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  1. 4 points
    https://www.faa.gov/airports/planning_capacity/profiles/ The FAA have released up-to-date revisions. If you enjoy controlling realistically, these documents provide information on how the US airports operate ๐Ÿ™‚ (i.e. runway setup for specific wind directions). Enjoy ๐Ÿ™‚
  2. 4 points
    Things in life you can count on: death, taxes, and @Braf123456. ๐Ÿคฃ Hey @FeelThere, he said please. That means you have to do it. ๐Ÿ˜‰
  3. 3 points
    Yep you are speaking for yourself on this one. I held out on purchasing tower 2011 for tower 3d pro simply because of 3d graphics. If you want just 2d only, play tower 2011 because there you have 2d and better commands and better use of features that they decided to take away. If feelthere is going to charge us for a whole new game, then I am hoping that it will be better than tower 3d pro and tower 2011. Because there would've been no point for this thread and there would be no point to purchase something later down the line.
  4. 2 points
    I don't know how this forum works as I'm fairly new but on other game forums I've been on, most members would never allow facts to interfere with speculation. ๐Ÿ˜€
  5. 2 points
    Dear Folks, Thank you for the excitement, it means a lot to us. From us the next is KEWR and KIAD, EGLL in the pipeline and one surprise airport ( ๐Ÿ˜‰ ). KORD is prepared for the next version as this current version likely could not handle it. As far as we know Gabor is working 2 interesting airports as well. Thank you Vic
  6. 2 points
    Here is a help to use the Retro RC. Thank you EliGrim! The "retro only" option is now available in the Schedule Builder. https://builder.eligrim.de Gabor
  7. 2 points
    +1 I appreciate that they are developing a new version, but unless they are done making DLCs for this one, then it would be better not to make it sound like Tower 3D is already dead. Not all will be ready to move on to the new version immediately, and DLCs for Tower 2011 continued to come out for months after Tower3D's release. Andrew
  8. 2 points
    With the help of the airlines.txt in the RETRO folder and the manifest file of the texture pack you should have all necessary information at hand. Since it is planned that the Retro Pack will be extended and I didn't consider this when preparing the retro options for the Schedule Builder, I decided to rewrite a large chunk of code. I expect the first of the two retro options to be available in the Schedule Builder in a few days. If you can be a bit patient, you can create some schedules there and see if you can get the necessary information from them. However, this first option will not focus on realism.
  9. 2 points
    I'm with you. And while at it, could we get the missing environment sounds for JFK?
  10. 2 points
    Hi Gavin, Recently picked up Tokyo, should have purchased earlier as it is far better than I thought it would be. Thank you again for such comprehensive schedules, plenty of work to do with those.... Just a note on the procedures, I have been watching FlightRadar24 (well, working from home allows these little luxuries) and note the north flow is interesting. All arrivals on 34L & 34R. Departures to the east are off 34R (no departures from 34L or 4) and departures to the west are off 5. A shame Tower3d pro doesn't have the SIDS in it as in real life they head out into the bay and loop back over the arrivals on the 34's. To compensate I give them a 120 heading after departure and once they're high enough turn to 220, then hand off to departure. Increases the workload but isn't that what its all about? ๐Ÿ˜
  11. 1 point
    Yes. I will post again with updated information when we hear anything.
  12. 1 point
    Hi, Thank you so much! That was the problem
  13. 1 point
    No problem guys I love your plane its awesome I'm glad to be of help. And thanks also Matty260191
  14. 1 point
    ASM: load ext airplanes: XML found: B73W ASM: load ext airplanes: prefab found: airplane_B73W ASM: load ext textures: Extensions/Airplanes/Texturepacks\airplanes_texpack16 ASM: load asset: Extensions/Airplanes/Texturepacks\airplanes_texpack16 ASM: load ext textures: Found B73W_hv ASM: load ext textures: Found B73W_kl ASM: load ext textures: Found B73W_ro Create extension airplane tex: B73W_hv Create extension airplane tex: B73W_kl Create extension airplane tex: B73W_ro Add APTYPE: B737|73W|BOEING 737-700 (WINGLETS)|NARROW BODY JET - decoded classname: NARROW_BODY_JET Airptype loaded: CAT II 73W - B73W, landinglen 4000, landingspd 135, takeofflen 4000, takeoffspd 150 HTH Daniel
  15. 1 point
    Hello, I just reset my computer and i can not find my download link, I am sorry to disturb but can i have a refund of the money because i have spent alot of money an dwould like a refund. Thanks again
  16. 1 point
    It's quite clear there's a lot of buzz around this and rightly so. Well finally at just about the eleventh hour I've receive a certain email, so at long last I can evaluate the SDK, the AI exprience and it's relevance towards STB. Nothing formal to announce at this time, but news in due course.
