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crbascott

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Everything posted by crbascott

  1. Speculating on release dates? I thought you were smarter than that. 🙂
  2. What was the exact poll question? I don't recall seeing a poll of bug fixes versus new DLCs. Wasn't it more of what DLCs would we like to see?
  3. FT announced over a year and a half ago that they were no longer updating the base engine. They've mentioned timelines in the past (new versions every 1.5-2 years, DLCs on short final, etc.) that have not come to fruition. As a result, I'm not sure what else you need to know to manage expectations. Regarding their reasoning, being a private company it is irrelevant and to expect them to share anything is naive. Besides, who knows what butters their bread nowadays? ATC games? Airplanes? Steampunk games? Personally, I'm not happy with their DLC only business model ... I too wanted base engine fixes. New DLCs? None for me thanks. But, obviously, there are others that don't share that opinion.
  4. You might need to change the security permissions on Tracon and its subfolders to allow you to rename the file.
  5. Did Tracon or RT install a file called "vnttrp.tit"? If so, rename it to schedule.txt and theoretically you should be good to go.
  6. What makes you say this? Gabor (Nyerges Design) starts with FlightAware data just like most of the custom schedule makers. However, when you pick 1 day out of the year to make a schedule from - it may not have all the flights a person is looking for. That’s why I and now @battlehawk77 create 7 day schedules. Additionally, by the time Gabor releases a schedule it’s several months old. So, some of the custom schedules are definitely a little fresher. As @Pedantic G suggested, I’d recommend checking out @battlehawk77‘s custom EGKK schedules.
  7. I assume all the airlines with the creative ICAO and IATA codes have white liveries.I guess you have to sacrifice one thing for another. Sure hope the cargo/commercial conundrum is addressed in the next version, along with differentiating regional airlines and the major carrier they fly for. I could keep going but don't want to hijack the thread. 🙂
  8. The correct syntax as specified in the manual is CALLSIGN, RUNWAY XX AT TAXIWAY X VIA TAXIWAY X (multiple taxiways can be assigned to generate a complex routing). In tower.rec the command is as follows: #airplane1; RUNWAY ;#runway1; AT ;#taxiway1; VIA ;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 However there is a way to use the command exactly as you described above. I personally prefer the "TAXI VIA" phrase, so I added the following to tower.rec and it works like a charm: #airplane1; RUNWAY ;#runway1; AT ;#taxiway1; TAXI VIA ;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6
  9. I see this error message in all my logs and it is not multiplayer specific - the devs would have to speak as to what this is referring to. I've run into the 9% issue several times in MP - a reboot of the PC and/or router has always solved the problem for me.
  10. You mean, the third bullet point?
  11. Is that realistic or just to get traffic? Does it help with the heavies?
  12. As i mentioned, he is using the default EGKK terminal file provided with Real Traffic. You can see it in the log file.
  13. Yes, it is a must in my opinion. Either due to RT inaccuracies and/or airport/airline changes through time.
  14. @nrholland - as expected, you are experiencing gate availability issues. The cause is either too much traffic (because of FT's decision to load 8 hours of flights) and/or poor gate implementation by FT leaving no places for planes/heavies to park. There is no guarantee, especially if the latter issue comes into play, but as I've mentioned before snippets may be the only solution to see realistic traffic volumes and, in your case, see specific flights. I would suggest downloading @battlehawk77's EGKK custom schedule. It looks like the Sunday snippet with an 08:00 start has a flight you are interested in. BAW2166 (B772) should arrive from TPA around 08:40. @hexzed - the "Airplane dropped, no international terminal" message appears when a departure is totally dropped from the schedule due to no available gates. Looking at the log file file I found 10 flights that were dropped including BAW2273. 6 of the 10 were BAW heavies, which could point to gate implementation flaws. @blacklabelbraai - yes, BAW2038 is suffering under the "no free terminal" issue. Again, this is a gate availability issue. The flight won't spawn (will remain in a virtual holding pattern) until a gate frees up. It looks like at around 09:50 when the session ended, there were 5 planes delayed by no free terminal. TCX2617 (9:00), RYR112 (9:22), BAW2038 (9:25), BAW2272 (9:28), and TAP336 (9:37). Several other flights were delayed earlier in the session, but eventually spawned. @andredragt - based on the log file the default RT terminal file was being used. BAW is only defined to park at Terminal_S3. I guess they could also park at Terminal_PE and Terminal_North since those terminals have no entries and the game can randomly assign any airline to those. Actually, an inaccurate terminal file can lead to schedule related/gate availability issues too. Craig
  15. In Tower!2011, FeelThere provided a "manual" for some of their releases. The directions of flow for taxiways A and B were in included in the manual. For Tower!3D Pro there is no documentation provided for any of the airports, so it's trial and error and word of mouth. Also, it doesn't hurt to listen to real world controllers via LiveATC.Net.
  16. Yep, as I mentioned the Jeppesen charts I have show 26L/R at 263° with a 17°E variation. That seems to be inline with Canada Air Pilot.
  17. None of this matters if the app/user doesn't have authority to create files in the Tower!3D Pro folders/subfolders. I'm 99.9% confident that is what is going on. Change the security permissions and you'll get log files. Not sure why you'd want to run the bat file and double the logging of the game, but to each their own.
  18. The simpler option is to use output_log.txt from your tower3d_Data folder. No need to run a bat file or anything.
  19. There are several reasons why a plane wouldn't land. Everything in the schedule doesn't necessarily show up. This has been discussed in several threads on the forum. And as @hexzed suggested, if you'll post a log someone will be able to tell you exactly what the issue is.
  20. Ok, there are still white planes then ... thought you might have done something "magical". Handling the regionals is a wishlist item I brought up on discord. We'll see if it gets taken care of in the next version. Not holding my breath.
  21. Nice score on the first screenshot @pete_agreatguy 😉 @hexzed Are you saying the SKD planes, for example, have liveries? Can you share how you did this?
  22. @xendra your request for a training button would essentially pause time. I'd say this diminished realism as much than @EliGrim's suggestion. I'd recommend learning how to build custom schedules and thus you could have arrivals/departures appear at the pace you desire. This way you don't have to rely on the developers who definitely won't be adding this to the current version since development stopped well over a year ago.
  23. It's not "according to me" - I just quoted from AirNav. I was just providing facts regarding magnetic/true headings. I don't have nor do I plan to get CYVR, so I cannot speak to the issue. Actually, I'm surprised you're playing the airport already based on your asterisk filled tirade.
  24. If I'm not mistaken, the game uses the magnetic headings versus true headings. According to AirNav, CYVR has a magnetic variation of 19° East. http://www.airnav.com/airport/CYVR 08L and 08R have a magnetic heading of 062° and true heading of 081°. 26L and 26R have a magnetic heading of 242° and true heading of 261°. 12 has a magnetic heading of 104° and true heading of 123°. 30 has a magnetic heading of 284° and true heading of 303°. The Jeppesen charts I have show 26L/R at 263° with a 17°E variation. Regardless, if 284° is the heading for these runways in the game then something is off.
  25. A log file is always created - you can use output_log.txt located in the ...\FeelThere\Tower!3D Pro\tower3d_Data folder.
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