Jump to content
The simFlight Network Forums

Leaderboard

Popular Content

Showing content with the highest reputation since 06/29/2021 in all areas

  1. Sorry for my delay. We have make this issue. In fact the LTFM RC not included the A388_mh livery. We have repacking it and we have sent the new installet to FT. We will write note it the updated installer is available. I'm sorry this problem. Gabor Update: The new installer is available. Name is RC_Tower3D_LTFM_SP1.exe Thank you for your patience.
    3 points
  2. I have been int the fltdk for many pushbacks. Some crews start to push as soon as the clearance is given. "Gnd push back approved- brakes off, start push". Other times the crews have asked for pushback clearance when their not fully ready to apease the "On Time Performance" gods. Are we going or not?? So differences in the commencement of the physical pushback vs the time the pushback was requested can be quite different at times. In fact It makes it more realistic expecially if you have to handle a slow pushback. Kev
    2 points
  3. Hi All, Had to close down the tower in turkey due to safety reasons.... Never seen that before or since, oh and the settings were on clear. ๐Ÿ™‚
    2 points
  4. Dear Folks, Our first entry to the MSFS market, KRDU airport has been released and is available here: https://feelthere.com/shop/msfs2020/krdu-airport-microsoft-flight-simulator/ Thank you Vic
    2 points
  5. John, This has been tested in FSX using the "C" model P-40, A2A Wings of Power III. Constructing a L:Var macro with the variable name - L:HydraulicPumpControl will control the control stick button. Assigning the macro on button press with a parameter of 1 will be a button push, 0 will be a button release. Ex. #=L:HydraulicPumpControl=Set You could get a slightly different action by assigning the macro with the action - TOGGLE (press once for ON, press again for OFF) ~pg 43 FSUIPC4 for Advanced Users.pdf Roman
    2 points
  6. I understand that this is annoying, however, this has nothing to do with the RC Master List and @Pedantic G won't be able to do much about it. To figure out what the problem is, you will have to open a new thread.
    2 points
  7. Line up and wait without specifying a runway definitely does not follow FAA standards. Canโ€™t speak to other agencies.
    2 points
  8. Yep, not sure what happened... One thing you should do though is change the following settings in your FSUIPC7.ini file in the [General] section: TrafficStallTime=1 InitialStallTime=30 NormalStallTime=1 to TrafficStallTime=-2 InitialStallTime=120 NormalStallTime=-2 This will prevent FSUIPC re-connecting when data stalls, which can cause FSUIPC7 to run out of simconnect connections in some circumstances. Changing the traffic and normal stall times to a negative number will tell FSUIPC7 to just log a message when data stalls rather than re-connect. John
    1 point
  9. Thank you very much, I am glad to hear that. Although I did not respond with the sad emoji, I still have sad news for you. As mentioned several times, no new airports will be added to the Schedule Builder for various reasons. You will surely remember that I held out the prospect of adding EGLL, one of the most anticipated airports as it seemed to me, to the Schedule Builder if 11 community members could be found to PM me expressing their desire for EGLL to be implemented. Not even half of the goal was achieved. This means that either, in addition to my personal reasons, the interest in implementing new airports is not even remotely big enough, or, the community at large understands how time consuming implementing new airports is and did not want to deprive me of many, many hours of my spare time. In any case, the decision is made: There will be no new airports for the Schedule Builder and I intend to stop all work, except mandatory work, on the tools/websites on August the 1st of this year. However, all tools/websites will remain available online for quite some time.
    1 point
  10. Very good point @Pedantic G.
    1 point
  11. Hi all, Following the release of the last airport in this game format and its associated airport RC Package, Vs_26 of the Master file now uploaded. With no more airports being produced now whilst we await the new version announced by FT of Tower! Simulator 3 this may well be the last version of this listing in this format. There are 184 additional listings for WSSS, the majority of which fly or have flown into Singapore Changi but as before an opportunity has been taken to update some cargo variant models and requests from community members where thought appropriate. Special comments on airlines who have ceased operating or have announced the cessation of flying specific airframe types have been updated if I have spotted them in airline press.
