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Avwriter

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Posts posted by Avwriter

  1. 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

  2. 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

  3. 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

  4. 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

  5. 7 hours ago, ATControl -- Joe said:

    I’ve played SFO multiple times and there are no major known issues at this time.  

    Nice to hear.  I have not pulled the trigger on it yet, but am getting closer. 

     

    Andrew

  6. 52 minutes ago, Braf123456 said:

     but it says

    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

  7. 5 hours ago, 707FAN said:

    I tend to favor KGLA most of the time. RWY 4 Dep, 31 Arr What I have done is culled ATC joes schedule as follows:-

    1. Allow the first 3 departures of each operator in each hour. i.e. if RPA has 8 departures in an hour, the first 3 is allowed into the schedule. The rest of the RPA departures get //on their schedule line. If an operator has 3 or less departures in each hour they are not touched. By allowing the early departures it tends to clear the gates for arrivals.

    2. Allow the last 3 arrivals of each operator as above. Same criteria.

    This might seem to slow things down but as each session starts, it starts about 15 mins prior to the start time selected. This means that the previous hours arrivals spawn when they can &  the departures commence.  This gives the effect of having about 60-65 movements per hour. To me a comfortable amount to allow the sim to be enjoyed. Some hrs have small lulls in the middle but they are only for a couple of minutes. There is never a time when there is no movements on the A/P.

    If I want to increase the traffic flow, I just remove the // on the schedule line. Flight reinstated.

    Kev M

    That actually sounds like a pretty good recipe, Kev.  I will have to give it a try.

    Andrew

  8. 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

  9. 21 hours ago, crbascott said:

    Out of the box, #1 is not a valid voice command. Check out the manual here.

    However, It is possible to add some "custom" commands to the tower.rec file (see below). Make sure to back up the original in case your edits cause problems and backup your revised version as it will get overwritten when the game engine is updated. 

    #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; AT ;#taxiway1
    #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; AT ;#taxiway1; TAXI VIA ;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6
    #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; TAXI VIA ;#taxiway1;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6

    Craig

    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

  10. 1 hour ago, Sky King said:

    Thanks for the work! It would be much easier if we could specify the wind direction as part of setup...... (@crbascott  -- hope you win the next bet).

    SK

    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

  11. On 2/23/2018 at 2:35 AM, ATControl -- Joe said:

     If you play a time outside of           600-2200, the full schedule and GA traffic file will work

    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

  12. On 2/22/2018 at 9:21 AM, FeelThere said:

    We always roll out "soft SPs" by not announcing in the first few days; yes it's cheating, it allows us to see some initial feedback before we make the big announcement. We usually make a newsletter, etc after a day or so after the release.

    Vic

     

     

    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

    • Like 1
  13. 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

  14. Hi Pdubya.  It will still calculate its own route just fine, as you have seen, but some players like the challenge/realism/added efficiency of giving custom routes, and this is where the problems in the new version appear.  You will give a specific route, and the plane will calculate it illogically, and go somewhere that you never intended.  You can imagine the havoc and frustration this might cause were it to happen in the real world.  Occasionally it actually does.  I have heard a few recordings out of KJFK, for example, where the controllers became quite curt, shall we say, so perhaps FeelThere was just trying to add in another dose of realism ;-)  

     

    Best regards,

    Andrew

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