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Avwriter

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Everything posted by Avwriter

  1. What you are seeing is not a regular pax terminal, though it looks like one from above. Have a look at a current terminal map of KLAX, and you will see that it is not listed. I do not know the details (perhaps someone in the know will chime in), but I am guessing that it is an old abandoned terminal, which is now being used for surplus parking, or something similar. Andrew
  2. What aircraft type was it that was missing a livery? The RT KSFO schedule lists the 744 and the 77L (777=200LR) for BA. I wonder if perhaps the texture pack mistakenly included a livery for a basic 777-200 while the schedule calls for the LR version? I have not yet bought the RC pack for KSFO, so I cannot check. You could try changing the BA "77L" designators in the schedule to "772" and see if it solves the problem. Just a thought. Andrew
  3. Okay, I have an update. I spent some more time experimenting with the F1 problem. You will laugh, but I am completely serious. I discovered by accident that that if I say "FOxturd one" rapidly, and emphasizing the "o," and de-emphasizing the "u", the sim will understand it as F1 every time. In the end, it comes out with a rhythm something like the word "mastered." I am curious if anyone else has luck with this. Andrew
  4. I just gave it a shot, both as "foxtrot1" and as your proposed "af1", speaking rapidly. Neither really showed any significant improvement. Over the course of about 50 tries, it understood "F1" only twice, when I pronounced it as fOxtrtone, speaking very quickly, and with a very heavy emphasis on the first sylable. Further attempts to do the same thing speaking the same way had not results. Most of the time it understood my request as F2. Andrew
  5. Two monitors work great for me most of the time. Every once in a while, the window disappears instead of going to the 2nd monitor, but, in my observation, this seems to happen when I issue the command too quickly after the game starts up. Let the session run a few seconds before sending a window to the other screen, and then wait a few more seconds before sending another one over. Andrew
  6. Personally, I would rather see EDFF, which was also done for Tower2011, as well as EGLL, which was also done. Granted both of those were 3rd party airports. Andrew
  7. Nice to hear. I have not pulled the trigger on it yet, but am getting closer. Andrew
  8. What is the "it" you refer to? the installer, or your antivirus program. If it is your anitvirus/firewall etc, then either add an exception, or turn it off. Andrew
  9. Time to heat up some Rice A Roni! Andrew
  10. That actually sounds like a pretty good recipe, Kev. I will have to give it a try. Andrew
  11. I guess that's why it needs to be updated ;-) Andrew
  12. Hi Richard. I'll take a stab at it, just for fun, but keep in mind that it is a pretty tricky question because of the varying factors that make an airport more or less difficult. I'm assuming that you are talking about Tower3D(Pro), and not Tower2011. All things beings equal (which they are not), the most obvious answer would be that the airports with crossing runways, such as KBOS, KJFK, KLAS, and KLGA would be the toughest. Likewise, KSAN, which only has one runway, should be the easiest of the bunch. In between, would be the big parallel setups like KATL, and KPHX. However, the truth is that all things are not equal: First off, it depends how you decide to use the airport in a given session. Obviously, the traffic level can be regulated by the time of day/night, using the traffic the slider in the main menu, and or by installing a harder or easier custom schedule. Any airport can be made relatively easy or hard by doing this; believe me, even KSAN can be a real bear at high traffic levels. Beyond that, you have a choice of which runways to use. For example, just because KJFK has crossing runways does not mean that you have to use them that way, depending upon the weather scenario your are simulating. Nothing is stopping you from using just runways 31/13 R/L, turning your airport into a relatively tame two-runway parallel setup. Sill another factor, which you cannot control, is the taxiway and terminal layout. This is unique at every airport; each has its own peculiarities, that introduce complications into the game. For example, KLGA has one of its passenger terminals on the opposite side of the runway from the others, which adds a considerable amount of work to an already busy cross-runway environment, since you have to pay close attention to which side of the runway that arrivals need to turn off of. Similarly, many airports have cargo and GA terminals that are far separate from the terminals. KATL, for example has two separate cargo terminals on opposite sides of the airport, both of which are across different runways from the terminals; although the game will mostly route approaching traffic to the most appropriate side of the airport, it still throws curve balls once in a while (by design), and you must either notice it early enough to change runway assignments, or deal with the complicated logistics of routing the plane where it needs to go on the ground. KBOS, on the other hand, which has a very complex runway layout, has all the terminals, pax, GA and cargo, together in one area of the apron, greatly simplifying taxiing ops. KSAN, only has one runway, but it also has only one main taxiway paralleling the runway making it tricky to keep departures and arrivals out of each other's way. Finally, some airports (KJFK, KATL, KLAS) are much more widely spread out than others, making it harder to visually keep track of where everyone is. Yes the ground radar helps with this, but it is no substitute for your own eyes. To me its more a matter of trading one set of challenges for another. If you want my personal perspective, I really like KLGA. It combines a tricky runway/terminal layout that never gets boring with a compact physical area, which for the most part makes it easier to see everything that is going on. I hope this helps put things in perspective. Andrew
  13. I added these a long time ago. They work great. The only problem is that after pushback is complete, I have never found a way to get the aircraft to follow these directions without reissuing the full taxi instructions again. If I just say #airplane1; runway#1," then the original instructions are deleted, and it auto-generates a route. Would be nice if there were some sort of command that would tell the pilot something along the lines of "#airplane1; taxi to active via approved route." Andrew
  14. I could not agree with you more. It has been a frustration ever since the game was released. Give the user an option to manually set the winds. Better yet, let us set the winds, and then set a parameter for how the wind will shift over time from 0 degrees all the way to 180. Perhaps this will be possible to do in the next version. An option to download real world weather would be cool too. We can always hope. Andrew
  15. As far as I know. FeelThere has never done this in any of their ATC games. Andrew
  16. You say above that, "the full schedule and GA traffic file will work outside of 600-2200." Do you mean that the game defaults back to the original schedule during these times, or something else? Sorry if I'm being dense, but after rereading it a couple of times, I just don't quite get it. Andrew
  17. Buy from FeelThere. That way the developers will get a bigger potion of what you pay. Andrew
  18. For what its worth, the new T3DPro update is a major improvement. Routing works great now. Did a run at KBOS and the difference is night and day! Thanks so much. Andrew
  19. As I recall, when KJFK was first released, the tower was unrealistically low, so low that you could not see planes taxiing over near the American terminals and the west cargo terminal. Then, in one of the service packs, they raised it. Ideally, the tower should be somewhere in between. There is a similar problem with KATL, where the tower view is somewhat lower than it is in real life. Ideally, it would be nice if the user had more POVs to choose from, or if there was a way for the user to manually adjust them. Perhaps that is something that could be looked at in the next version of the game. Andrew
  20. I don't know about your specific situation, but in the game, nav lights are generally on if an aircraft is preparing for an imminent departure. Thus, if an arriving plane is doing a quick turn-around, it may never shut off its lights, whereas one that is expected to sit at the gate for a longer period will shut them off. Andrew
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