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Avwriter last won the day on November 13

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  1. Different color - Arrival / departure

    Good question. Its hard to find many close ups. Here are a couple of shots that I found (not sure of exactly which systems each is):
  2. Tower3DPro taxi/Runway lights

    Well, the most obvious situation is if you begin a session very early in the morning, long before sunrise, it would be nice to be able to turn off the lights when you decide it is light enough. In the basic version of Tower3D, the lights were fully automated, but in the Pro version it was advertised that the controller is supposed to be able manage this him/herself, and decide exactly when to do this. It should be a simple on/off switch, leaving the user in complete control. Instead, the switch simply does not work if you begin a session when its dark. Again, it is not really a big problem, but I would like to be able to turn them on and off at will, as advertised. Ideally, the user should have different brightness settings available as well. IRL, in bad weather, the lights will be turned on to full blast to help pilots identify the runway as early as possible, while in clear weather, the lights are often dimmed a bit so as not to interfere with the pilots' vision. In fact, sometimes you will even hear pilots request that the lights be dimmed or brightened in certain situations. Obviously, that is beyond the intended scope of this version of the game, but for those of us who like to micromanage, it would be nice to have complete control over the switch. Perhaps a choice could even be added to settings, to make the lights either automated or manual. Andrew
  3. When Tower3DPro was released, one of the included features was the ability to manually turn on and off the runway lights. There is even a little button at the top of the dashboard for this purpose. However, the feature has always been somewhat wonky, and I am not certain if it is airport specific, as I have not tested it. Problem 1: At least in the past, if I started a session in the daytime, I could torn on and off the lights at will when it got dark, or at any other time. However, If I started a session at night, the lights were already on automatically from the beginning of the session, and I could not turn them off, even at dawn. Problem2: I have only noticed this at KLGA, but just had a sunset session there, and the lights came on automatically instead of waiting for me to turn them on. I have not tested this at other airports, so I am not sure if this is airport specific (Perhaps SimSmith needed to code something into the airport), or if the manual lighting feature in 3DPro was deactivated during an SP and I just failed to notice. It's not a big problem, but it would be nice if the manual lighting feature in 3D Pro could be tweaked to give the user full control at any time of day. Andrew
  4. Tower 3d Pro - Recommended headsets

    These have worked pretty well for me, but I got them cheap on a lightning deal from Amazon: https://www.amazon.com/gp/product/B01FXS3NGQ/ref=oh_aui_detailpage_o02_s00?ie=UTF8&psc=1 Andrew
  5. Upgrade to Tower3D Pro from Tower3D

    I do not speak for FeelThere, but when the Pro version was first released, there was a limited time period (seems like it was 1 or 2 weeks) during which previous owners of Tower3D could buy the Pro version with a discount. That time has long passed. You should have received an email about this at the time (though only people who bought directly form FeelThere/ATCSuite were eligible). However, FeelThere usually has a big Black Friday (US Thanksgiving) sale, so I would expect that you can pick it up (along with some of the addons) at good discounts that way next week. Andrew
  6. Action Camera

    Thank you Vic for offering this insight. As always, it helps make sense of things from our end. Its also great to hear that there is hope for worldwide airports. I am glad that you did not pull the camera entirely, as there are occasional times that it comes in handy. I just hope that for the next version that the user will have more control of it. Regards, Andrew
  7. KLGA Issues #SimSmithDesign

    Which one is next?????? Andrew
  8. KLGA Issues #SimSmithDesign

    Strongly agree with Ventura. KLGA overall works great, and I have not encountered any real game stoppers - just the occasional issues with pushbacks as described above. Great job, SimSmith!!! I think KLGA was an excellent choice for their first airport. The more I play it, the more I realize how ideal this airport is for Tower3D. Depending on which runways are in use, there are some really interesting challenges to getting the tin from gate to runway and vice versa, without hitting each other. So much fun! I hope you guys will do KDCA one of these days!, as it has some similar challenges. Andrew
  9. Action Camera

