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krazyk

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    United Arab Emirates

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  1. skyFive
    krazyk got a reaction from Azkazz in ORBX outlines plans for XP11 in 2018   
    From ORBX Forum:
    Hi everyone,
     
    All you all know we released KCGX Meigs Field for X-Plane 11 yesterday, and it's proving to be a HOT seller, certainly on par or if not better than small to medium airports for our other platforms. So please allow me to say a big THANK YOU to the X-Plane user community for embracing "the new Orbx kid on the block" and I hope it has met your expectations! We don't have delusions of world domination but we hope to see many other FS developers embracing XP moving forward as well.
     
    You may be wondering about the choice of Meigs Field as our debut. The reason is fairly simple - we hired a contractor to port this over a year ago as part of our evaluation of XP11 and to see what was involved. We then sat on the 80% completed work for various reasons as well as working on enhancements to the existing FSX/P3D/AFS2 versions to vastly expand the cityscape well into the suburban areas and add a larger photoreal terrain coverage. So basically, we've added the last 20% to make it on par with the other platforms and released it.
     
    However, we have 2-3 more Orbx airport ports coming in a short while and also a new first-for-XPlane release; EGCB Barton Manchester Airport by Tony Wroblewski, which looks just ridiculously stunning I have to say!

    (There are many more shots but I don't want to steal Tony's thunder - needless to say it looks gobsmackling good  )
     
    2018 X-Plane (sort of) Roadmap
     
    We don't yet have a formal roadmap to announce yet but here is the rough plan:
     
    Hire more XP experienced developers to add to those already recently joined Port our most popular small to medium airports to XP11 Potentially port some of our larger more complex airports and their attached 'micro-regions' Develop a photoreal Pacific Northwest region Port the PNW airports across to establish a bush-flyer's paradise Work with Ben Supnik and the guys at Laminar to try and add bone animations to the sim so we can add some Flow technologies Release more 'first-for-XPlane' titles (yes, we may end up porting XP airports back to FSX/P3D/AFS2, how about that eh?  ) Port across our Netherlands photoreal region Investigate further US regions Investigate a UK photoreal region with ported and brand new airports  
    Some pre-alpha shots of a UK region exploratory work:

    What we don't plan to do:
     
    Create an Orbx Global, openLC or Vector product; for now this is too ambitious in scope for the platform Create land class based regions; XP doesn't have seasons and we are not yet up to speed with the XP internals just yet  
    Hopefully this post will be welcomed by the XP community as a sign of our commitment to the platform. Orbx is morphing into a multi-platform FS developer and whilst we remain focused on our core sims (FSX/P3D) we also recognise that there are new sims emerging as choices for the FS community (XP/AFS2/FSW) and it makes good business sense to expand the scope of our offerings to them.
    SOURCE INFO
    DEVELOPER POST LINK :  https://orbxsystems.com/forum/topic/150659-orbx-and-x-plane-releases-in-2018/
    NEWS SITE ARTICLE LINK :  
  2. skyFive
    krazyk got a reaction from Azkazz in ORBX outlines plans for XP11 in 2018   
    From ORBX Forum:
    Hi everyone,
     
    All you all know we released KCGX Meigs Field for X-Plane 11 yesterday, and it's proving to be a HOT seller, certainly on par or if not better than small to medium airports for our other platforms. So please allow me to say a big THANK YOU to the X-Plane user community for embracing "the new Orbx kid on the block" and I hope it has met your expectations! We don't have delusions of world domination but we hope to see many other FS developers embracing XP moving forward as well.
     
    You may be wondering about the choice of Meigs Field as our debut. The reason is fairly simple - we hired a contractor to port this over a year ago as part of our evaluation of XP11 and to see what was involved. We then sat on the 80% completed work for various reasons as well as working on enhancements to the existing FSX/P3D/AFS2 versions to vastly expand the cityscape well into the suburban areas and add a larger photoreal terrain coverage. So basically, we've added the last 20% to make it on par with the other platforms and released it.
     
    However, we have 2-3 more Orbx airport ports coming in a short while and also a new first-for-XPlane release; EGCB Barton Manchester Airport by Tony Wroblewski, which looks just ridiculously stunning I have to say!

    (There are many more shots but I don't want to steal Tony's thunder - needless to say it looks gobsmackling good  )
     
    2018 X-Plane (sort of) Roadmap
     
    We don't yet have a formal roadmap to announce yet but here is the rough plan:
     
    Hire more XP experienced developers to add to those already recently joined Port our most popular small to medium airports to XP11 Potentially port some of our larger more complex airports and their attached 'micro-regions' Develop a photoreal Pacific Northwest region Port the PNW airports across to establish a bush-flyer's paradise Work with Ben Supnik and the guys at Laminar to try and add bone animations to the sim so we can add some Flow technologies Release more 'first-for-XPlane' titles (yes, we may end up porting XP airports back to FSX/P3D/AFS2, how about that eh?  ) Port across our Netherlands photoreal region Investigate further US regions Investigate a UK photoreal region with ported and brand new airports  
    Some pre-alpha shots of a UK region exploratory work:

    What we don't plan to do:
     
