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crbascott

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Posts posted by crbascott

  1. A relatively short, informational, and interesting video for your viewing pleasure.

    A few key points I noticed as it pertains to T!3DP/T!S3 and wishlist items:

    • Tower control airspace - in the case of KATL, 5 miles out and 4000 feet up
    • 2 hour max shifts
    • Granular positions
    • Detailed strips  
    • Efficiency (minimal talking, i.e. less commands)
    • Sequencing importance
    • Technological advancements (ASDE-X, Radar, GPS).
    • Like 1
  2. 4 hours ago, Slidellian said:

    Hey there,

    So I'm brand new to T3D, and I'm about to buy the Pro version. I've.... I've never used steam before. I'm open to it, but should I get the regular download, or should I do the steam version?

     

    Thanks,

     

    David

    It doesn’t really matter. Personally, I wouldn’t start using Steam just for this game for two main reasons. One, some of the DLCs are not available on Steam and, two, a benefit of Steam is automatic updates. However, the developers stopped updating the game engine over 3 years ago. So, no benefit there.

    Just an FYI, the developers are working on a brand new version. No ETA on a release date but if I were in your shoes knowing the status of the current version, I would seriously consider weighing my buy now/wait for new version options.

    • Like 1
  3. I don’t understand how you people can even see GA planes much less their liveries with the current version and it’s less than stellar graphics and minimal camera views.

    Hmmm, if only there were a publicly available mod that would at least allow for better zoom and views. 😉

    • Haha 1
  4. @cwalfy1@Pedantic GAccording to the poll for the Retro pack, it was supposed to be a special one off release. However, @nyergesdesign clearly states on his webpage that the plan is for more retro airlines to be added in the future and downloadable for free. Since it is over a year later, I think he ether needs to remove the false advertising on the website or deliver as promised.

    I know when the Retro Pack was released it didn't include what was originally stated or voted on by the community,. The reason stated was "mitigating factors". So, now we are being offered 50-70 planes for $5.99. Seems like a decent deal for those interested in playing the old game but in what timeframe will they be released and what future mitigating factors will be encountered? 

    Also, for those of you into history and statistics - the poll for the retro pack concept was 22 for and 13 against. From my business and marketing experience, obviously not a large enough turnout to make a business decision on nor truly measure customer interest. But, I am sure there were other mitigating factors that influenced Nyerges Design to proceed with the project. 

    • Like 3
  5. 3 hours ago, Pedantic G said:

    As Gabor is busy at present working on the models for the new version of the game the first one would more than likely not be issued until the initial version of TOWER! SIMULATOR 3 is released.

    Huh? No new packs until after Tower! Simulator 3 is released? What’s the point?

    I could understand if this gave “us” something while we waited for the new release, but the proposed timing makes no sense to me at all.

  6. @Ripskin I guess if a plane would normally exit to the left and you tell it to take the next right and it happens to be closer, then yes I guess you can say the exit command can get the plane off the runway earlier.  

    However, let me reemphasize the key point I am trying to make. As I said in the thread I linked below, a "plane will not take an earlier exit than it physically can". A plane must slow down to 45 knots and then eventually to 19 knots as it exits. Issuing an exit command will not make a plane slow down to 45 knots quicker. 

    Using the example from way back in 2017, the earliest a 753 would exit at KSAN is B8. No command would get the 753 to exit before then. 

     

    • Upvote 1
  7. 36 minutes ago, Ripskin said:

    I found using the take next available option typically gets the plane off earlier than it would normally

    Each plane has a built in landing distance. It will not exit prior to its defined landing distance, so as @WildCardstated above an exit command will not get a plane off the runway any earlier than "normal".

    • Upvote 1
  8. 7 minutes ago, MJKERR said:

    Callsign XXX, runway XXX, clear to land, exit at taxiway XXX

    Is that a realistic command? I rarely hear anything like this while the plane is still in the air other than maybe LAHSO instructions.

    Although, I can understand wanting this in the game because of the screwy way planes land.

  9. 1 hour ago, KymriskaDraken said:

    I know I don't have the fastest graphics card in the world

    Near the end of your log file you have several error messages that begin like this: 

    d3d11: failed to create vertex buffer ...
    d3d11: failed to create index buffer ...

    Judging by those errors it seems as if you’re running out of VRAM, especially since you’ve got an integrated graphics card. Additionally, those errors are not uncommon for Unity based games. Some airports are more taxing to the system than others, maybe EKCH falls in that category. 

    Other than lowering some graphics settings, not sure what else you can do.

    🙂 scoobflight beat me to the punch. 🙂 

  10. 1 hour ago, Ty Jackson said:

    Hey folks, I made a few personal sectors and they all run fine, but I wanted to know if there's away to program speed profiles on the STARs like they are in real world. It gets hard to constantly assign speeds when needing to do other things.

    Any solutions or workarounds would be greatly appreciated!

    Just looked at my sectors and the manual and I see no mention of speed restrictions for SIDs or STARs.

    Maybe they'll address this in the next version. 😉 

  11. 1 hour ago, MJKERR said:

    However, there are a number of stands at EGLL where the pushback time (movement) is rather long

    Long as compared to other stands or long as in similar to real life? If the latter, I’d like to see sim to RL comparison examples.

  12. 2 hours ago, MJKERR said:

    I have found the pushback time varies sometimes
    I have even had one aircraft that did not move for about three minutes

    What you are referring to is the time for the plane to actually move. The pushback itself is rather quick and then the plane is immediately ready to taxi which is obviously not realistic.

  13. 40 minutes ago, EliGrim said:

    The goal is to make all voice commands that the game understands available to the players. Whether they are realistic or not is secondary.

    You’re reading way too much into my comment, I was only referring to that particular command just in case people were unsure of its practical use. I have no desire to review each command for realism.

    53 minutes ago, EliGrim said:

    The landing permission would be called as the essential part of the instruction at the end, after any wind and other information. However, the game only allows it the other way around. Nevertheless, this command is in the REC mod.

    Yep, well aware of this lack of realism as I’m the one who came up with this “mod”.

    https://forum.simflight.com/topic/83894-increased-realism/?do=findComment&comment=507090

    44 minutes ago, EliGrim said:

    As I said, the sole purpose here is to make the new and modified / extended commands available to the players. A player who values realism will most likely only use commands that are as close to real life as possible.

    As I said, I was only speaking to the single command for those who prefer realism but are not quite up to speed on FAA standards.

    46 minutes ago, EliGrim said:

    However, in my opinion, this does not mean that not all players should be able to have access to all commands that the game understands, regardless of whether a player decides to use them or not.
    Every player has to decide that for him or herself.

    You kinda lost me here, too many nots. 😀  But I agree with your last statement.

    • Sad 1
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