Jump to content
The simFlight Network Forums

Search the Community

Showing results for tags 'tower!3d pro'.

The search index is currently processing. Current results may not be complete.


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Product Support Forums
    • FSUIPC Support Pete Dowson Modules
    • MyTraffic Support Forum
    • FeelThere Support Forums
    • FS Commander Support Forum
    • Flying W Simulation
    • AConstable Traffic Sounds Support Forum
    • Fabio Merlo Products Support Forum
    • Elite-Air Studio Support Forum
    • Nikola Jovanovic Support Forum
    • Intrasystems Support Forum
    • FScene Support Forum
    • Taburet & DanVFR Support Forum
    • Environ Scenery
  • simFlight DE
  • FS MAGAZIN (DE)
  • simRussia
  • FSUIPC Client DLL for .NET

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 15 results

  1. Ripskin

    AI Routing Issues

    I had two things regarding the AI and their routing / visibility: Always had a few issues, admittedly some of them are my fault where I need to hold and continue traffic as necessary but there are times when the AI seems to be unable to "see" another plane. Some patches it seems to be better others it seems to be worse. Airports can make it worse depending on their complexity and the plane timing. ATL which I am playing right now for a series has been causing me some grief with planes pushing from the gate into planes on the terminal taxiways while others wait their turn properly. Departures driving into the sides of arrivals already on the taxiway / vice versa when they would have full visibility of each other or one of the other and would yield. Other times the planes see each other just fine and wait which is very helpful and what most pilots would do in those types of incidents. The worst is the head on collision where (yes the situation started as my fault) but sometimes the two planes will stop and stare each other down mocking me, while others will plow into each other without abandon. Just curious if there is anything being looked into regarding that. Perhaps adding a command to hold at X taxiway for crossing traffic then continue or hold for 2 planes crossing taxiway then continue would help with some of the plane accidents but it seems inconsistent which planes can see each other on the ground. As if the arrivals and departures are part of two separate AI Routing and visibility systems with those at the gate independent of both. --- Second the last few patches for the most part has sped up the routing of traffic around the ground, I am still seeing issues with arrivals though (again specifically at ATL right now but have had a few issues at PHL as well). The airport is complex and voice recognition hates the double / triple character taxiways most of the time but if I issue a direct route but include certain taxiways or too many the planes cannot find the route and sit there immobile even if the visual indicators and text conversion from speech show that it knew exactly what I said. I have to shorten it down until they get on the route and then I can expand upon it a little more. Tied into this is a request: If we issue taxi instructions to a plane as it is slowing down on the arriving runway, pulling off the runway or approaching is there a way to code it for the plane to just roll off the runway at whatever Taxi way already having looked at the route and continue moving with little to no delay. Maybe a command to clear landing and to exit at taxiway X taxi to apron/gate/terminal via X Y C. For the most part with departures once they push and we issue commands for their route they find it immediately and begin rolling. If we change the route the plane parks for a moment and then takes 5 to 10 seconds to get moving again even if they are continuing down the same taxiway just turning off at a different spot. The main issue is the planes always have to pull of the runway and stop for a while before they begin their routing even if they have received instructions for taxiing to their gate and know which gate they are going to. If we adjust routes planes again park each time. If we are drastically changing routes I get it but if we simply are having them enter the runway one entrance earlier off the same parallel taxiway the delay is a bit odd. Thank you!
  2. I have a serious issue with Philidelphia this morning. I played twice in a row, but both times encountered the same issue. Around 0924 and 0925 have an inbound PDT4891 and PD4830 respectively. Both on approach for 9R. However, as soon as PD4830 hits the 5 mile marker, I get slammed with a constant wave of -500 penalty points, to the point where, within seconds I drop to -11,230 points. What is heck is going on? I've never ran into this before. Admittedly, I usually have 27R/L open for arrivals, but for something different I opened 9R/L istead. I am running Tower!3D Pro SP 3 and RT SP6v3.
  3. Shadow666