    Create an Orbx Global, openLC or Vector product; for now this is too ambitious in scope for the platform Create land class based regions; XP doesn't have seasons and we are not yet up to speed with the XP internals just yet  
    Hopefully this post will be welcomed by the XP community as a sign of our commitment to the platform. Orbx is morphing into a multi-platform FS developer and whilst we remain focused on our core sims (FSX/P3D) we also recognise that there are new sims emerging as choices for the FS community (XP/AFS2/FSW) and it makes good business sense to expand the scope of our offerings to them.
    SOURCE INFO
    DEVELOPER POST LINK :  https://orbxsystems.com/forum/topic/150659-orbx-and-x-plane-releases-in-2018/
    NEWS SITE ARTICLE LINK :  
  3. skyFive
    krazyk got a reaction from Azkazz in ORBX outlines plans for XP11 in 2018   
    From ORBX Forum:
    Hi everyone,
     
    All you all know we released KCGX Meigs Field for X-Plane 11 yesterday, and it's proving to be a HOT seller, certainly on par or if not better than small to medium airports for our other platforms. So please allow me to say a big THANK YOU to the X-Plane user community for embracing "the new Orbx kid on the block" and I hope it has met your expectations! We don't have delusions of world domination but we hope to see many other FS developers embracing XP moving forward as well.
     
    You may be wondering about the choice of Meigs Field as our debut. The reason is fairly simple - we hired a contractor to port this over a year ago as part of our evaluation of XP11 and to see what was involved. We then sat on the 80% completed work for various reasons as well as working on enhancements to the existing FSX/P3D/AFS2 versions to vastly expand the cityscape well into the suburban areas and add a larger photoreal terrain coverage. So basically, we've added the last 20% to make it on par with the other platforms and released it.
     
    However, we have 2-3 more Orbx airport ports coming in a short while and also a new first-for-XPlane release; EGCB Barton Manchester Airport by Tony Wroblewski, which looks just ridiculously stunning I have to say!

    (There are many more shots but I don't want to steal Tony's thunder - needless to say it looks gobsmackling good  )
     
    2018 X-Plane (sort of) Roadmap
     
    We don't yet have a formal roadmap to announce yet but here is the rough plan:
     
    Hire more XP experienced developers to add to those already recently joined Port our most popular small to medium airports to XP11 Potentially port some of our larger more complex airports and their attached 'micro-regions' Develop a photoreal Pacific Northwest region Port the PNW airports across to establish a bush-flyer's paradise Work with Ben Supnik and the guys at Laminar to try and add bone animations to the sim so we can add some Flow technologies Release more 'first-for-XPlane' titles (yes, we may end up porting XP airports back to FSX/P3D/AFS2, how about that eh?  ) Port across our Netherlands photoreal region Investigate further US regions Investigate a UK photoreal region with ported and brand new airports  
    Some pre-alpha shots of a UK region exploratory work:

    What we don't plan to do:
     
    Create an Orbx Global, openLC or Vector product; for now this is too ambitious in scope for the platform Create land class based regions; XP doesn't have seasons and we are not yet up to speed with the XP internals just yet  
    Hopefully this post will be welcomed by the XP community as a sign of our commitment to the platform. Orbx is morphing into a multi-platform FS developer and whilst we remain focused on our core sims (FSX/P3D) we also recognise that there are new sims emerging as choices for the FS community (XP/AFS2/FSW) and it makes good business sense to expand the scope of our offerings to them.
    SOURCE INFO
    DEVELOPER POST LINK :  https://orbxsystems.com/forum/topic/150659-orbx-and-x-plane-releases-in-2018/
    NEWS SITE ARTICLE LINK :  
  4. skyFive
    krazyk got a reaction from Azkazz in ORBX outlines plans for XP11 in 2018   
    From ORBX Forum:
    Hi everyone,
     
    All you all know we released KCGX Meigs Field for X-Plane 11 yesterday, and it's proving to be a HOT seller, certainly on par or if not better than small to medium airports for our other platforms. So please allow me to say a big THANK YOU to the X-Plane user community for embracing "the new Orbx kid on the block" and I hope it has met your expectations! We don't have delusions of world domination but we hope to see many other FS developers embracing XP moving forward as well.
     
    You may be wondering about the choice of Meigs Field as our debut. The reason is fairly simple - we hired a contractor to port this over a year ago as part of our evaluation of XP11 and to see what was involved. We then sat on the 80% completed work for various reasons as well as working on enhancements to the existing FSX/P3D/AFS2 versions to vastly expand the cityscape well into the suburban areas and add a larger photoreal terrain coverage. So basically, we've added the last 20% to make it on par with the other platforms and released it.
     
    However, we have 2-3 more Orbx airport ports coming in a short while and also a new first-for-XPlane release; EGCB Barton Manchester Airport by Tony Wroblewski, which looks just ridiculously stunning I have to say!