  17. 1 point
    Like EliGrim said. Make sure you are using the correct plane for the repaint texture. The retro repaints are only for some of the plane types. It's not a generalized retro package for all airlines and for every plane type. It lists the specific plane types in @Pedantic G's main RC list that you can download via here : I'm pretty sure it also lists the different texture files you get on FT's website when purchasing the livery package. Hope that helps!
  18. 1 point
    That's strange. it is almost always the other way round -- the inputs from the encoder pile up whilst the display keeps up easily. Anyway, the normal way of dealing with these things, and one which i've used in several case of encoder+display going back many years, is to update the display locally, directly from the encoder changes, whilst also feeding the latter to the sim, only reading values to display when the encoder changes have paused for a measurable time, like half a second or so. I don't know if that's possible using this "mobiflight", whatever that is (software or hardware?). Sounds like something is badly wrong there then. Sorry, what do you mean "not stable"? Changing on its own without relation to the encoder or sim value? What LVAR? I thought you just said you were using the offset! If you are reading an L:Var instead then I'm not surprised it is slow. Accessing local Gauge values is very slow by comparison. Neither are any good as they are, and you certainly don't need two in any case. But it isn't worth going into any details to help you further until you clarify two things: 1. What has an LVAR got to do with it. what is wrong with the offset? 2. Why is offset 0x66C0 being used? What does that have to do with anything? Pete
  19. 1 point
    The UI rectangle (switch/button) given the problem is RX400001c6, to which you have two macros assigned: 31=LDG LT Toggle=RX400001c6,3 32=LDG LT TOGGLE UP=RX400001c6,1 These macros are assigned to your Alpha Flight Controls buttons 22 and 23: 30=R1,22,CM1:32,0 -{Macro A320 Test: LDG LT TOGGLE UP}- 31=R1,23,CM1:31,0 -{Macro A320 Test: LDG LT Toggle}- These are also assigned to 'repeat' (R) - surly you don't want a toggle button to be repeated, no? Anyway, I suspect that one of those buttons may be continually firing, but I need to see a log file with button logging activated (as previously requested) to confirm that. You could try removing those two assignments as well, to confirm that they are the cause of your problem. Remove one at a time, starting with the last one first. John
  20. 1 point
    No problem. If you are starting afresh, you should investigate lvars. Check the documentation on this (which will be in your Documents folder, under an FSUIPC6 folder). You can get the user (and advanced user) guides there as well (to put on your phone!). A good place to start with lvars (and lua) would be the LINDA module for the FSLabs A320. You don't have to use LINDA, but its worth checking out what they use (offsets & lvars) to control the aircraft. It will be quite advanced, but should should be able to get some good tips if you take a look. Try https://www.avsim.com/forums/topic/502679-fslabs-airbus-a3xx-x-15-3-jul-20/ for info + the download (also looks like it's been recently updated). I've a similar problem on my flight PC at the moment - it randomly reboots during a flight on occasion. Only when using one sim, but quite regularly, and with no crash or event reported anywhere that I can find...very frustrating!
  21. 1 point
    No, your ini contains the assignments to the macro file. The macro file itself is the name you gave It - it's in your installation folder, called A320 Test.MCRO.
  22. 1 point
    You can delete (or rename) the macro file. But you already have lots of assignments to it, so you would need to remove them as well. I would leave this for now, until you have done the further tests I have advised, and provided me with the macro file so I can see what is in there, and a log showing your issue (with button logging activated). This would really help in tracking down the issue. If that rectangle is already assigned to a button, and that button is sticky/faulty (i.e. continually sending a press and/or release), then this would explain your issue.