    TOWER!3D PROBLEMS

    I have noticed since the last update that some taxways are no longer recognized correctly by the voice control. Does someone have the same problems? For example in Klax when I call taxway C it registers as C1 or C8. It never happens before, at least not constantly. If you are interested in my 24h challenge, here is a link to the playlist. I upload a new episode every Tuesday. https://www.youtube.com/playlist?list=PLweXFlEoRpm3EFQd1V1cHhlhWdv7it9F6
  4. I install real traffic and real colors for TIST St thomas airport ( real traffic first) and all i get when i try and load it is sound from the game (sound like the sea) and it loads up to 99% and stays there forever, here's the log that was generate im usuing tower3d pro steam edition but the addons are from atcsuite.com windows 8.1 pro 12gb ram [EDIT: removed log file dump ... please don't cut&paste log files into forum, see request below by Gabor (aka, nyergesdesign) to send log file.]
  5. Thought I'd say hi and share a few changes I've made as a complete newbie to ATC. I've only owned the game for about 2 weeks and would have liked to have played it more than I have been able to find time for. :-) My first impression, was very nice graphics... how come I can't look around (had to reconfigure my centre mouse button, Microsoft defaulted it to the equivalent of Alt-Tab), and... "This is pretty easy"... Then I changed from TIST to KLAX. Not so easy. ;-) Now I got to play around a bit, and discovered a few things... Like those jets pulled up quicker than i expected (exiting 25R@G at KLAX) and those turbo props really hit the brakes (exiting 25R@F at KLAX before the deferred threshold). So, I came to the forum to see if anyone had noticed this sort of behaviour and lo and behold, there was a post saying deferred thresholds were being fixed in a soon to be released Service Pack. And there was much rejoicing. ;-) And after waiting many moons (about 2 days), SP1a for Pro was released and... the planes still landed before the threshold at KLAX, but TIST was fixed (KPHL doesn't have any). So, after reading some posts that said schedules and planes and such could be modified, I thought I'd have a go fixing some things. First off, I added a couple of new Speech recognition commands: #airplane1; RUNWAY ;#runway1; VIA ;#taxiway1;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; VIA ;#taxiway1;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; AT ;#taxiway1 #airplane1; PUSHBACK APPROVED EXPECT RUNWAY ;#runway1; AT ;#taxiway1; VIA ;#taxiway2;#taxiway3;#taxiway4;#taxiway5;#taxiway6 After checking that these worked OK, I then looked at trying to fix that Turbo Prop from stopping on a dime (it’s performance was making Dash 7s look bad). Managed to fix that, now it performs more like a Dash 8. <?xml version="1.0"?> <airplane type="Turboprop_default" code="DEFAULT" class="3" length="73" cruspeed="65" crurate="700" landingspeed="120" takeoffspeed="95" minspeedtower="90" maxspeedtower="250" landinglen="2500" takeofflen="3200" rateofdecent="1200" rateofclimb="1450" category="0" rateofclimb10k="1100" speed10k="270" minspeed10k="240" maxspeed10k="280" minspeedcruise="60" maxspeedcruise="67" optimalalt="25000" airline="2" nose="-200.00000" tail="196.000000" noselightx="0.000000" noselighty="-396.000000" beaconlightx="0.000000" beaconlighty="0.000000" navlightx="-240.000000" navlighty="-80.000000" navstrobelightx="-240.000000" navstrobelighty="-80.000000" winglightx="-3.809524" winglighty="-99.047623" runwaylightx="-4.137931" runwaylighty="-45.517239"> <texture name="def_turb_prop.apt" icao="DEFAULT"/> </airplane> Next one was deferred thresholds… so… KSAN Runway 9 0ft -> 710ft KJFK Runway 13R width 150ft -> 200ft Runway 31L width 150ft -> 200ft Runway 22R 3425ft -> 2700ft (unless airport map has been updated for 2016 changes, in which case 3425ft would be correct) Runway 22R width 150ft -> 200ft Runway 4L 460ft -> 0ft (Google Earth says there’s been no displaced threshold since at least 1994) Runway 4L width 150ft -> 200ft KLAX Runway 6R 0ft -> 537ft Runway 25R 0ft -> 955ft KATL Runway 27R 0ft -> 505ft OK, not so bad… now about those planes landing on the threshold instead of up at the aiming mark… added 1000ft to displaced threshold value on every runway… much better. But I would recommend adding the 1000ft in the software when the displaced threshold is read in from the file so that the resource file uses real displaced thresholds instead of tweaked ones. This still allows the ‘3 stop-and-go’ scheduled at TIST. Other random changes: Three ‘gaandlocaltraffic’ schedules have a semicolon in the time field that needs to be changed to a colon for them to load. LHBP, TIST, 11;01, RJ1, N001FT, 0, 0, 0, 001FT, ZERO ONE FOX TANGO -> LHBP, TIST, 11:01, RJ1, N001FT, 0, 0, 0, 001FT, ZERO ONE FOX TANGO LHBP, TIST, 14;02, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO -> LHBP, TIST, 14:02, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO TIST, LHBP, 15;24, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO -> TIST, LHBP, 15:24, RJ1, N003FT, 0, 0, 0, 003FT, ZERO THREE FOX TANGO And one plane needs it’s callsign to change to match speech-to-text M1319U -> M1219U TJIG, TIST, 16:10, PRP, M1319U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM -> TJIG, TIST, 16:10, PRP, M1219U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM TIST, TJIG, 19:10, PRP, M1319U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM -> TIST, TJIG, 19:10, PRP, M1219U, 0, 0, 0, 1219U, ONE TWO ONE NINE UNIFORM And in the world schedule JSJ, STT, JT1, FT, 1036, 16:07, 12:00, 1, FT -> SJU, STT, JT1, FT, 1036, 16:07, 12:00, 1, FT Overall, a great program (I wouldn’t have bothered changing stuff if I thought it was bad). So, thank you very much Vic for this wonderful sim that I’m sure I’m going to be wasting enjoying many hours on in the future. :-) And if Vic says it’s OK, I’ll attach the 2 files I’ve modified (not going to attach them straight away as they’re game files, not files added to the 'Extensions' folder). Cheers Daniel tower3d.rec - modified speech recognition command file
  6. Maddin91

