this feature consume too much device performance resources, just like urban buildings do?🤔