    (There are many more shots but I don't want to steal Tony's thunder - needless to say it looks gobsmackling good  )
     
    2018 X-Plane (sort of) Roadmap
     
    We don't yet have a formal roadmap to announce yet but here is the rough plan:
     
    Hire more XP experienced developers to add to those already recently joined Port our most popular small to medium airports to XP11 Potentially port some of our larger more complex airports and their attached 'micro-regions' Develop a photoreal Pacific Northwest region Port the PNW airports across to establish a bush-flyer's paradise Work with Ben Supnik and the guys at Laminar to try and add bone animations to the sim so we can add some Flow technologies Release more 'first-for-XPlane' titles (yes, we may end up porting XP airports back to FSX/P3D/AFS2, how about that eh?  ) Port across our Netherlands photoreal region Investigate further US regions Investigate a UK photoreal region with ported and brand new airports  
    Some pre-alpha shots of a UK region exploratory work:

    What we don't plan to do:
     
    Create an Orbx Global, openLC or Vector product; for now this is too ambitious in scope for the platform Create land class based regions; XP doesn't have seasons and we are not yet up to speed with the XP internals just yet  
    Hopefully this post will be welcomed by the XP community as a sign of our commitment to the platform. Orbx is morphing into a multi-platform FS developer and whilst we remain focused on our core sims (FSX/P3D) we also recognise that there are new sims emerging as choices for the FS community (XP/AFS2/FSW) and it makes good business sense to expand the scope of our offerings to them.
    SOURCE INFO
    DEVELOPER POST LINK :  https://orbxsystems.com/forum/topic/150659-orbx-and-x-plane-releases-in-2018/
    NEWS SITE ARTICLE LINK :  
  5. skyFive
    krazyk got a reaction from OMGEDSON in Immersive Audio - NGX CFM Immersion Soundpack HD *Final Preview*   
    Predrag Drobac, the developer of the surprisingly good B737NG Immersion Soundpack (as well as the Dash 8 Q400) has just announced and released, over on Facebook, his final preview of the NG sound pack before release.  If all goes well, the NG drivers are in for a treat in just a few days from now. 
    Give it a listen here: 
     
    From Facebook: 
    Part I - Cockpit, taxing (0:00-0:37)
    Part II - Cockpit, takeoff (0:37-3:03)
    Part III - External static camera, takeoff (3:03-3:45)
    Headphones are recommended. :)
    Release date? In few days time, hopefully, if everything goes as planned.
    Enjoy!
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.facebook.com/groups/p3dgroup/permalink/1609522679084572/
    NEWS SITE ARTICLE LINK :  
  6. skyFive
    krazyk got a reaction from angeli662 in Aerosoft/Digital Aviation CRJ v1.0.6.0 Hotfix *Released*   
    From Aerosoft forum:
    We used the weekend to fix some more issues - actually none of them was really introduced with 1.0.5, but this should help to further reduce the number of issues and make flying the CRJ more enjoyable.
    Changelog:
    - [Fixed] Doors not working in FSX SP2
    - [Fixed] DAVE payload changes now trigger a 120 second wait period before updating its data
              from FS again. The "SET PAYLOAD AND FUEL" button flashes during that time
    - [Fixed] Loading of procedures starting with a certain combination of Rwy-SID-Transition and SID (KDEN 17R FOOOT3 SID)
    - [Added] Throttle hint indicator is now visible on the HGS as well
    - [Fixed] CRJ Manager placing 10 people on 9 seats in business class when clicking "Full"
    - [Fixed] APU sound loop playing in exterior view although APU is stopped
    - [Fixed] Tiller animation on P3D v4.2
    - [Fixed] Keyboard control for rudder
    - [Fixed] Station distance indicator on PFD sometimes showed ".10" as decimal part
    - [Fixed] Updated flight dynamics with more rudder authority while the yaw damper is enabled
    There are no fixes for the reported LNAV and Glideslope capture issues as those were simply not reproducable. Unfortunately that means there's nothing we could fix yet.
    For more information as well as download links, click on the source link below.
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130903-1060-hotfix-available/
    NEWS SITE ARTICLE LINK :  
  7. skyFive
    krazyk got a reaction from angeli662 in Aerosoft/Digital Aviation CRJ v1.0.6.0 Hotfix *Released*   
    From Aerosoft forum:
    We used the weekend to fix some more issues - actually none of them was really introduced with 1.0.5, but this should help to further reduce the number of issues and make flying the CRJ more enjoyable.
    Changelog:
    - [Fixed] Doors not working in FSX SP2
    - [Fixed] DAVE payload changes now trigger a 120 second wait period before updating its data
              from FS again. The "SET PAYLOAD AND FUEL" button flashes during that time
    - [Fixed] Loading of procedures starting with a certain combination of Rwy-SID-Transition and SID (KDEN 17R FOOOT3 SID)
    - [Added] Throttle hint indicator is now visible on the HGS as well
    - [Fixed] CRJ Manager placing 10 people on 9 seats in business class when clicking "Full"
    - [Fixed] APU sound loop playing in exterior view although APU is stopped
    - [Fixed] Tiller animation on P3D v4.2
    - [Fixed] Keyboard control for rudder
    - [Fixed] Station distance indicator on PFD sometimes showed ".10" as decimal part
    - [Fixed] Updated flight dynamics with more rudder authority while the yaw damper is enabled
    There are no fixes for the reported LNAV and Glideslope capture issues as those were simply not reproducable. Unfortunately that means there's nothing we could fix yet.
    For more information as well as download links, click on the source link below.
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130903-1060-hotfix-available/
    NEWS SITE ARTICLE LINK :  
  8. skyFive
    krazyk got a reaction from OMGEDSON in Aerosoft Rome Fuimicino (LIRF/FCO) XP11 *Previews*   
    From Aerosoft forum:
    Glad to announce that Airport Rome FCO is coming to XPlane 11. The Airport will have advanced XPlane 11 features such as ground vehicles, moving Jetways and working safedocks, thus it will be an XPlane 11 exclusive.
    See some in-dev screenshots below. Traffic hasnt been adjusted yet.

