Jump to content
The simFlight Network Forums

Search the Community

Showing results for tags 'tower!3d'.



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 42 results

  1. NoodleNoggin

    2nd Monitor popups don't open

    Just bought the Steam version of Tower!3D Pro, as well as a couple of add-on airports to try out. I can't get the three panels to open into the 2nd monitor popups. None of the three will open. There's a popup that opens for about 1/2 a second before it closes again. Captured the logs for all three and have attached the files. mmwindow.zip
  2. MustangPauli

    SFO stuck at 72% when raining

    I've tried about a half dozen times to load KSFO with rainy weather and each time the game freezes at the loading screen at 72%. It happens if I select "stormy" weather manual as well as if I select "random" weather and the system randomly applies rain. output_log.txt
  3. 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!
  4. MustangPauli

    BOS winds qustion

    Has anyone had winds out of the south at BOS? I really want to do a session using the 22s but every single time I load the airport I get northerly winds. I just tried loading BOS 12 times in a row and I got northeasterly winds eight times and northeasterly ones the remaining four times. I know the winds in the sim are based on yearly averages but, does that mean they are fixed on the most common patterns? Or does it mean that every time the sim is loaded you'll get say a 90% of a northerly wind at BOS and 10% for a southerly (or whatever the actual breakdown is, I'm just making those numbers up)? I know I can just ignore the winds and use the 22s anyway but very often the speed is too high to ignore and aircraft will refuse landings/takeoffs.
  5. MustangPauli

    BOS Penalty 22R & 27

    I'm getting a conflicting runway error at BOS when I have traffic departing on 22R and landing on 27 even though the two runways do not intersect. Is this intentional or is it a bug? I know in the real world the controllers would need to allow enough room for the landing traffic on 27 to go around without interfering with the departures on 22R; is that the logic in the sim? This is a legit question, not a complaint, I'm not sure if I'm just being a bad controller! output_log.txt
  6. MustangPauli

    KSFO landing concerns

    I posted this already in another SFO thread but, it probably should have been in a new thread, my apologies. I would like to preface the following comments by saying I'm a huge fan of Tower!3D and I only bring up these points in an attempt to make the sim better. That being said, I think SFO really shows the limitations of the current sim logic, particularly surrounding how aircraft land and taxi off the runways. In the real world, the most common traffic flow at SFO is to have aircraft land on the 28s and depart from the 1s. In Tower!3D most of the traffic arriving on the 28s "land" (the point where the aircraft slows to taxi and the user gets credit for a safe landing) either just short of Taxiway L or in between Taxiway L and Runway 1R or 1L. In the former situation (which never happens in the real world because ATC has arriving traffic keep the speed up until they clear the 1s) the aircraft exits at L and then has to sit and wait for clearance to cross the 1s to the terminals which can cause a massive backup. In the second situation, the arriving traffic slows down to taxi speed and creeps along past the 1s and then exists at either Taxiway J or E, depending on which runway they landed on and where the landing point was. Again, this causes massive backups, particularly with the departures waiting at the 1s. If we flip around to the other direction and have traffic land on the 10s (which, I've actually never seen in the real world, although I admit am not an expert of SFO operations, yet the winds int he sim seem to favor that setup) we run into a similar situation where the majority of the traffic "lands" well short of Taxiways T and E yet taxi all the way down to L and exit there. If I give the command to "Vacate runway right on to taxiway E" the aircraft respond affirmatively yet exit Left onto E and then have to be routed via C and either D or K back to the terminals. I understand the landing logic is probably a big thing and probably can't be changed anytime soon but, the aircraft being unable to exit onto taxiway E when landing on the 10s is most likely just a bug associated with SFO and hopefully, that can be addressed soon. output_log.txt
  7. Hello! I owned Tower 2011 back in the day and recently picked up Tower!3d Pro on Steam. I suspect this has been asked before but I thought I'd go ahead and throw it out there: is there any chance of supporting the "group form" of numbers pronunciation for airliner callsigns? This is the FAA regulation where callsigns like "UAL2042" should be read as "UNITED TWENTY FOURTY TWO" instead of "TWO ZERO FOUR TWO," the latter of which is the only thing Tower seems to support. Even though I know that group form isn't currently supported, it's a tough habit to break from ATCpro and Vatsim.... Thanks for your consideration!
  8. Delfino