    1 point
  12. It works great. Some 1100 planes in the schedule. Planes to handle the whole time, without it being crazy busy with planes piling up ๐Ÿ™‚
    1 point
  13. Dear Folks, Finally we can officially announce Tower! Simulator 3, the next version of the Tower! franchise. We just released 5 in game screenshots of the upcoming simulator today. We also plan to release more information, features and screenshots regularly so it's a good idea to follow us by signing up to our newsletter, following us on social media or visit https://feelthere.com/news/ often. We can confirm the first included airport which is not surprisingly St Thomas (TIST) airport. We will announce more airports in the future as well as the new features. Currently we are not ready to provide any estimated release dates. For screenshots and more information please visit https://feelthere.com/news/ Thank you Vic
    1 point
  14. 1 point
  15. Setting A32NX_ECAM_ALL_Push_IsDown to 1 , to 0 when released A32NX_BTN_TOCONFIG to 1 A32NX_BTN_CLR to 1 worked perfect!! Thanks
    1 point
  16. I can fix anything and everything don't you know! ๐Ÿคฃ
    1 point
  17. It would not be the first time that an airport is released before RT is updated. What I don't understand is how @Pedantic G can help you with this. He neither creates nor publishes Real Traffic. What is stopping you from creating your own thread. I know you can do it! ๐Ÿ˜‰
    1 point
  18. You were right. The problem was another program who was running under 32Bit thjat as conflict with my dll. Now everything run fine. Thanks.
    1 point
  19. Salad has already replied while I was busy taking screenshots. Nevertheless, here is my approach: As Salad has already written, flights at handover are already on their very long final. ENTER FINAL is to be equated here with CHANGE TO. CONTINUE APPROACH is not a thing in T!3D. That's right! This is either a game design decision or there were some difficulties in communicating via UDP Peer-to-Peer with a pause option and it was therefore dropped. Correct, this option was often requested but unfortunately never delivered. We can only hope for it in the new Tower version. 5 nautical miles (6076 feet or 1852 meters) - I can't say how accurate the game is though. There is a free text field on the strips. Since I don't want my head to explode, I'll leave it to you to figure it out. Example KSEA, runway 16L: If the handoff is issued inside a 5NM radius, the turn starts at the 5NM ring. Or directly after the handoff if it's issued outside the 5NM ring.
    1 point
  20. Dear Folks, Our first entry to the MSFS market, KRDU airport has been released and is available here: https://feelthere.com/shop/msfs2020/krdu-airport-microsoft-flight-simulator/ Thank you Vic
    1 point
  21. Thank you! Yes, the plan is to release all of our airports for all 4 simulators. The first few is a test run and to be honest the sales data will decide if we keep release them for all sims on the long run. Vic
    1 point
  22. I've got this sorted now. THe rule should have port 21112 as a UDP service rather than TCP. Kev
    1 point
  23. Because when you installed FSUIPC7 you selected the option to auto-start with MSFS. When this is selected, it creates or updates the MSFS EXE.xml file so that MSFS auto-starts FSUIPC7 at the appropriate time. If you don't want this to happen., re-install FSUIPC7 and deselect the auto-start component. After doing this, if you want to still have the ability to start FSUIPC7 with MSFS from the desktop MSFS link that is created, you can edit the MSFS.bat file, located in your FSUIPC7 installation folder, and located the following lines (although your path to the FSUIPC7.exe may be different): Then remove the two double colons which comment out the timeout and start lines, thus: If you do this, you can then use the MSFS frdktop link to start MSFS and FSUIPC7, or the standard MSFS desktop link or start menu option to start MSFS without FSUIPC7. John
    1 point