    Performance issues

    Hey there, I encounter some strange performance issues, especially on KJFK and KATL after some time of playing. At first, everything runs perfectly smooth without any problems - after some time though, the framerate drops significantly (I don't have an indication, but it feels like below 10 fps). I did a multiplayer session with a friend today, we have almost the same hardware configuration and he had no problems. After playing he had 1:28h while I only had 1:24 which shows that my session had run a lot slower than his. Then at some point the framerate gets up again (although there's pretty intense traffic) and after a couple of minutes it breaks down again... No background tasks or anything that could slow down the computer. It's a fresh windows with only 2-3 games installed, nothing else. My config: Intel i7 2700K Quad Core @3,6GHz 16GB DDR3 RAM Nvidia GTX970 Tower!3D PRO (non-steam). I hope someone can help. Best regards. Martin
  7. Hi Everyone, I am having a problem with constant crashes with Tower!3D Pro (Steam edition). Sometimes I can get just a few seconds of gameplay, other times, I can get up to 15 minutes before it crashes. There is no specific action that I am doing when the crash occurs. I've not noticed it crash on St. Thomas map, but it crashes constantly on Philadelphia. I have verified the game contents on Steam, but the issue still happens. My system specs are: Windows 7 Home Professional (64 Bit) (in English) AMD FX 9590 (4.7 GHz, 8 Core) 32 GB RAM NVIDIA 1080 GTX Graphics 8 GB VRAM I have not installed any DLC or any modifications. I have all my logfiles, but my account is apparently only allowed to upload 20kb of attachments, and each zip folder is 60kb. Is there another place I can upload the logs? Thanks, Hibblejaybob
  8. Alexk127

    Tower!3D Texture Problems

    In Tower!3D Pro I got the real traffic and textures for the planes not the textures for individual airports. All my planes have different real call signs and that's great. But the problem is all my planes are white. Now I am wondering where do I put all 6 texture files in the tower!3D Pro folder.
  9. Hello all, I was hesitant between tower!3d the normal version or the pro version. I just paid 30 dollars for nothing, It was not clear on the website what "Advanced ground radar (ADIRS) and Much more and complex commands" would mean? What did they mean my "much more"? I wasn't sure, so I bought the normal version. The second I saw that I cannot assign plans to the paths I want I knew I want to upgrade. Voice recognition is not important to me. I love the game and I would like to upgrade to the pro version. Is there a way to do that? or did I just pay 30 dollars for nothing. Because the normal version of the game is not challenging and plans keep hitting each other because you cannot assign them to certain paths. Many thanks.
  10. Lessi_lex

