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Showing results for tags 'wind'.
Wanted to get a feel on a few changes that could be implemented with a SP update if possible. These may have been asked about in various posts, but I checked tons of pages and only found a mention or two. I know these are small things, but for a game that is primarily based on ground movements, these things can really increase the realism, and illustrate the true complexity required. 1. Continue taxi to cross a runway -- This is #1 on the wish list as all FAA airports require "Cross RWY XX" command from ATC. Continue taxi is only meant for halted planes on non-rwy spaces to mov
Pete, Is there any way for a future update for FSUIPC to implement these features: 1. A way to switch off the rudder animations below a certain speed. This is so that when taxiing, only the nose wheel would turn and the rudder would stay stationary. Currently when I taxi, the rudder would turn when I twist my joystick (rudder control of course), but I feel like the rudder should only move when the aircraft is above a certain speed, let's say 40 knots. This would allow the rudder to stay still during taxi but would move above 30kts in situations for example to compensate for crosswinds during