  24. John, Unlike the FSUIPC built in macro maker for C+ type gauges, macros for L:Vars have to be handmade. (~pg 43 FSUIPC4 for Advanced Users.pdf, "Macros to change Lvars") : The macro facility to operate Lvars can only be used by editing macro files and building them manually. The format is: N=L:name=ACTION Note, not a big worry as the .mcro files are no more than text files with a .mcro extension. Use Notepad or some other plain text editor to view/edit them. BTW, I attached a bunch of zipped up .mcro files as examples you can look at. They will serve no other purpose for you. The difficult part is finding the correct L:Var variable name, once you have that, the .mcro making part is easy. As Pete mentioned here - "To find LVars you can use the supplied Lua plug-in to log Lvars. Run that plug-in my assigning it to a keypress, then operate the button and see if an LVar value changes." There are other ways such as using a hex editor to inspect the interior model (.mdl) file and such but that is way beyond the scope here. That's about it, hard = finding the L:Var name, easy = making the .mcro file itself. Strange that the macro doesn't work on the keyboard, it should.. As for the modules folder location, yes, sorry about that, just used to it being "old style", contained within the simulator folder structure. Glad you got it working! Roman macro examples.zip
    1 point
  25. John, We are controlling only 1 L:Var here, therefore using Lua would be overkill.. Yes, Lua could be used, specially if controlling more than 1 L:Var and/or incorporating some kind of logic behind it. In this case there is no logic, it is either pressed or not pressed. In this example we are just using a .mcro file to inject a custom control to be used by FSUIPC. 1) Flight Sim closed. 2) Unzip the attached "P40_Hyd.zip" and place the "P40_Hyd.mcro" file into the <flight sim>\modules folder 3) Start FS and assign your joystick button as shown in the image below. Note - to use a keyboard key would be very similar, just use the "Key Presses" tab instead. 4) Done Good luck, Roman P40_Hyd.zip
    1 point
  26. @FeelThere Ariel Heโ€™s trying to setup his system so he can play multiplayer sessions. @KymriskaDraken You probably want to join the ATC_Center discord server. Multiplayer support is lacking on this forum and you should find some better help there. https://discord.gg/qpeTDzu6
    1 point
  27. Thanks Gabor. Someone will be happy! ๐Ÿ˜€
    1 point
  28. so is there going to be an update for rc ltfm or is this not going to happen
    1 point
  29. Here is my first custom schedule I've created for Tower 3D Pro! All traffic is based of Flightradar24 playback feature. This took longer than anticipated, as all departures are shown up as 00:00UTC, so I had to look at each plane that departed, search the flight number in FR24 Data search, scroll down to the 6th August to find it's booked departure time. So all departure times in this schedule are as booked, not what time they actually pushed back on the day. Arrivals, however, are exactly how they arrived on that day, in that order. DOWNLOAD FILE VERSION V1.1 WITH MINOR FIXES https://www.dropbox.com/s/h5r85xc416svkg9/EGLL-Monday-2018-V1.1.zip?dl=0 INSTALLATION First you need to backup your airlines.txt file in ..\..\Tower 3D Pro\Extensions\Airfields\EGLL to somewhere else, or rename it to airlines-BACK.txt Then replace it with the airlines.txt folder in the ZIP file. This changes the airline CO (Continental) to CO (Cobalt Air) which is used once. Then backup your schedule.txt file in ..\..\Tower 3D Pro\Extensions\Airfields\EGLL to somewhere else, or rename it to schedule-BACK.txt There is various folders (0700 - 0900, 0900 - 1100 etc) each containing a schedule.txt file. This is 2 hourly schedules so pick one 2 hour session you wish to run and drop it where the original file goes. A full day schedule in one text file doesn't work, probably as the gates are overloaded! In reality a fair amount of aircraft are towed away from gates and parked up. REALISTIC OPERATION If you want to have the exact runway operations that were in use that day, then you should use 27R for the first hour of landings. Between 0600 and 0700 you should open up BOTH 27R AND 27L for landings. This is the hour when just about everything comes from the USA and Asia. There is arrivals just about every minute and both runways are used for landings. There are some departures, you can try and shoot these in gaps, or just hold them at the holding points, don't leave them at the gates or you'll get penalties! From 