    Buy Tower!3D Pro

    Hello Community, I decided to buy Tower!3D Pro, but I have a few questions: If I buy Tower!3D Pro without a CD, will I get a download link to my email or a direct download on the purchase site or anything else? If I get a new PC in a half year, will I be able to transfer the game from my old PC to my new one, if I had buyed the game without CD before? Would I be able to transfer the game to my new PC, if I had buyed Tower!3D Pro with CD instead? Hope you have experience with that and you can help me. Hope you at least have understood me, due to I'm a german. Greetings from Germany, Lessi_lex
  11. Hi All, When you have installed Tower!3D and install the add-on Real Color KLAX with default, it installs in the wrong directory resulting in a non working Add-on of KLAX The Add-on installs default in "..\Program Files (x86)\Tower 3D\Extensions" folder in windows 7. This is wrong as the default directory of Tower!3D Pro is "..\Program Files (x86)\Tower!3D Pro" So when installing CHANGE the install directory to "..\Program Files (x86)\Tower!3D Pro" in order to have the add-on properly working. This creates the Extensions directory in the right place. Have fun controlling Andre
  12. Hello all, I've been playing some early AM shifts at KLAX (00:01-01:00) and I've noticed a possible issue with taxiway D near the TBIT terminal and the intersection with taxiway S. I've had two aircraft push back from the northeastern most gate of the TBIT onto taxiway D for a 6R departure. The aircraft push back fine but when I give them taxi instructions they just sit there on D. It doesn't matter what runway or route I assign to them they will not move and I eventually have to delete them. The taxiway in question (D between the TBIT alley and taxiway S) is missing the green taxiway lights; I'm thinking there is probably a missing taxi-link which is preventing the sim from creating routes. I tried to take a screenshot but it's too big to attach.
  13. The default directory for installation of both official airport addons for the Pro versions have incorrect paths. KSAN is missing the exclamation mark '!' between 'Tower' and '3D'. KJKF has a space ' ' instead of an exclamation mark '!' and is missing the ' Pro' at the end. Correct Path Current Incorrect Paths
  14. Due to a bug in the code that loads General Aviation and Local Flights, no inbound GA flights show up. The workaround to this is to create your own GAandLoacalTrafic.txt file for each airport and remove the space after the comma between the 2 airport codes. "TIST, KLAX," -> "TIST,KLAX," The only exception is if you want local traffic, then leave the space there (local traffic = both codes are the same). "TIST, TIST," Attached is a GA schedule that is the same as the games built in one, but modifies to allow GA and local traffic. The game only has GA/local for TIST, so only one file is need, and it goes in the following directory. Now for the fix. This can't be done by anyone except the developer, so please don't try this at home ;-) In the function Timetable::LoadGA(): To remove the extra spaces after the comma in the GAandLocalTraffic file - replace string[] array = text.Split(separator, StringSplitOptions.RemoveEmptyEntries); with string[] array = text.Replace(", ", separator2).Split(separator, StringSplitOptions.RemoveEmptyEntries); To stop this breaking Local Traffic - replace if (array2.Length == 10 && (icao.Equals(array2[0]) || icao.Equals(array2[1])) && !array2[0].Equals(array2[1])) with if (array2.Length == 10 && (icao.Equals(array2[0]) || icao.Equals(array2[1]))) This code now does nothing and can be removed 'Real Traffic' has it's own quirks :-) To remove extra spaces in RT GA schedules, loop changed to also include 'saycallsign' text - replace for (int j = 0; j < array2.Length - 1; j++) { array2[j] = array2[j].Replace(" ", string.Empty); } with for (int j = 0; j < array2.Length; j++) { array2[j] = array2[j].Trim(); } Cheers Daniel TIST_GAandLocalTraffic.txt
  15. FeelThere

    KJFK DLC IS AVAILABLE ON STEAM

    Dear Folks, Our first DLC, KJFK is available on Steam now http://store.steampowered.com/app/607830/
×

Important Information

By using this site, you agree to our Terms of Use. Guidelines Privacy Policy We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.