  23. 1 point
    Ok. I would like to see your macro file though, to see if anything is already assigned to that id. If its already there, and you also have assigned a button/switch to this macro, then this may be activating it. Logging 'buttons and switches' would also help if this is the issue.
  24. 1 point
    Hey Vic, Understood. I think I heard some other vendors say that the SDK isn't available yet. Microsoft's that way; MS Teams is their all-inclusive collaboration platform in the cloud, but the telephony SDKs lagged releases of the product features by months. ๐Ÿ˜• Thank you for replying and your continued support to us all. Jeff Bryner
  25. 1 point
    Dear Folks, The time has come and we are opening a wishlist topic for our next Tower! XX version. Please note: -we will not reply to all requests -we will not acknowledge or confirm any wishes -some of the ideas will make the next version some of them are not -for some suggestion, we will ask for details but not for all of them -ti keep it clean please only suggestions for the next version. Please don't get offended if we don't reply or comment, we will need to check it on our end and see if we can reasonably add into the next version. We don't know when will the next version be available. Thank you Vic
  26. 1 point
    @Pedantic G Yep! Definitely happy about the gates!
  27. 1 point
    Can u show us the list of the must please
  28. 1 point
    You know what the next question will be Vic! ๐Ÿ˜‚
  29. 1 point
    Okay, I found the undock function. It is in the Lua ext library, so it is x = ext.undock("name") Somehow it missed being added to the Lua library documentation! Very strange. Sorry about that. It needs testing on P3D though -- I think that code dates to 2011. Maybe it wasn't added because it doesn't really fit. the "ext" library is all about external processes, not child windows of the simulator. Maybe it should be in the ipc library after all, as I seem to have originally proposed. I'll discuss it with John before firming it via documentation. The name is the title of the docked window. You'd need to undock it manually to see the title in its title bar if you don't know it already.If the window is found, x is non-zero, if x is zero it means the Window couldn't be found. Pete
  30. 1 point
    Really appreciated. Thanks FeelThere!
  31. 1 point
    All, As I know there is a lot of interest in this SP and to answer the specific question raised on what has been released I can confirm the following for those that are interested (Some were forum raised and others the beta testers spotted when testing the SP fixes) FIXED - Line Up for take offs on Runway 22L is now aligned to centre of runway (spotted in testing SP) - Taxiway Foxtrot/Delta Loop 22R/22L Issue fixed (Forum Bug posting - Multiple forum postings) - Terminal 1_A2 Missing Jet Bridges now added! (Forum Bug posting by @ashman99and I know he will be happy about this ๐Ÿ˜) - Hold Point Missing 22R TO 22L on a couple of taxiways (spotted in testing SP) - Pushback irregularity in Cargo North terminal fixed (spotted in testing SP) - Jetbridge Connection issue in Terminal E gate fixed (spotted in testing SP) NOT FIXED - Taxiway Lima/Golf "Squeeze" North of LG Intersection (Forum Bug) We spent a lot of time trying to fix this issue but the space available to allow A/C to pass correctly on Lima and Golf is not available without the A/C being way off the actual lines on the ground scenic and looked really unrealistic. We tried but it looked appaling. The workaround is that Controllers should tell northbound taxiway traffic to hold south of taxiway crossway L/G to allow passage safely without collision/close proximity warnings/penalties coming into force. Think I got them all - Enjoy Gary
  32. 1 point
    Dear Folks, Retro RC is available! Enjoy the game! Gabor nyergesdesign
  33. 1 point
    It shouldn't do anything related to a separate Lua it just happens to run. It was only me trying to envisage what might be going wrong. It might be a good idea to see if starting it with ipc.macro is any different. I'll try here later with both methods. If i can reproduce the problem I can get it fixed. Pete
  34. 1 point
    Based on this description I think youโ€™d be better off playing the current version and waiting patiently for the next version where Iโ€™m sure the heavy phrase will be included.
  35. 1 point
    i think it is going to be EGLL from what I have heard anyway.