0700 to 1500 you should use 27R for landings, and 27L for takeoffs. From 1500 to 2300 you should use 27L for landings, and 27R for takeoffs. The above is for real operations, but of course you can run it in any format you like! NOTES - For arrivals on 27L, keep an eye on aircraft using Terminal 4 on the South side, you will need to give the 'Take Next Available Exit On Left' instruction, otherwise they will exit right, and then you have to taxi them round on A, crossing 27L to come back onto S. KLM, Air France, Air Malaysia, Korean Air, Gulf Air, Aeroflot, Saudia and Air Malta are ones that come to mind that use this terminal. - When using 27L for landings, FlyBe Dash 8's can take a long time rolling out to the turnoff. You'll find the aircraft behind is rapidly catching up and the runway isn't clear, meaning you'll have to give a go around instruction. If you can remember to look early when a FlyBe is calling in on approach, you can get the plane behind to land on 27R instead. I did this once and it works, as the Dash 8 is then (just!) clear for the number 2 arrival to land on 27L. - Try to push back aircraft sooner than later. Sometimes T5 can become a mess and littered with BA arrivals and departures, but you can always use 'Hold Position' on taxiing arrivals so you have room to pushback some planes. Forgetting to do this results in waiting penalties. Once you've pushed one back or holding one at holding points you can delay them then if needed, you won't get peanalised. - If you need to asses something, use the pause button! I had to try to figure something out on the taxiway route, and because I was distracted for no more than 10 seconds, I missed a landing clearance! Demo video here: I hope you enjoy it! I have tried each 2 hour slot and I have yet to get no penalties! Every time I seem to get at least one delay penalty. If highly requested, I might try to carry on the weeks schedule, but it would only be if there's enough interest as it is tome consuming, and soon I'll need to buy another months Business subscription to FR24 for me to carry on Tuesday - Sunday schedule. Any feedback is most appreciated! James.
    1 point
  30. @MJKERR I'm pretty sure the typo will be fixed with the next update. Until then you can fix it yourself. Click on MASTER CODE LIST Search for the call sign ETIHAD (or IATA codes #y and ey or ICAO codes ETC and ETD) Correct the details under Airline Name Save the document Click on FULL RC List Now you can search for Etihad as airline name, provided you did not make a typing error when correcting! ๐Ÿ˜‰
    1 point
  31. I don't think that should be a factor. Creating the livery and then not using it would be a waste. Besides of that, it is certainly interesting for custom schedules.
    1 point
  32. Thanks for your reply- I should have figured that out myself
    1 point
  33. I would like to practice flying in formation with a previously recorded AI aircraft. How do I do this?
    1 point
  34. Itโ€™s almost as if you knew what you were doing. ๐Ÿ˜€ Itโ€™s back on you @ATC AlaskaGuy, WHY canโ€™t you get it to work?
    1 point
  35. It is strange that this issue started after a P3D update, but I really can't see how that can affect something like event.button, which is completely independent of P3D (i.e. P3D is not involved at all). Anyway, try activating the suggested logging, as this may show you something when this happens again - i.e. if the button presses are received, and if anything is picked up by your lua scripts. Cheers, Joihn
    1 point
  36. File is updated. TAXI TO RUNWAY should now have the same functionality as RUNWAY, including the use of a runway as taxiway in second position in the taxi instructions, with the exception that I have excluded a double naming of TAXI, so it can only be called VIA and not TAXI VIA when TAXI TO RUNWAY is used. This means that the following can be used: CALLSIGN, TAXI TO RUNWAY R1 CALLSIGN, TAXI TO RUNWAY R1, AT T1 CALLSIGN, TAXI TO RUNWAY R1, VIA T1, T2, T3, T4, T5, T6 CALLSIGN, TAXI TO RUNWAY R1, VIA T1, R2, T3, T4, T5, T6 CALLSIGN, TAXI TO RUNWAY R1, AT T1, VIA T2, T3, T4, T5, T6 CALLSIGN, TAXI TO RUNWAY R1, AT T1, VIA T2, R2, T4, T5, T6 For lack of space, however, I will not write the individual options in the reference card.