    More realistic Tower!3D

    Hello I've been having a lof of fun so far with Tower!3D Pro. Thank you for such a wonderful simulator. However I decided to put a little more realism into my gameplay to make it feel more like real life ATC work. I've noticed watching youtube videos, that many people find ATC perfection as possbility to handle more and more aircraft at a time. But it's not that simple in real life. The job of ATC is not only giving proper clearances but also monitoring every aircraft and trying to imagine the whole 3D picture by using only the projection he can see with from tower. It's also remembering who is where and what he was cleared to do. Therefore I want to share with you my idea which puts a little more realism into Tower!3D by enforcing more usage of visual view and flight strips instead of ground movement radar. I've chosen KSAN for my first try as single-runway airport will be easier to help understand proper ATC work scheme. So you will need both KSAN and Real Traffic add-on. You will also need a printer and at least scissors (paper cutter highly recommended). The idea is to print and use flight strips the exact way as real ATC would do while playing Tower!3D at the same time minimising the usage of ground movement radar which is a bit of a cheat and makes whole work too easy in my opinion. Of course before you start you will need both some experience in Tower!3D and in KSAN airport in particular. You need to be able to identify visualy which taxiway is which and which apron is which without hesitation. Here you will find a short manual on how to setup your Tower!3D view and on some basics about how to use flight strips: https://drive.google.com/open?id=0B58R9LWp4kniSTdvaFFvbV9LdDA Here you will find flight strips for the default KSAN Real Traffic schedule: Departures part 1: https://drive.google.com/open?id=0B58R9LWp4kniNGxEc2YydXRMS3c Departures part 2: https://drive.google.com/open?id=0B58R9LWp4knibVdad3JoOGRuV3c Arrivals part 1: https://drive.google.com/open?id=0B58R9LWp4kniTXRINWg2VDd1eU0 Arrivals part 2: https://drive.google.com/open?id=0B58R9LWp4kniYjFFZVpaU0Zyb0E You will need to download all 4 files. When you chose simulation hours for your game just find these hours in all 4 files, print the pages and cut out the flight strips. I know there should be only one file for departures and one for arrivals, but this is how it came from my spreadsheet - sorry :) All comments highly appreciated. If you find it interesting I can make similar flight strips for any schedule and any airport.
  9. Hey all, I just downloaded KLGA for Tower!3D and went to re-download real traffic to get the game right. When I click the download link for Real Traffic it tells me that the password has expired and doesn't allow me to get to my download. Any ideas as to why? I'm pretty sure I didn't pay for temporary access to my stuff, right? Any help is appreciated, thanks!
  10. ml0130

    JFK GA Parking

    On JFK it seems that all the non-commercial terminals are marked as cargo terminals. But there's a small piece of gates up by 13R and QC were GA parks is there a way we could get that fixed
  11. I've played KGLA between 9am - 10am, 11am-12pm and 3pm-4pm at 100% and the flight volumes are surprisingly low. I probably had less than 50 flights in each of those hours. Similarlay I played a multiplayer session with a friend on Saturday (22rd December). KLAS, 9am-12pm slot at 100% and we could hold a continious conversation with only the occasional interruption to issue arrival/departure instructions. When I watch YouTube videos, other players have to constantly issue arrival/departure commands to keep ontop of the flights. Today (27 December) I played KLAS again, 10am to 11am timeslot at 100% and only had a total of 36 arrivals and departures. Surely KLAS is busier than that. I'm using Real Traffic sp6V3 . Am I missing something or is there an issue somewhere?
  12. FeelThere

    KBOS 2.0 HAS BEEN RELEASED

    Dear Folks, We just released an updated version for KBOS. IT's available from the same download link that you got at the purchase and it' also updated on Steam. We fixed some gate sizes so the heavy airplanes will not block each other at the terminal and added some hold points involving the landing path of Runway 4L and 9. Thank you Vic
  13. G0tchas

    Non-US Airports

    Is there a possibility that any non-US airports, suck as Heathrow (London), Charles de Gualle (Paris), O.R. Thambo (Johannesburg), Kingford Smith (Sydney), will be added? Kingford Smith will be especially challenging as you have both Domestic and International airports sharing taxiways and runways.
  14. For a regular taxi-to-runway instruction, the phraseology is "RUNWAY (rwy), TAXI VIA (route)." However, for intersection departures, Tower!3D seems to only accept "RUNWAY (rwy) AT (ixn) VIA (route)." I couldn't find a specific rule in the FAA document about this, but I would expect it to be "TAXI VIA (route)" instead of just "VIA." It'd be nice to unify these to both use (or at least support) the "TAXI VIA" phraseology. Or, if I've missed something that shows it should *not* use TAXI, I'd be very interested in reading it. Thanks!
  15. 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
  16. mickey2damouse