  36. 1 point
  37. 1 point
    It's a strategy I just made up, completely independent from the weather settings in Tower!3D. In that particular case, my imaginary scenario was a severe storm hitting Florida and the Bahamas for the next almost 90 minutes after starting the game, so every flight to KMIA, KFLL, KPBI, KRSW, KTPA, KMCO, KJAX, and MYNN was delayed. I was using 13R for departures. I taxied all those flights from the gates to 22R@F, lined them up there, then gave a new instruction to taxi to 13R via J (which caused them to taxi on the runway) and let them hold short of either J, H, G in groups so that the crossing taxiways remained free. Each was stopped by a HOLD POSITION command. After the timeout was over (the new release time minus 15 minutes for the taxi and re-organisation), I gave each one of them the taxi instructions via J, A, Q to PF, weaved them back into the sequence and released them. Everyone can do it this way with pretty much every airport (even KLGA...). It's completely arbitrary. You only need to stick to your own concept.
  38. 1 point
    The FSUIPC add-on DLLs like those for PFC are entirely dependent on the facilities FSUIPC provides, not interfacing directly to the sim in any case. So provided we manage to get everything needed from MS/ASOBO, and implemented in the new FSUIPC, then those should be fine. But as usual, no firm promises, just good intentions. ๐Ÿ™‚ Pete
  39. 1 point
    Only if you choose to ignore the ready-for-push or ready-for-taxi. As soon as it's taxiing, you're absolutely fine. At JFK, I honestly had taxiing times of more than an hour before departure, and I was fine. I even upped the ante by deliberately declaring a certain region not available for some time due to severe weather - in reality those planes would mostly not even leave the gate (as Kennedy Steve put it: "I'm not going to make your problem my problem, unfortunately"), but I let them taxi from the gate to an unused taxiway or runway and just park them there until my declared release time came.
  40. 1 point
    No. The speech.log file is an output file only.
  41. 1 point
  42. 1 point
    For non-steam clients it resets everything as the points are stored in the registry. Steam clients have their points and achievements stored in the steam account, so aren't affected. Tower3D Remove External Window Settings.reg This file resets only the external window positions. I managed to recreate the problem on my computer, and it is a bug with the game. Every time an external window is opened a new TCP server is created for that window, and is very CPU hungry. Closing the external window does not stop the server, so every window that is opened and then closed will start a new server that stays running until the game returns to the main menu. As more servers run, it makes it harder for the information to get to the new external windows and back to the game, this information includes the window size and position. Due to another bug in the game, when these external windows are closed, the server that was created for them become even more CPU hungry and tries to send even more data to the, now closed, window. I managed to get this to happen after opening and closing about 6 windows on a Intel Core i5-9600K (Q4 2018), so a 10 year old AMD Phenom II X6 1055T (Q2 2010) will have difficulty after just a couple of external windows opening and closing, and may have trouble running more than 1 external window. What does this all mean? For the best chance of success, only open the window once. As a work-around, seeing as you are having trouble resizing the windows to get them setup, try setting up one window, exiting to the main menu, then setting up the next window (by itself), exiting to the main menu, then setting up the last window and exiting to the main menu. Then, if your computer can handle all 3 windows, you should now be able to open all of them and play. If your computer can't handle all 3 windows being open at once, then the window positions/sizes will probably get corrupted again, and you are back to the start. Not the best of news, but I hope this helps you understand what is happening. Cheers, Daniel p.s. Opening more than one external window of the same type at the same time almost guarantees that a problem will occur.
  43. 1 point
    I am always up for crazy speculations! ๐Ÿ˜‡ For me there are only 4 reasons that could cause a developer to refuse to fix bugs. 1) You no longer have access to the project files. 2) The code is a mess and not or poorly documented. 3) You are afraid (not completely unjustified) to load the project files into a newer version of the engine. 4) There are legal obstacles, because you do not own parts of the code or licenses for assets or the like have expired. The third option will probably not be the one, since all Unity versions back to v3.4.0 are officially available. Why FeelThere refuses to fix bugs, even the ones that were known before support was discontinued, we will probably never know. But that's not the topic and so a word about the bugged gates: These can be found at many airports and in my opinion have something to do with the schedule used. But the main reason is not the schedules, but how the game processes information when a schedule is loaded. Therefore the bug may occur more often with some schedules and less often with others. Unfortunately we have to cope with the fact that there are and will be "dead" planes in the game.
