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MustangPauli

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MustangPauli last won the day on March 9

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About MustangPauli

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  1. MustangPauli

    Tower 3d Pro - Airbus A321

    Yeah, all A321 have that issue. Along with the 9K C402s and all business jets.
  2. MustangPauli

    BOS Penalty 22R & 27

    Good points, thanks!
  3. MustangPauli

    BOS Penalty 22R & 27

    I'm getting a conflicting runway error at BOS when I have traffic departing on 22R and landing on 27 even though the two runways do not intersect. Is this intentional or is it a bug? I know in the real world the controllers would need to allow enough room for the landing traffic on 27 to go around without interfering with the departures on 22R; is that the logic in the sim? This is a legit question, not a complaint, I'm not sure if I'm just being a bad controller! output_log.txt
  4. MustangPauli

    KSFO landing concerns

    Vic, thanks for all your hard work. I know you are a small team and Tower really is a great sim!
  5. MustangPauli

    BOS winds qustion

    Has anyone had winds out of the south at BOS? I really want to do a session using the 22s but every single time I load the airport I get northerly winds. I just tried loading BOS 12 times in a row and I got northeasterly winds eight times and northeasterly ones the remaining four times. I know the winds in the sim are based on yearly averages but, does that mean they are fixed on the most common patterns? Or does it mean that every time the sim is loaded you'll get say a 90% of a northerly wind at BOS and 10% for a southerly (or whatever the actual breakdown is, I'm just making those numbers up)? I know I can just ignore the winds and use the 22s anyway but very often the speed is too high to ignore and aircraft will refuse landings/takeoffs.
  6. MustangPauli

    SFO stuck at 72% when raining

    I've tried about a half dozen times to load KSFO with rainy weather and each time the game freezes at the loading screen at 72%. It happens if I select "stormy" weather manual as well as if I select "random" weather and the system randomly applies rain. output_log.txt
  7. MustangPauli

    KJFK Issues after SP release

    First off, this SP is a huge improvement over the old version. In the past, the sim was never able to correctly calculate a route from the 4s to terminal 8 and it would usually cause my system to slow to a crawl which made JFK largely unplayable. Those issues are gone, so thank you very much! I can, however, confirm the previously mentioned bugs regarding the JetBlue arrivals and the departures from Terminals 1 & 2. The pushback spinning is not as severe as it was in the past but a handful of planes pushing back from 1 & 2 still spin before taxing out. output_log.txt
  8. MustangPauli

    KSFO Taxiways commands

    After doing another session I noticed that although the sim initially shows a route of A M1, after giving the command "Runway 1R taxi via A" it does end up calculating the route as A A1, so, you were right about that one, my apologies. I have noticed that the sim is unable to calculate a route to runway 1R if I start an aircraft down A, have it cross over to B on either G or H and then rejoin A at the end of B. So, for example, the commands would be "Runway 1R taxi via A G B A", "Runway 1R taxi via A H B A", "Runway 1R taxi via A G B A L", "Runway 1R taxi via A H B A L." In all of those cases the sim hasn't been able to calculate a route. output_log.txt
  9. MustangPauli