    Tower3D! - KJFK 2nd Monitor

    I'm not really sure why I am having this problem with only JFK. I redownloaded and installed it again but for some reason it has problems extending the ADRIS and STRIPS to the second screen. It starts and then closes. If it did it on the other airports I wouldn't care but it only does this on this particular one. Again, I have no problem on any other airport, only JFK. I thought it was my antivirus since my computer is locked down hard but there is something else wrong...any help? Here is the output log: Initialize engine version: 5.4.4f1 (5a3967d8c55d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 912 MB Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.605 seconds Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. desktop: 1360x768 60Hz; virtual: 1360x1536 at 0,-768 <RI> Initialized touch support. UnloadTime: 1.874186 ms DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 386) readed prefs: fullscreen=False vsync=False (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Monitors found: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load monitor settings: 1360x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) height: 768 resolution: 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Xml.dll (this message is harmless) MMconnection errcnt: 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client socket closed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 MMconnection errcnt: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client connected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GUI LAYER ID: 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 Initialize engine version: 5.4.4f1 (5a3967d8c55d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 912 MB Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.651 seconds Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. desktop: 1360x768 60Hz; virtual: 1360x1536 at 0,-768 <RI> Initialized touch support. UnloadTime: 2.065196 ms DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 386) readed prefs: fullscreen=False vsync=False (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Monitors found: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load monitor settings: 1360x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) height: 768 resolution: 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Xml.dll (this message is harmless) MMconnection errcnt: 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client socket closed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 MMconnection errcnt: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client connected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13L x 31R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31R x 13L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13R x 31L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31L x 13R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22L x 4R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4R x 22L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22R x 4L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4L x 22R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Airfield loaded: 299 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GUI LAYER ID: 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 Setting up 1 worker threads for Enlighten. Thread -> id: 830 -> priority: 1 Initialize engine version: 5.4.4f1 (5a3967d8c55d) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: Intel(R) HD Graphics 4000 (ID=0x166) Vendor: Intel VRAM: 912 MB Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.789 seconds Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.dll (this message is harmless) <RI> Initializing input. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... <RI> Input initialized. desktop: 1360x768 60Hz; virtual: 1360x1536 at 0,-768 <RI> Initialized touch support. UnloadTime: 1.847957 ms DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 386) readed prefs: fullscreen=False vsync=False (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Monitors found: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load monitor settings: 1360x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) height: 768 resolution: 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Managed\System.Xml.dll (this message is harmless) MMconnection errcnt: 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client socket closed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 MMconnection errcnt: 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client connected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13L x 31R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31R x 13L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 13R x 31L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 31L x 13R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22L x 4R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4R x 22L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 22R x 4L (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) RUNWAY CROSS ERROR: 4L x 22R (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Airfield loaded: 299 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GUI LAYER ID: 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 GfxDevice: creating device client; threaded=1 Setting up 1 worker threads for Enlighten. Thread -> id: 302c -> priority: 1 Crash!!! SymInit: Symbol-SearchPath: '.;C:\Program Files (x86)\FeelThere\Tower!3D Pro;C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'micke_000' OS-Version: 10.0.14393 () 0x300-0x1 C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow.exe:mmwindow.exe (00007FF6DA000000), size: 22253568 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow.exe', fileVersion: 5.4.4.14695 C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFC4E0A0000), size: 1904640 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFC4C710000), size: 700416 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNEL32.DLL', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFC4A920000), size: 2215936 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\KERNELBASE.