  44. 1 point
    I figured this out myself. On the 145LR and 145XR changed Exit 0 from: [exits] number_of_exits=2 exit.0 = 0.4, -27.49, -3.68, 4.49, 0 exit.1 = 0.4, -27.11, 3.6, 2.1, 1 To: [exits] number_of_exits=2 exit.0 = 0.4, 29.49, -3.68, 4.49, 0 exit.1 = 0.4, -27.11, 3.6, 2.1, 1 Originally I just took away the negative and the jetway was off center from the doorway so I added two to the original and it looks and works great now
  45. 1 point
    One other thing I forgot to mention about the trim. The reason I stated those numbers for the trim check is because our procedures require us to reset the trim to 4.0 up after landing. This may be different based on airline procedures. However, during cold weather ops, if the temperature is going to be 10 degrees Celsius or less over night, then we set the trim full nose down. This means the values for the trim check will be different if you're checking the trim from a full nose down position.
  46. 1 point
    I use the โ€œVacate runway right onto taxiway WK, WL or WMโ€ (take your choice) command and have no problem with cargo aircraft landing RWY 18R exiting to the right; however, you must give the command before you get the message that the aircraft has landed. Also, I tell aircraft landing on RWY 17C to โ€œVacate runway left onto taxiway P2โ€ (this is also what the DFW arrival ATIS instruct the 17C arrivals to do). After they exit I tell them to โ€˜Taxi to ramp via P, ES, JS, A, K (I use K as my primary east side taxiway). It seems to work most of the time and takes the arrivals around RWY 17R (no need to worry about interrupting the flow of departures to get arrivals across 17R). Unfortunately this only works for the east side terminal complex (at least for me anyway). If the 17C arrival is going to west side terminal complex, I instruct it to exit at taxiway M6 and then to โ€œTaxi to ramp via M, B, G" (my primary west side taxiway); unfortunately these arrivals do have to cross 17R. I hope this helps.
  47. 1 point
    Update v0.66 KLAS added Feedback and bug reports are much appreciated. Schedule Builder Website
  48. 1 point
    Thats Bad.... I purchased this game 1 week ago and after i got 20 hrs of gameplay i build a list and now itยดs closed ๐Ÿ˜ž Whatever.... All my points are still talked about. @ Devs I realy hope you not make the same misstake like other puplishers and have priority to grafics and optics. I think you see in the list most people request for FEATURES. Mostly additional Commands like "Cross runway" "give way" "folow aircraft in front of you" experdite" and so on.This game is a ATC Simulator..... not a "Airport and Plane 3D Presentation tool" . Keep Focus on the basics.... And thats a Game that allow us all Comands and technics as a real ATC can also use. I can speak only for myself.... But i would play TowerXX also if it got early 2000ยดs grafics without a 3D View. 99% of time the user just look on the Radar Screen. So PLEASE.... Implement as much new features as possible and not waste time to design Liveries.
  49. 1 point
    Thank you everyone. Now the list is closed. Today we prioritized the wishlist and (without going into detail) many of the wishes went into our high priority list. Once again thank you for taking time and contributing to this list. Vic
  50. 1 point
    Update v0.65 Added information about the individual sliders (settings). -Click on the question mark- Added new GA option regarding callsigns. You now decide on the structure of the GA callsigns; how they are spoken. Basic framework prepared for the inclusion of retro airlines in the Schedule Builder. (The corresponding slider is already displayed, but has no function. Over the next few weeks, the code for the individual airports will be modified. As soon as all currently available airports are prepared, the retro option will be available.) Some code changes and bug fixes. (Among other things, the GA flights are now included in the evaluation of traffic volume on the valuation page.) NOTE: If you want to try the new GA Callsign option "type" with the Schedule Builder and have not yet used the text input function on the flight strips, you might want to try it now as well. Feedback and bug reports are much appreciated and possibly necessary. Schedule Builder Website
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