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Found 13 results

  1. Morning, I wasn't able to upload my output_log file due to the file size restriction so I am not able to provide one as of now. On to my issue I bought KBOS today from steam and updated my game, then I got real color from feelthere.com. Updated the game to 3.1 amusing steam has already done that and Boston was then added to my airports. I then installed Real Color for Boston having to change the directory to my D drive .......... D:\Steam\steamapps\common\Tower 3D Pro\Extensions\Airplanes\Texturepacks After installing I started the game yet I had issues with the liveries not showing up still getting the default airliners. After troubleshooting a bit I realized that I had to update Real Traffic which I got from FSPilotShop. I wasn't able to get Version 4 update for real traffic. Currently I have RT_Tower3D_PRO_sp5v2.exe I do not have V1 of SP5 b/c it wasn't available to me nor do I have or installed SP4 for the same reason. So basically I skipped a version Assuming that all past SP's are needed in order for RT to work properly. So a few questions and concerns. 1. Sorry for not being able to provide the log file. I did ran the windows BATCH file but the file size is to large to upload. 2. For real traffic do I have to download / install ALL SP's in order to get RT to work or is SP5v2 the latest with all the other versions needed included in that single exe?? 3. Should RT and RC work for Boston? 4. Would the current version of the game 3.1 be the issue here? 5. Should I wait until 3.1 is fixed or reinstall everything? Starting with the base game / airports, then Real Traffic SP5v2 then Real Color for all the airports?
  2. Taxiway F at KLGA

    Working KLGA I have noticed that some A/C exiting at taxiway F can't find their way to the terminal. Example: EDV 3638Arr 1515 sat at the exit hold point & wont move. The following sequence occurred: 1515 Told to taxi to terminal, no movement 1516 Tols to taxi via R A. no movement 1516 Told to taxi via R B. same. 1517 A/C deleted by me Log file (attached) shows rout calculation problems. This has happened many times. This is the first time that I have captured a screen grab & a log file. Any ideas. Kev M game.log
  3. Adirs Panel

    New to game, having a blast. I searched for a description of the symbols on ADIRS panel but couldn't find what the cross to the left of zoom in zoom out buttons was used for. Doesn't really seem to do anything for me. Also, how to I re-position data tags for overlapping tags on ADIRS or DBRITE?
  4. 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
  5. New Airport Request