    I agree that this is one of the most bizarre an annoying aspects of the sim. When the camera is active, it will activate in a semi-random manner. The camera seems to be triggered by phases of activity by the aircraft, including aircraft pulling into and out of the gate, takeoff, and landing, as well as the occasional views of aircraft during taxi. This can be anticipated to a limed degree if there are not too many aircraft moving around. However, when the airport is busy, it becomes impossible to the point that I often cannot even determine what aircraft I am looking at unless there is an obvious landmark within the view. Moreover, if I forget to turn it off, the camera will often snap to some irrelevant view right at the moment when I am urgently trying to view something else. Thus I use the feature only occasionally, in hopes of getting a better view of something, or if I am momentarily bored, but most of the time I leave it off. Based on Victor's statements, the developers seem to worry a lot about us accidentally getting a view of parts of the airport that were not designed to be seen close up, and that might not be as pretty as the areas closer to the tower. Frankly, I wish that they would treat us more like grownups and let us decide what we do and do not want to see. Granted, IRL, tower controllers at many airports often cannot see certain areas of the airport, although this can be and often is resolved in the modern world by the use of remote cameras. The biggest single failure of this mode, however, is that when a ground incursion occurs, the camera does not automatically snap to it. That would actually be very useful, as usually the incident happens so far away from the tower that I cannot clearly see what happened, and even with the ADIRS zoomed in all the way, I usually just see an indistinguishable clump of yellow planes and have a hard time figuring out which one I need to delete to resolve the issue. If an incursion would snap to a close up view, this might be a little more clear. One interesting note is that it appears that the airport designer does have some control over how this camera works, and the action views at KLGA are handled a bit differently than those at all of the official FeelThere airports. Andrew
  10. LGA ops

    Nice find. You should post this to the airport strategies sticky thread. It will be helpful to many here. Andrew
  11. KLGA Released for Tower

    First impressions: Overall, it looks very nice. It does a good job of capturing the atmosphere of KLGA, which is a small but very crowded and very busy field. However, it is still in need of some polishing. This is not surprising, since literally every airport released for Tower3D (including the default airports) has needed adjustments, and some still do. The good: The airport looks great. I love the close in buildings, though to my memory there are not quite so many tall buildings so close to the airport in real life. The prison buildings on Riker's island also looked a bit too modern and fancy for reality. I especially loved the way SimSmith designed the surrounding freeways and interchanges. They look more detailed and complex than those we have seen in other Tower3D airports. I also liked the way the auto cut-to scenes are zoomed in closer on the aircraft than they are in typical FeelThere releases. The taxiway layout gives the controller some interesting choices for how to route aircraft, and I am glad to see that they did make the Marine Air Terminal fully functional. This adds an interesting challenge being on the opposite side of the runway from the other terminals. Finally, it looks gorgeous at night; very nicely done lighting. The not so good: Practical: Aircraft at some gates (especially in Terminal A) cannot fully push back if the gate across the taxi ally is occupied. I recall that KPHL has some similar problems in the beginning which have since been fixed. Visual: It is a shame they left out the raised earth berm on the north side of Runway 13/31 with the giant "Welcome to New York" sign. It is a very distinctive feature of this airport. Andrew
  12. KLGA Released for Tower

    duh. Thanks. Even after a million times, I forgot to update that ;-) Andrew
  13. KLGA Released for Tower

    Could someone with Real Color KLGA share the text of their klga_terminal file? I am not yet ready to buy Real Color for this one, but realized that without it, I don't have a working terminal file, unless I reinstall my old Tower2011 with addon to get it. Hate to pay 6.99 just for a text file. Andrew
  14. KLGA Released for Tower

    Thank Jeff, That helps. I feel like KLGA should fill a much needed slot in the Tower3D line up: an airport that is a lot less KATL or KJFK, but more complex than KSAN, and with a taxiway layout that offers more options for moving planes around. Do you notice any differences in SimSmith's visual design/feel as compared to the style/quality of the FeelThere made airports? Just asking since this is the 1st 3rd party airport. Andrew
  15. KLGA Released for Tower

    Has anyone tried it yet? Very curious about first impressions? Andrew