     
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130939-airport-rome-fco-xplane-11/&tab=comments#comment-869423
    NEWS SITE ARTICLE LINK :  
  9. skyFive
    krazyk got a reaction from OMGEDSON in Aerosoft Airbus Professional: YASP   
    YASP: Yet Another Set of Previews
    Frank Docter, one of the beta testers as well as a reference pilot to the Aerosoft Airbus team posted some new shots of the Airbus in action. He noticed that there are several bugs (20+) that still need to be ironed out for a fault free experience. Some may be visual/audio anomalies while others could be rather major. 
    Overall, the product seems to be maturing very well and he says, "All in all the product is shaping up rather nicely but some rough corners still need to be polished."
    Now, to the screenshots from his flight (EDDM-LSZH):

     
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130620-aerosoft-a318a319a320a321a330-professional-preview-part-5/&do=findComment&comment=869385
    NEWS SITE ARTICLE LINK :  
  10. skyFive
    krazyk got a reaction from SSH in Prealsoft HD Cities Madrid *Released*   
    Price: EUR18.50
    From SimMarket:
    The main features:
    Autogen (Houses and trees) for Madrid Photoreal Sceneries Specific building Textures (Spanish Style) Customized 3D Buildings Optimized for best framerates 3D Streets light for FTX Global users Compatible with Madrid Airport Sceneries, Spanish sceneries, FTX Global You have to download PrealSoft HD Cities Madrid Photoreal City or another Madrid Photoreal Scenery before use this product.
    For more screenshots and information about the product, click on that source link below and don't get frugal with those skyfives! It's what motivates us to be on the lookout for news. So smash that button and then click on the source link below.

     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://secure.simmarket.com/prealsoft-hd-cities-madrid-autogen-fsx-p3d.phtml
    NEWS SITE ARTICLE LINK :  
  11. skyFive
    krazyk got a reaction from hellfire_missile in FSDreamTeam Chicago O'Hare KORD v2 *Preview*   
    FSDreamTeam just pushed a brand spanking new video showcasing their O'Hare scenery in all it's glory. This is only the beginning so expect a lot more pictures and videos in the near future.
    From YouTube:
    First preview of the upcoming Chicago O'Hare V2 by Fsdreamteam.
    A complete remake, featuring the latest airport 2018 developments, made specifically for Lockheed Martin Prepar3D V4 sim, using only 100% pure native V4 SDK code, without any code ported from previous products.
    Several never-seen-before features:
    - Working information panels showing weather info, stand coordinates, AI/User flight plan info and GSX service status too, made with highly optimized C++/DX11 code, only possible with the P3D V4 SDK/PDK.
    - Individual gate numbers on each of the 170+ jetways, without having to model all jetways individually, thanks to usage of fast DX11 code for rendering, for a big fps advantage.
    - PBR-like quality textures, thanks to a custom Substance Designer filter, allowing to use a PBR workflow in a non-PBR sim with minimal loss of quality (and with a very easy upgrade path to PBR graphic engines)
    This scenery is one of the most awaited airports of 2018, and will be released during the course of this year, with an upgrade path for existing users of the current version of FSDT O'Hare.
    Detailed update about the scenery: http://www.fsdreamteam.com/forum/index.php/topic,17447.0.html
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://www.facebook.com/virtualisagl/posts/1818828341502466
     
  12. skyFive
    krazyk got a reaction from hellfire_missile in FSDreamTeam Chicago O'Hare KORD v2 *Preview*   
    FSDreamTeam just pushed a brand spanking new video showcasing their O'Hare scenery in all it's glory. This is only the beginning so expect a lot more pictures and videos in the near future.
    From YouTube:
    First preview of the upcoming Chicago O'Hare V2 by Fsdreamteam.
    A complete remake, featuring the latest airport 2018 developments, made specifically for Lockheed Martin Prepar3D V4 sim, using only 100% pure native V4 SDK code, without any code ported from previous products.
    Several never-seen-before features:
    - Working information panels showing weather info, stand coordinates, AI/User flight plan info and GSX service status too, made with highly optimized C++/DX11 code, only possible with the P3D V4 SDK/PDK.
    - Individual gate numbers on each of the 170+ jetways, without having to model all jetways individually, thanks to usage of fast DX11 code for rendering, for a big fps advantage.
    - PBR-like quality textures, thanks to a custom Substance Designer filter, allowing to use a PBR workflow in a non-PBR sim with minimal loss of quality (and with a very easy upgrade path to PBR graphic engines)
    This scenery is one of the most awaited airports of 2018, and will be released during the course of this year, with an upgrade path for existing users of the current version of FSDT O'Hare.
    Detailed update about the scenery: http://www.fsdreamteam.com/forum/index.php/topic,17447.0.html
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://www.facebook.com/virtualisagl/posts/1818828341502466
     