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FFC4DF00000), size: 212992 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\GDI32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FFC4AD50000), size: 1581056 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\gdi32full.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\USER32.dll:USER32.dll (00007FFC4DD90000), size: 1462272 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\USER32.dll', fileVersion: 10.0.14393.5 C:\WINDOWS\System32\win32u.dll:win32u.dll (00007FFC4A630000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\win32u.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\ADVAPI32.dll:ADVAPI32.dll (00007FFC4C5E0000), size: 663552 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ADVAPI32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\msvcrt.dll:msvcrt.dll (00007FFC4B630000), size: 647168 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\msvcrt.dll', fileVersion: 7.0.14393.0 C:\WINDOWS\System32\sechost.dll:sechost.dll (00007FFC4B6D0000), size: 364544 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\sechost.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\RPCRT4.dll:RPCRT4.dll (00007FFC4C4B0000), size: 1183744 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\RPCRT4.dll', fileVersion: 10.0.14393.82 C:\WINDOWS\System32\WS2_32.dll:WS2_32.dll (00007FFC4C6A0000), size: 434176 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\WS2_32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\ole32.dll:ole32.dll (00007FFC4B980000), size: 1273856 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ole32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\combase.dll:combase.dll (00007FFC4BD90000), size: 2912256 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\combase.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\System32\ucrtbase.dll:ucrtbase.dll (00007FFC4AC50000), size: 1003520 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\ucrtbase.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\bcryptPrimitives.dll:bcryptPrimitives.dll (00007FFC4B5C0000), size: 434176 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\bcryptPrimitives.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\SHLWAPI.dll:SHLWAPI.dll (00007FFC4DD30000), size: 335872 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHLWAPI.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (00007FFC4C820000), size: 22052864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\SHELL32.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (00007FFC4A650000), size: 270336 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\cfgmgr32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\windows.storage.dll:windows.storage.dll (00007FFC4AEE0000), size: 7184384 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\windows.storage.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\System32\powrprof.dll:powrprof.dll (00007FFC4A5D0000), size: 311296 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\powrprof.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\kernel.appcore.dll:kernel.appcore.dll (00007FFC4A620000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\kernel.appcore.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\shcore.dll:shcore.dll (00007FFC4AB40000), size: 692224 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\shcore.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\profapi.dll:profapi.dll (00007FFC4A5B0000), size: 81920 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\System32\profapi.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\OLEAUT32.dll:OLEAUT32.dll (00007FFC4BB30000), size: 770048 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\OLEAUT32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\IMM32.dll:IMM32.dll (00007FFC4BBF0000), size: 188416 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\IMM32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\HID.DLL:HID.DLL (00007FFC49490000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\HID.DLL', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll (00007FFC406F0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\VERSION.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\OPENGL32.dll:OPENGL32.dll (00007FFC39E80000), size: 1191936 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\OPENGL32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\WINMM.dll:WINMM.dll (00007FFC48810000), size: 143360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMM.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\DNSAPI.dll:DNSAPI.dll (00007FFC49C70000), size: 655360 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DNSAPI.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\NSI.dll:NSI.dll (00007FFC4C690000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\NSI.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL:IPHLPAPI.DLL (00007FFC49C00000), size: 229376 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\WINHTTP.dll:WINHTTP.dll (00007FFC44C10000), size: 835584 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINHTTP.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\GLU32.dll:GLU32.dll (00007FFC3DD00000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\GLU32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\DDRAW.dll:DDRAW.dll (00007FFC39D80000), size: 1011712 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DDRAW.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\WINMMBASE.dll:WINMMBASE.dll (00007FFC48710000), size: 176128 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\WINMMBASE.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\DCIMAN32.dll:DCIMAN32.dll (00007FFC41290000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\DCIMAN32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\system32\uxtheme.dll:uxtheme.dll (00007FFC48DB0000), size: 610304 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\uxtheme.dll', fileVersion: 10.0.14393.0 C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Mono\mono.dll:mono.dll (00007FFC235A0000), size: 2994176 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files (x86)\FeelThere\Tower!3D Pro\mmwindow\mmwindow_Data\Mono\mono.dll', fileVersion: 1.0.0.1 C:\WINDOWS\System32\PSAPI.DLL:PSAPI.DLL (00007FFC4B970000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\PSAPI.DLL', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\MSWSOCK.dll:MSWSOCK.dll (00007FFC49E70000), size: 376832 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSWSOCK.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\MSCTF.dll:MSCTF.dll (00007FFC4BC30000), size: 1421312 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MSCTF.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\system32\dwmapi.dll:dwmapi.dll (00007FFC47D40000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\dwmapi.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\d3d11.dll:d3d11.dll (00007FFC47170000), size: 2842624 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\d3d11.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\dxgi.dll:dxgi.dll (00007FFC494D0000), size: 651264 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dxgi.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\igd10iumd64.dll:igd10iumd64.dll (00007FFC43F20000), size: 12197888 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\igd10iumd64.dll', fileVersion: 10.18.10.4358 C:\WINDOWS\SYSTEM32\bcrypt.dll:bcrypt.dll (00007FFC4A440000), size: 176128 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\bcrypt.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\ncrypt.dll:ncrypt.dll (00007FFC4A0F0000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ncrypt.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\NTASN1.dll:NTASN1.dll (00007FFC4A0B0000), size: 241664 (result: 0), SymType: '-nosymbols-', PDB: 'C:\WINDOWS\SYSTEM32\NTASN1.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\igdusc64.dll:igdusc64.dll (00007FFC41A00000), size: 4603904 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\igdusc64.dll', fileVersion: 10.18.10.4358 C:\WINDOWS\System32\clbcatq.dll:clbcatq.dll (00007FFC4B730000), size: 651264 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\clbcatq.dll', fileVersion: 2001.12.10941.16384 C:\WINDOWS\System32\MMDevApi.dll:MMDevApi.dll (00007FFC45C20000), size: 462848 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\MMDevApi.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\DEVOBJ.dll:DEVOBJ.dll (00007FFC491B0000), size: 163840 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\DEVOBJ.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\PROPSYS.dll:PROPSYS.dll (00007FFC46D60000), size: 1593344 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\PROPSYS.dll', fileVersion: 7.0.14393.0 C:\WINDOWS\SYSTEM32\wdmaud.drv:wdmaud.drv (00007FFC33BD0000), size: 258048 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wdmaud.drv', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\ksuser.dll:ksuser.dll (00007FFC45BD0000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ksuser.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\AVRT.dll:AVRT.dll (00007FFC468C0000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AVRT.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL:AUDIOSES.DLL (00007FFC38B20000), size: 606208 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\AUDIOSES.DLL', fileVersion: 10.0.14393.103 C:\WINDOWS\SYSTEM32\wintypes.dll:wintypes.dll (00007FFC45A60000), size: 1269760 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wintypes.dll', fileVersion: 10.0.14393.103 C:\WINDOWS\SYSTEM32\msacm32.drv:msacm32.drv (00007FFC425C0000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\msacm32.drv', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\MSACM32.dll:MSACM32.dll (00007FFC37540000), size: 114688 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\MSACM32.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\midimap.dll:midimap.dll (00007FFC423D0000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\midimap.dll', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FFC46FC0000), size: 1646592 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbghelp.dll', fileVersion: 10.0.14321.1024 C:\WINDOWS\SYSTEM32\SspiCli.dll:SspiCli.dll (00007FFC4A210000), size: 180224 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\SspiCli.dll', fileVersion: 10.0.14393.0 ========== OUTPUTING STACK TRACE ================== 0x00007FF6DA343B44 (mmwindow) PlayerMainWndProc 0x00007FFC4DDA1C24 (USER32) CallWindowProcW 0x00007FFC4DDA1917 (USER32) CallWindowProcW 0x00007FFC4DDB2563 (USER32) MapWindowPoints 0x00007FFC4E1489D4 (ntdll) KiUserCallbackDispatcher 0x00007FFC4A631184 (win32u) NtUserMessageCall 0x00007FFC4DD9EE4D (USER32) GetWindowTextW 0x00007FFC4DD9E982 (USER32) GetWindowTextW 0x00007FFC48DCC5EA (uxtheme) IsThemeActive 0x00007FFC48DCC262 (uxtheme) IsThemeActive 0x00007FFC48DC1E15 (uxtheme) DrawThemeBackground 0x00007FFC48DC06D1 (uxtheme) DrawThemeBackground 0x00007FFC4DD9EB7D (USER32) GetWindowTextW 0x00007FF6DA343C29 (mmwindow) PlayerMainWndProc 0x00007FFC4DDA1C24 (USER32) CallWindowProcW 0x00007FFC4DDA1917 (USER32) CallWindowProcW 0x00007FFC4DDB2563 (USER32) MapWindowPoints 0x00007FFC4E1489D4 (ntdll) KiUserCallbackDispatcher 0x00007FFC4A631184 (win32u) NtUserMessageCall 0x00007FFC4DD9EE4D (USER32) GetWindowTextW 0x00007FFC4DD9E982 (USER32) GetWindowTextW 0x00007FFC48DCC5EA (uxtheme) IsThemeActive 0x00007FFC48DCC207 (uxtheme) IsThemeActive 0x00007FFC48DC1E15 (uxtheme) DrawThemeBackground 0x00007FFC48DC06D1 (uxtheme) DrawThemeBackground 0x00007FFC4DD9EB7D (USER32) GetWindowTextW 0x00007FF6DA343C29 (mmwindow) PlayerMainWndProc 0x00007FFC4DDA1C24 (USER32) CallWindowProcW 0x00007FFC4DDA156C (USER32) DispatchMessageW 0x00007FF6DA14B2D4 (mmwindow) operator new 0x00007FF6DA343408 (mmwindow) IntermediateRenderer::GetLayer 0x00007FF6DA34701E (mmwindow) PlayerWinMain 0x00007FF6DA7E0E60 (mmwindow) RectT<int>::GetYMax 0x00007FFC4C718364 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****
  17. Hi! I"m a real newbie at tower! 3d. Actually I'm trying to build a realistic tower control simulator (So, I mean not the program, the hardware for it with voice recognition system, multi monitor system etc. Because i'm interested in air traffic controlling) and I found TOWER!3D which looked great, but the I found that they're going to realese a pro version with voice recongnition built it and so on. So: Does anyone know what the exact release date is and does someone now a pricing for it already? And what are going to be the main features of it?
  18. FeelThere