    1 point
  37. Now that you've updated the card again, I thought I'd let you know that "callsign TAXI TO RUNWAY runway" will work with all ATs and VIAs that "callsign RUNWAY runway#" does as they both call the same function with everything after the word RUNWAY as their parameters. Of course an entry for each variation needs to be added to the REC file for them to work. note: This is only for "AT", "VIA" and "TAXI VIA", other commands starting with "callsign RUNWAY runway#" call different functions.
    1 point
  38. I am pretty sure that it also does not meet the standards of other agencies. However, I would like to emphasize that this is not the goal of the modified REC file. The goal is to make all voice commands that the game understands available to the players. Whether they are realistic or not is secondary. As far as I know, you would not attach wind information to a landing permission. The landing permission would be called as the essential part of the instruction at the end, after any wind and other information. However, the game only allows it the other way around. Nevertheless, this command is in the REC mod. One would probably also not combine wind information with a line up or append detailed taxi instructions to a pushback command, which may not be realistic, but helpful if you want to challenge yourself with an unrealistically high number of flights. As I said, the sole purpose here is to make the new and modified / extended commands available to the players. A player who values realism will most likely only use commands that are as close to real life as possible. However, in my opinion, this does not mean that not all players should be able to have access to all commands that the game understands, regardless of whether a player decides to use them or not. Every player has to decide that for him or herself.
    1 point
  39. You need to add the commands to your tower3d.rec file or use EliGrim's modified tower3d.rec file for the voice commands to work. Just to be sure: I installed a clean version of the game Added EGLL Tested the commands Sure enough, the new commands did not work. So then: I downloaded EliGrim's modified tower3d.rec file Replaced the original tower3d.rec file with the modified tower3d.rec file Tested the commands And, just like that the new commands did work.
    1 point
  40. tower3d.rec Mod and Voice Commands - Reference Card have been updated tower3d.rec Mod 3 new "old" commands were found by a wildcarded (<- that a word?) community member for you to use. TAXI TO RUNWAY X (instead of just RUNWAY X or CONTINUE TAXI after the pushback) TAXI INTO POSITION AND HOLD (uses runway and path [if issued] from pushback command) LINE UP AND WAIT (w/o prefixing a runway, uses runway and path [if issued] from pushback command) Voice Commands - Reference Card v2.03 updated to reflect the changes in the REC file
    1 point
  41. Hi Fabio, great update, do you think we will ever be able to follow our aircraft in spotter view without the drone camera going upside down or spinning round? Thanks
    1 point
  42. Great and thank you for focusing on the sound and plane actions sync issue during replay this time. Cant wait for this to be fixed or improved significantly ASAP. And please not let us wait too long till the next update to fix this pls...especially given that Asobo's ingame replay function is scheduled to be released this year (within next 5-6months). I hope the primary replay function such as accuracy of sound/ aircraft animations during replay in FCR will be enhanced greatly before Asobo released their.
    1 point
  43. No response so far, but fortunately I have found a solution. Another requirement for this product appears to be Microsoft Visual C++ 2015 Redistributable (x64). Had to install that for another product and it's working again. Geoff
    1 point
  44. The Real Color packs are loaded in alphabetical order. So, as Braf stated without saying why, you may need to rename some of the your files in your Texturepacks folder to actually get them to load in sequential (release) order. Below is a link to a thread where we discovered, discussed, and came up with a solution to the issue you describe.
    1 point
  45. Hi guys, The script I wrote for FSUIPC v3.x/4.x was done so some prerequisites could be used to turn on/off the auto save. Because the auto save in these versions of is basically a fixed function in FSUIPC I had to write a full save routine - requisites, save files, file name format, increment files etc.. The stock FSUIPC (v3/4) autosave works brilliantly already, it is just the problem that it is either on or off, switched within the UI of FSUIPC. FSUIPC v5+ now has a control (C1151) to toggle on or off the built in excellent, extensive autosave. All that is needed is a little lua to tell when to turn it off for performance explicit operations. ex.. If gear handle is down then disable auto save, else keep autosave on. My full lua would be overkill in this situation, even if it did work. Roman
    1 point
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use. Guidelines Privacy Policy We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.