  13. skyFive
    krazyk got a reaction from SSH in ORBX RELEASE KCGX MEIGS FIELD on Xplane 11   
    Price: AUD $32.95
    From ORBX website:
    Key Features
    Ultra detailed rendition of KCGX Meigs Field circa late 90's and early 2000's
    Many highly detailed Chicago landmarks, including Soldier Field, Cloudgate, Adler Planetarium, Navy Pier and The Shedd
    Custom CBD for Chicago skyline including Sears Tower, Aeon Center, Trump Tower, Hancock Center
    Thousands of autogen buildings accurately placed
    Beautifully modelled static aircraft
    Airport imagery at 30cm per pixel
    Extended photoreal at 1m per pixel
    Orbx first X-Plane release!
     
    Screenshots:
    https://orbxdirect.com/product/kcgx/xp11?utm_source=fselite&utm_medium=article&utm_campaign=kcgx_xp11_release
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://orbxsystems.com/forum/topic/150566-orbx-kcgx-meigs-field-for-x-plane-11-released/
    NEWS SITE ARTICLE LINK :  
  14. skyFive
    krazyk got a reaction from SSH in DRZEWIECKI’S EETN TALLINN V2 IMMINENT   
    From Facebook:
    EETN Tallinn v2 XP (for XP10/XP11) is almost completed. Good news - the airport includes animated jetways and VGDS.
    - Autogates and VGDS
    - Updated ground poly - extended runway, new taxiways and aprons 
    - New MRO hangar 
    - Extended terminal building and some interior added 
    - New tramway station with an animated tram
    - Several new high buildings north of the airport 
    - New vertical taxiway signs 
    - New fences and trees 
    - Autogen enhancements 
    - Updated ground imagery 
    - Estonian Air signs and aircraft removed 
    - New car parking 
    - New static aircraft 
    - Highly upgraded texture management for better performance 
    - Updated LOGOs 
    - Welcome To Estonia sign added 
    - Reworked GA apron, Y4 taxiway added

     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.facebook.com/DrzewieckiDesign/posts/2097279190485281
    NEWS SITE ARTICLE LINK :  
     
  15. skyFive
    krazyk got a reaction from SSH in ORBX RELEASE KCGX MEIGS FIELD on Xplane 11   
    Price: AUD $32.95
    From ORBX website:
    Key Features
    Ultra detailed rendition of KCGX Meigs Field circa late 90's and early 2000's
    Many highly detailed Chicago landmarks, including Soldier Field, Cloudgate, Adler Planetarium, Navy Pier and The Shedd
    Custom CBD for Chicago skyline including Sears Tower, Aeon Center, Trump Tower, Hancock Center
    Thousands of autogen buildings accurately placed
    Beautifully modelled static aircraft
    Airport imagery at 30cm per pixel
    Extended photoreal at 1m per pixel
    Orbx first X-Plane release!
     
    Screenshots:
    https://orbxdirect.com/product/kcgx/xp11?utm_source=fselite&utm_medium=article&utm_campaign=kcgx_xp11_release
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://orbxsystems.com/forum/topic/150566-orbx-kcgx-meigs-field-for-x-plane-11-released/
    NEWS SITE ARTICLE LINK :  
  16. skyFive
    krazyk got a reaction from smurf_john in FlyTampa Boston Rebooted v4.1 Patch *Download/WIP*   
    Soon after the release of FlyTampa's Boston Rebooted scenery, the developers quickly reacted to the trickle of bugs associated with the product and George (One of the developers) has now issued a WIP patch which will be constantly updated as they fix the product. That means you can download the patch right now but you'll have to keep visiting their forum to check on any updates to it. 
    From FlyTampa forum:
    While we gather information & start to fix various bugs, I'll make available my improvements as we move towards compiling a 4.1 patch. 

    25th Feb - The first set of files removes the invisible collision boxes & should prevent aircraft crashing.

    Unzip the attached file & copy the BGL files to your Prepar3d\Flytampa\Boston\Scenery Folder. 
    Overwrite when asked. If it doesn't ask, you probably have the wrong location.

    Please be aware Rwy_Lights_FOG_KBOS.OFF & Rwy_Lights_KBOS.BGL are setup to only allow the runwaylights on at night. You can rename/toggle the extension to get it back into sync with the config tool.

    2nd March - Fixed a floating jetway Gate B38
    Fixed a Lamp intersecting with Jetway
    SOURCE INFO
    DEVELOPER POST LINK :  http://www.flytampa.org/forum/viewtopic.php?f=33&t=11863
    NEWS SITE ARTICLE LINK :  
  17. skyFive
    krazyk got a reaction from smurf_john in FlyTampa Boston Rebooted v4.1 Patch *Download/WIP*   
    Soon after the release of FlyTampa's Boston Rebooted scenery, the developers quickly reacted to the trickle of bugs associated with the product and George (One of the developers) has now issued a WIP patch which will be constantly updated as they fix the product. That means you can download the patch right now but you'll have to keep visiting their forum to check on any updates to it. 
    From FlyTampa forum:
    While we gather information & start to fix various bugs, I'll make available my improvements as we move towards compiling a 4.1 patch. 