    SP1 FOR KSAN HAS BEEN RELEASED

    Dear Folks, A Service Pack for San Diego has been released. What is fixed: -taxiway A is added -the taxiway at the new terminal has been changed to one way to allow some controlling in that area -fixed some taxiway exits from the runway -changed the commuter terminal's stands -changed the tower's position to the correct one What is NOT changed: -the planes will still stop on taxiway B after landing. This is not a bug, they must cross the holding line outside so they will stop on the taxiway. You need to consider it and pre-plan while you control on the airport -airplanes that must cross their runways that later will use for departure will stuck. This is not a bug of KSAN instead of T!3D. We will issue a free SP including this fix, but until then unfortunately the only solution we can provide is to delete those traffic. As usual; existing customers can use their download link to re-download the product. Thank you for the patience Vic
  19. Dear Folks, The waiting is over :) We just released KSAN for Tower!3D supported by Nyerges Design's Real Color. Please note you need to update your Real Traffic to make it work with KSAN. It's a free update you can obtain it in the usual way by re-downloading your product. One important note: I strongly recommend using runway 27 (I know this is not the usual layout, I spent so much time on this airport) due to it's layout. If you instruct the planes to land on RWY9 they will exit at places where the outgoing ground traffic is blocked. It will be different on Tower!3D where you can ask the landing planes to exit at any taxiways but until T!3DP please use RWY27. Vic
  20. futureboy

    Tower!3D Favorite Scenario

    Does anybody have a favorite scenario that they especially enjoy? Mine is KPHL, from 15:00 to 20:00, landing 9R, diverting de Havillands to 8 and terminal E and F traffic to 35. Departures go to 9L via taxiway K. I usually choose clear weather, the best for Nyerges RC and RT. KPHL during this timeframe usually has alternating departures and arrivals, where one hour will be mostly arrivals, then the next hour mostly departures. The departures have a tendency to backup quickly. The passengers are not happy, but I am doing the best I can to get everyone off safely. RickyJ
  21. Dear Folks, We just got the confirmation, SP2a for Steam has been released! It means all the fixes we released weeks ago is available for Steam customers too and their Tower!3D is now compatible with the add-ons such as New York and Real Traffic/Color. Once again we appreciate your patience Vic & Co
  22. FeelThere

    KJFK SP HAS BEEN RELEASED

    Dear Folks, We released a patch for KJFK. It should fix the entry to the runways (originally the planes made a little extra turn before they went onto the runways), added some new taxiways at RWY 31L, fixed some terminal routing. Also we fixed some terminal spinners but.... Let me give you some background about the terminal spinners. In T!3D we made a new system for parking as the gates needs to reach to the airplanes. Now the docking is a pretty advanced code so it requires the plane to stop at an exact point (just like in real life). The plane has a mass and it needs to slow down so if the turn to the gate is not exact it misses the stopping point therefore it tries to go back (ie: spin). We have to make every single entry to the parking position position very precisely. So far we did a 99% good job, but when we failed you guessed right; dance begun. So during PRO's development we are testing a new code that should eliminate these spinners on the code level. If we nail it we will release a patch for non pro too (free of charge of course as usual). You can get the file the usual way; existing customer can re-download their product from the same link, new customers automatically receive KJFK with this new SP. Please uninstall KJFK first before you re-install it. PLEASE KEEP THIS TOPIC CLEAN ANY BUG REPORT WILL BE DELETED WITHOUT WARNING. If you notice some issue with KJFK, please open a new topic. Thank you for your patience Vic & Co
  23. I can't wait until I come across an A388 or B744. I better have my nitroglycerin pills handy. RickyJ
  24. FeelThere

    REAL COLOR PREVIEW

    We just received these screenshots. Please don't ask about release date or pricing, we don't have any information about it.
×

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.