    KSFO landing concerns

    I posted this already in another SFO thread but, it probably should have been in a new thread, my apologies. I would like to preface the following comments by saying I'm a huge fan of Tower!3D and I only bring up these points in an attempt to make the sim better. That being said, I think SFO really shows the limitations of the current sim logic, particularly surrounding how aircraft land and taxi off the runways. In the real world, the most common traffic flow at SFO is to have aircraft land on the 28s and depart from the 1s. In Tower!3D most of the traffic arriving on the 28s "land" (the point where the aircraft slows to taxi and the user gets credit for a safe landing) either just short of Taxiway L or in between Taxiway L and Runway 1R or 1L. In the former situation (which never happens in the real world because ATC has arriving traffic keep the speed up until they clear the 1s) the aircraft exits at L and then has to sit and wait for clearance to cross the 1s to the terminals which can cause a massive backup. In the second situation, the arriving traffic slows down to taxi speed and creeps along past the 1s and then exists at either Taxiway J or E, depending on which runway they landed on and where the landing point was. Again, this causes massive backups, particularly with the departures waiting at the 1s. If we flip around to the other direction and have traffic land on the 10s (which, I've actually never seen in the real world, although I admit am not an expert of SFO operations, yet the winds int he sim seem to favor that setup) we run into a similar situation where the majority of the traffic "lands" well short of Taxiways T and E yet taxi all the way down to L and exit there. If I give the command to "Vacate runway right on to taxiway E" the aircraft respond affirmatively yet exit Left onto E and then have to be routed via C and either D or K back to the terminals. I understand the landing logic is probably a big thing and probably can't be changed anytime soon but, the aircraft being unable to exit onto taxiway E when landing on the 10s is most likely just a bug associated with SFO and hopefully, that can be addressed soon. output_log.txt
  10. MustangPauli

    KSFO is out

    Probably a good idea, thanks.
  11. MustangPauli

    KSFO Taxiways commands

    You're correct about the L2 part, I discovered that afterward. However, by default when assigned 1R the aircraft go A M1, not A A1.
  12. MustangPauli

    KSFO Taxiways commands

    A1 is giving me a ton of trouble at SFO, regardless of the command. I also cannot get the command "Runway 1R taxi via A L L2" to work. When I speak the command the sim understands each successive taxiway just fine (they light up correctly) yet as soon as I release shift the command suddenly changes to "Runway 1R at A via L L2" in the command box and I get at "Negative" from the aircraft. output_log.txt
  13. MustangPauli

    KSFO is out

    I would like to preface the following comments by saying I'm a huge fan of Tower!3D and I only bring up these points in an attempt to make the sim better. That being said, I think SFO really shows the limitations of the current sim logic, particularly surrounding how aircraft land and taxi off the runways. In the real world, the most common traffic flow at SFO is to have aircraft land on the 28s and depart from the 1s. In Tower!3D most of the traffic arriving on the 28s "land" (the point where the aircraft slows to taxi and the user gets credit for a safe landing) either just short of Taxiway L or in between Taxiway L and Runway 1R or 1L. In the former situation (which never happens in the real world because ATC has arriving traffic keep the speed up until they clear the 1s) the aircraft exits at L and then has to sit and wait for clearance to cross the 1s to the terminals which can cause a massive backup. In the second situation, the arriving traffic slows down to taxi speed and creeps along past the 1s and then exists at either Taxiway J or E, depending on which runway they landed on and where the landing point was. Again, this causes massive backups, particularly with the departures waiting at the 1s. If we flip around to the other direction and have traffic land on the 10s (which, I've actually never seen in the real world, although I admit am not an expert of SFO operations, yet the winds int he sim seem to favor that setup) we run into a similar situation where the majority of the traffic "lands" well short of Taxiways T and E yet taxi all the way down to L and exit there. If I give the command to "Vacate runway right on to taxiway E" the aircraft respond affirmatively yet exit Left onto E and then have to be routed via C and either D or K back to the terminals. I understand the landing logic is probably a big thing and probably can't be changed anytime soon but, the aircraft being unable to exit onto taxiway E when landing on the 10s is most likely just a bug associated with SFO and hopefully, that can be addressed soon. output_log.txt
  14. MustangPauli

    Steam update 2/20

    I did short session at BOS (probably about 50 min, starting at 15:00) and I noticed one aircraft that kept the beacons on after parking. I'd say it's 95+% fixed but maybe a small number of exceptions still out there. And I agree with previous comments about the taxing, massive improvement over previous versions! Well done with that Feel There!
  15. MustangPauli

    Steam update 2/20

    Steam installed a game update today but I can't find any information on what was included. Anyone know the details?
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