    25th Feb - The first set of files removes the invisible collision boxes & should prevent aircraft crashing.

    Unzip the attached file & copy the BGL files to your Prepar3d\Flytampa\Boston\Scenery Folder. 
    Overwrite when asked. If it doesn't ask, you probably have the wrong location.

    Please be aware Rwy_Lights_FOG_KBOS.OFF & Rwy_Lights_KBOS.BGL are setup to only allow the runwaylights on at night. You can rename/toggle the extension to get it back into sync with the config tool.

    2nd March - Fixed a floating jetway Gate B38
    Fixed a Lamp intersecting with Jetway
    SOURCE INFO
    DEVELOPER POST LINK :  http://www.flytampa.org/forum/viewtopic.php?f=33&t=11863
    NEWS SITE ARTICLE LINK :  
  18. skyFive
    krazyk got a reaction from smurf_john in FlyTampa Boston Rebooted v4.1 Patch *Download/WIP*   
    Soon after the release of FlyTampa's Boston Rebooted scenery, the developers quickly reacted to the trickle of bugs associated with the product and George (One of the developers) has now issued a WIP patch which will be constantly updated as they fix the product. That means you can download the patch right now but you'll have to keep visiting their forum to check on any updates to it. 
    From FlyTampa forum:
    While we gather information & start to fix various bugs, I'll make available my improvements as we move towards compiling a 4.1 patch. 

    25th Feb - The first set of files removes the invisible collision boxes & should prevent aircraft crashing.

    Unzip the attached file & copy the BGL files to your Prepar3d\Flytampa\Boston\Scenery Folder. 
    Overwrite when asked. If it doesn't ask, you probably have the wrong location.

    Please be aware Rwy_Lights_FOG_KBOS.OFF & Rwy_Lights_KBOS.BGL are setup to only allow the runwaylights on at night. You can rename/toggle the extension to get it back into sync with the config tool.

    2nd March - Fixed a floating jetway Gate B38
    Fixed a Lamp intersecting with Jetway
    SOURCE INFO
    DEVELOPER POST LINK :  http://www.flytampa.org/forum/viewtopic.php?f=33&t=11863
    NEWS SITE ARTICLE LINK :  
  19. skyFive
    krazyk got a reaction from bguerra77 in Aerosoft - Would you like coffee with that?   
    So, a few days back I posted a thread that showed us the Aerosoft A321 exterior shots and boy oh boy were they gorgeous! Today, I share shots from the VC. While I doubt you could actually see the coffee in the cup slowly disappear (Drinking Simulator), it's still a nice touch for those that enjoy visuals and if you clicked on this thread, then you are obviously one of us that does enjoy a good looking airplane!
    What WX app do you think the Captain is running on his phone? Looks like 'Aeroweather' to me.


     
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130620-aerosoft-a318a319a320a321a330-professional-preview-part-5/&do=findComment&comment=868441
    NEWS SITE ARTICLE LINK :  
  20. skyFive
    krazyk got a reaction from airjuneau in PacSim Announces Incheon Intl Airport (ICN/RKSI)   
    Pacific Island Simulations has revealed what their next product will be and it's going to be the colossal Incheon Intl Airport in South Korea. It's a massive project as I think this could be the largest airport in the region and has some extremely advanced structures. Either ways, PacSim have already proven themselves to be one of the top devs in the community so I trust they will deliver an excellent product which will also include the city, nearby islands and 3D bridges. btw!
    Token image for attention from Facebook: 

     
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.facebook.com/islandsim/photos/a.1400957180152627.1073741827.1400947656820246/1981417758773230/?type=3&permPage=1NEWS SITE ARTICLE LINK :  
     
  21. skyFive
    krazyk got a reaction from bguerra77 in Aerosoft - Would you like coffee with that?   
    So, a few days back I posted a thread that showed us the Aerosoft A321 exterior shots and boy oh boy were they gorgeous! Today, I share shots from the VC. While I doubt you could actually see the coffee in the cup slowly disappear (Drinking Simulator), it's still a nice touch for those that enjoy visuals and if you clicked on this thread, then you are obviously one of us that does enjoy a good looking airplane!
    What WX app do you think the Captain is running on his phone? Looks like 'Aeroweather' to me.


     
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130620-aerosoft-a318a319a320a321a330-professional-preview-part-5/&do=findComment&comment=868441
    NEWS SITE ARTICLE LINK :  
  22. skyFive
    krazyk got a reaction from OMGEDSON in CaptainSim releases B757 Captain III v1.1 *Changelog Only*   
    One of the developers from the CS team has published a pretty comprehensive changelog with additional features they'd like to introduce with the upcoming update. What caught my fancy most was the inclusion of split scimitar option. I hope they also include the performance benefits the new winglets provide but in all likelihood it will probably just be a cosmetic addition. Something to look forward to while we wait for Flight 1s B757 product which will probably be out of beta soon.. within the decade.. hopefully.  
    From their forum:
    Captains,
    The first day of Spring is a good time for a brief heads up on the 1.1 progress.
    We're working extra hard to make the 757 a better product, hoping to include into the 1.1 quite a number of new features and enhancements.