    For Vic & the FeelThere team I know you guys are working on airports & Upgrades but I wonder if KSFO is on your short list. I was watching KSFO on fltRadar 24 & listening on Live ATC last night and realised how mush I enjoyed working KSFO on Twr2011. Kev M Brisbane Australia
  6. The game and the manual have conflicting port numbers that needs to be open/forwarded when starting a multiplayer server. The documentation lists two different ports, 21112 and 22222 and the game lists one port 21112. The correct port to open/forward for the multiplayer server is 22222. The client (connecting machine) does not need to open/forward any ports. In addition you should have these two firewall rules: Name Profile Enable Action Override Program LocalAddress RemoteAddress Protocol LocalPort RemotePort AuthorizedUsers AuthorizedComputers AuthorizedLocalPrinciples LocalUserOwner ApplicationPackage tower3d All Yes Allow No C:\program files (x86)\feelthere\tower!3d pro\tower3d.exe Any Any UDP Any Any Any Any Any Any Any tower3d All Yes Allow No C:\program files (x86)\feelthere\tower!3d pro\tower3d.exe Any Any TCP Any Any Any Any Any Any Any If you have the Steam version, you program path may be C:\program files (x86)\Steam\steamapps\common\tower 3d pro\tower3d.exe RickyJ
  7. Doing multiplayer when trying to connect the server is started and waiting for connection is displayed, the client goes to join but after about 10-15 seconds the message "not connected" comes up. Further attempts are unsuccessful. Pinging the "server" is successful with 62ms response times: ----???.???.???.??? PING Statistics---- 92 packets transmitted, 92 packets received, 0% packet loss round-trip (ms) min/avg/max/stddev = 62.0/63.10/72.2/1.61 Traceroute gets as far as the ISP in the "servers" city then times out, which is probably expected. Router is set to forward any IP address on port 21112 to serve Verified local IP address: Wireless LAN adapter Wi-Fi 2: Connection-specific DNS Suffix IPv4 Address. . . . . . . . . . . : 192.168.0.102 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : fe80::1205:b1ff:fe6b:ca92%9 192.168.0.1 Probing the port: Port Status Protocol and Application 21112 Stealth Unknown Protocol for this port Unknown Application for this port Firewall rules are set to: tower3d Private Yes Allow No C:\program files (x86)\feelthere\tower!3d pro\tower3d.exe Any Any UDP Any Any Any Any Any Any Any tower3d Private Yes Allow No C:\program files (x86)\feelthere\tower!3d pro\tower3d.exe Any Any TCP Any Any Any Any Any Any Any Tower3DPro All Yes Allow No Any Any Any UDP 21112 Any Any Any Any Any Any Tower3DPro All Yes Allow No Any Any Any TCP 21112 Any Any Any Any Any Any In playing multiplayer with Tower!3DPro the only way a connection could be established is if playing on a local network or through a VPN using Hamachi by LogMeIn. Am I missing something? Between four of us we have not been able to connect to each other. Since it is late Friday, I'll give you guys a couple hours to hash through the problem :) RickyJ P.S. Would the game.log file from the server or client have any information? The server game.log file shows: Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\tower3d_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\tower3d_Data\Managed\System.Xml.dll (this message is harmless) SERVER ACCEPTING NEW CLIENTS ... ... ... OnEnable!!!!! Runways found: 28 OnEnable!!!!! Runways found: 28 Start Server P.P.S. Simple Port Tester Results
  8. This may be a limitation since the "plane tracking" has been changed but when you tell a plane to "enter final" for a different runway, such as going from KPHL 9L to 35, the camera view returns to the planes entry point (9L) when it is lined up for 35, until it gets to about 3nm from the runway, instead of the where the plane. Has anybody else experienced this, or is it just me? RickyJ
  9. After the local traffic at KSAN has done their "stop and go" or "touch and go" or both I clear the plane to land and have it taxi to the terminal. Once the plane arrives at the terminal, the plane flight strip does not go away and I cannot select the flight strip to delete it once the plane reaches the terminal. I can delete the plane after I tell it to taxi to the terminal or I can tell the plane to contact departure after it does its' final procedure and the flight strip information will be removed. Screenshot and game log attached. Should I not be landing the plane and sending it to the terminal? RickyJ LocalStripNotClearing.log
  10. When using local traffic at KSAN for low approach the plane will to the low approach (100ft) but with give a message that it is "going around". There are no penalty points and the plane keeps flying until it reaches 300 feet then will stop in its' tracks (othere planes will keep moving) but the SIM will come to a crawl until the plane is deleted. Then you can resume normal operations. Attached is the game log file and screenshot. RickyJ LowApproach.log
  11. Since nobody has complained or everybody is using "voice command" it does not look like there are any plans on expanding the "Command Panel" selectable text. I am aware that English is the spoken language of the air industry, pilot or controller or otherwise, but some of us may be voice challenged and have to type in a lot of the commands for the Pro version. I guess maybe if you cannot speak then you are not a Pro. Or is there a trick to adding more selectable text like there is for adding more voice commands? With saddened heart, RickyJ
  12. I had to capture this because previous attempts to land at runways 8 and 35 at KPHL resulted in air collisions. Hooray for Tower!3D Pro........ RickyJ
  13. It's good to see the main directory naming convention is back (the exclamation point is back). I can now takeoff from KPHL runway 26. The bluish tint and labeling of the taxiways is pleasing to the senses. The higher camera view lets you see the planes better, mostly noticeable at KJFK. This makes up a little, but not much for more camera zoom. Although a lot of the commands do not have drop-downs, I have been able to create a text file and do a copy/paste. The added pushback step keeps you more busy. The added "CALLSIGN, RUNWAY 9L CLEARED FOR TAKEOFF UPON REACHING ALTITUDE 004 THOUSAND CONTACT DEPARTURE" eliminates the penalty hit for forgetting to send the aircraft to departure. Although it did take a little getting used to just seeing the "T" after takeoff. Seeing the shadows of the passengers as they walk down jet bridge at night. The boats sailing on San Diego Bay and the seagulls flying around at St. Thomas, I am lucky I have not had a bird strike yet. I am sure I have missed a lot more details. So much more to explore and discover. Here's to the team for their long hours and dedication to get the release out before the holidays. And to Nyerges and BMT for keeping up with the pace. And I have not encountered a stuck or twirling plane yet. Maybe the Leprechaun will bring me a monitor for St. Patrick's day. RickyJ More cool stuff......... You can change runways at will, so you never have to land, just keep them circling, I haven't run out of fuel yet. At KSAN, you can now specify your exit,like B8 or B9 or B10, but make sure you have at least 10nm between arriving aircraft before you attempt a departure, especially if you specify B10 as an exit. If you give the taxi path when you give the "PUSHBACK" command, all you have to do is give the "CONTINUE TAXI" when the plane is ready. A real handy command "LINE UP AND WAIT BEHIND NEXT LANDING AIRCRAFT" Pilots now can tell the difference between morning, day and evening.
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