    To fix:
    - VNAV descend PTH to SPD switch and the A/T response to the switch.
    - The engine startup sound stutter.
    - FMC "invalid entry" message for flaps 1.
    - Proper engine rating on the CDU info page.
    - A couple of issues which may cause CTD on some systems.
    - To decrease the roll MOI. 
    - The reverse sleeve animation.
    - The yoke shape.
    - The yoke column height.

    New features:
    - The cockpit states real-time management via FMC.
    - The 4-door configuration model (including the escape slides).
    - Tutorial engine auto-start (Ctrl+E).
    - An option to turn off the F/O's CDU, ADI, HSI displays.
    - ZFW on the Payload Page auto-update.
    - An option to select less intense landing lights FX.
    - Forward access door animation.
    - E/E access door animation.
    - External power hatch animation.
    - Overflow valve animation.
    - The main exit set to D2L. 
    - Separate selcall audio files for user customization. 
    - V1, Rotate, V2 callouts.
    - Clickable VC CDU to call the 2D CDU panel.
    - Brand new ACE.
    - An option to select the new Scimitar winglets.

    Also we got a few more things on the list.

    Anyway, we're hoping to see the 1.1 solid enough to be converted and released for 32-bit platforms (FSX and P3D3) as well.

    When? Well, you know the answer 
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.captainsim.org/forum/csf.pl?num=1519920447
    NEWS SITE ARTICLE LINK :  
  23. skyFive
    krazyk got a reaction from OMGEDSON in CaptainSim releases B757 Captain III v1.1 *Changelog Only*   
    One of the developers from the CS team has published a pretty comprehensive changelog with additional features they'd like to introduce with the upcoming update. What caught my fancy most was the inclusion of split scimitar option. I hope they also include the performance benefits the new winglets provide but in all likelihood it will probably just be a cosmetic addition. Something to look forward to while we wait for Flight 1s B757 product which will probably be out of beta soon.. within the decade.. hopefully.  
    From their forum:
    Captains,
    The first day of Spring is a good time for a brief heads up on the 1.1 progress.
    We're working extra hard to make the 757 a better product, hoping to include into the 1.1 quite a number of new features and enhancements.

    To fix:
    - VNAV descend PTH to SPD switch and the A/T response to the switch.
    - The engine startup sound stutter.
    - FMC "invalid entry" message for flaps 1.
    - Proper engine rating on the CDU info page.
    - A couple of issues which may cause CTD on some systems.
    - To decrease the roll MOI. 
    - The reverse sleeve animation.
    - The yoke shape.
    - The yoke column height.

    New features:
    - The cockpit states real-time management via FMC.
    - The 4-door configuration model (including the escape slides).
    - Tutorial engine auto-start (Ctrl+E).
    - An option to turn off the F/O's CDU, ADI, HSI displays.
    - ZFW on the Payload Page auto-update.
    - An option to select less intense landing lights FX.
    - Forward access door animation.
    - E/E access door animation.
    - External power hatch animation.
    - Overflow valve animation.
    - The main exit set to D2L. 
    - Separate selcall audio files for user customization. 
    - V1, Rotate, V2 callouts.
    - Clickable VC CDU to call the 2D CDU panel.
    - Brand new ACE.
    - An option to select the new Scimitar winglets.

    Also we got a few more things on the list.

    Anyway, we're hoping to see the 1.1 solid enough to be converted and released for 32-bit platforms (FSX and P3D3) as well.

    When? Well, you know the answer 
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.captainsim.org/forum/csf.pl?num=1519920447
    NEWS SITE ARTICLE LINK :  
  24. skyFive
    krazyk got a reaction from angeli662 in Aerosoft CRJ 700/900X v1.0.5 *Almost ready for release*   
    Not sure how I missed this one, Hans has published a pretty extensive changelog on what is expected from the latest update (tentative release of 1st or 2nd of March) to the CRJ product. While the CRJ took its sweet time to be developed, it would be fairly okay to assume that it was rushed out the door. However, constant updates from the developer means it is constantly improving. This sounds like a big one so it deserves to get some attention.
    From Aerosoft forum:
    Hello everyone!
     
    First, I'd like to apologize that it took so long. The simple reason is that we wanted to get it right this time!
     
    After the last beta was already OK'ed by them, I uploaded version 1.0.5 to the beta testers today. As long as I didn't mess up anything with this version (cross your fingers!), it will be sent to Aerosoft for installer building tomorrow. Depending on the schedule of the Aerosoft guys it should be available for public download on Thursday or Friday.
     
    Here's the readme so you can see what was fixed, changed or added:
     
    Aerosoft CRJ 700/900 Update 1.0.5
    =================================
    *******************************************************************************************
    *******************************************************************************************
    *** The 64-bit version of this update requires Lockheed Martin Prepar3D v4.2 or higher! ***
    *******************************************************************************************
    *******************************************************************************************
    Change Log
    ==========
    1.0.5 Release
    - [Fixed] Several pushbuttons have been fixed to work with the left mouse button as well
    - [Fixed] External APU sound not looping properly
    - [Fixed] Crackling sound issue with APU on
    - [Fixed] Door positions corrected (special thanks to Eduard and Richcam for their input!) for better jetway docking
    - [Fixed] Time and fuel calculations sometimes gave invalid results on the ground with an incomplete flightplan
    - [Fixed] Wrong turns on (VECT) legs
    - [Fixed] Removed distance and time-to-go indications for (VECT) legs on MFD
    - [Fixed] Changed minimum airport distance and configuration conditions for FA landing announcements
    - [Fixed] Reverser spool-up works again
    - [Fixed] PFD "SYNC" message now properly disappears a few seconds after synchronizing flight director
    - [Fixed] Departure runway selection disappearing after SID selection (if SID's runway is set to "ALL")
    - [Fixed] ILS frequency on ARR DATA page can now be copied to scratchpad for use on RADIO page
    - [Fixed] Decreased overshoot on track capture (introduced with rev 311)
    - [Fixed] Sign error on wind correction during initial waypoint turn
    - [Fixed] Only first letter of current and next waypoint shown on PROG page
    - [Fixed] Ice detection after changing payload in DAVE now only when engines are running
    - [Fixed] Single cue FD now points into the right direction
    - [Fixed] Range-to-altitude ring now uses vertical speed trend instead of current vertical speed for more consistent indication
    - [Fixed] Increased cabin rate change for altitudes above 20000ft
    - [Fixed] Selection of Runway-SID-Transition as SID
    - [Fixed] Increased the size of text buffers for PROG page
    - [Changed] Changed "(P-TURN)" into "(P-T)" for PROG page
    - [Fixed] HUD FPV and FD cue visibility
    - [Fixed] Bleed Air source now switched to BOTH after takeoff when both throttles are pulled out of the TOGA detent
    - [Fixed] Corrected begin of turn point for turns with more than 60 degrees (official FAA formula results in early turn)
    - [Fixed] PFD/MFD CDI inverted with FMS as nav source
    - [Fixed] CDI calculation (= cross track error) would result in off-track indication even though the aircraft is "on the line"
    - [Fixed] Rounding error on MFD Data page ETE calculation
    - [Fixed] CTD when selecting an arrival runway for the second time while flightplan is still empty
    - [Fixed] SID data is now loaded when the selected departure procedure is a Runway-SID transition instead of a SID (U.S. style SIDs)
    - [Fixed] Improved holding tracking
    - [Fixed] Saving a flightplan no longer tries to save holdings
    - [Fixed] Editing holdings now switches to MOD FPLN and requires EXEC to become active
    - [Fixed] Bleed air auto mode logic (Thanks to Ak47e6 for the excellent description!)
    - [Fixed] CTD when entering user-defined waypoint (certain circumstances only)
    - [Fixed] Maximum wind speed on PERF INIT page increased from 99 to 999 knots
    - [Fixed] Stopped VNAV calculation cycle from overwriting manually entered winds on LEGS WIND pages
    - [Fixed] Vertical eyepoint position corrected for HGS alignment (-700 and -900)
    - [Fixed] HGS glideslope symbol is no longer cut off on right side
    - [Fixed] Removed HGS clickspot from the windscreen
    - [Fixed] Clocks now show the proper format for CHR (":MM") and ET ("HH:MM")
    - [Fixed] Thrust reversers now close when throttle is advanced while reversers are open
    - [Fixed] APU START/STOP button animation and clickspot logic
    - [Fixed] DIR/INTC page waypoint selection logic
    - [Fixed] DIR/INTC on-fpln waypoint directs
    - [Added] Automatic pressurization implemented
    - [Added] EMER DEPRESS EICAS message
    - [Fixed] Waypoint sequencing logic
    - [Fixed] Waypoint turn calculation
    - [Fixed] Service door now works again (also animation stuttering fixed)
    - [Fixed] Power settings in detents now fit the calculated settings again
    - [Fixed] Doors control in FSX
    - [Changed] CRJ Manager: seat editor changed to "passenger" or "no passenger" selection (instead of male, female, child)
    - [Added] CRJ Manager: Automatic synchronization between CRJ Manager and DAVE
    - [Fixed] CRJ Manager: Missing payload update for FSX
    - [Fixed] CRJ Manager: CoG and trim calculation
    - [Fixed] DAVE: CoG and trim calculation
    - [Fixed] Cabin announcements no longer audible when deselected in CRJ Manager
    - [Fixed] Flight attendant talking on flightdeck no longer audible when deselected in CRJ Manager
    - [Fixed] Reverser animation length adjusted
    - [Fixed] Bug in abeam check function that would cause early waypoint sequencing
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130740-crj-update-105-incoming/
    NEWS SITE ARTICLE LINK :  
  25. skyFive
    krazyk got a reaction from FlyingJock in Aerosoft Airbus A321 Professional *Teasers*   
    Nothing but some jaw-dropping visuals of the A321 have surfaced on the Aerosoft forums. Do these guys know how to model an airplane or what? Absolutely stunning!



     
     
    SOURCE INFO
    DEVELOPER POST LINK :  http://forum.aerosoft.com/index.php?/topic/130620-aerosoft-a318a319a320a321a330-professional-preview-part-5/&do=findComment&comment=868211
    NEWS SITE ARTICLE LINK :  
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