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eaim1973

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eaim1973 last won the day on July 9

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About eaim1973

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    Rolls Royce NDT Inspector
    Edson... pronounce my username as aim1973
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  1. JULY 11TH, 2019 – DEVELOPMENT UPDATE As the team enters the dog days of summer, we’ve been hard at work putting the finishing touches on many of the big updates we’re planning to share toward the end of summer. Our excitement continues to build, as does our impatience to share this information with you. So we press forward counting down the days until we can open the hangar doors and dive into the details with you. There are many very important topics being discussed in the community (e.g. New Flight Model/IFR-VFR Flight/Weather Simulation Depth/VR Support, etc.). The team is constantly monitoring the feedback/suggestions being discussed and please know that many of these topics and more, will be covered thoroughly in near future updates. In the meantime, here’s a work-in-progress screenshot, and confirmation that the Insider Program will be starting in early August as part of our development roadmap kickoff. On July 25th, we will be releasing another update on our plans for August and September. Until next time, know that the team is excited and anxious to share more information with you. Sincerely, The Microsoft Flight Simulator Team SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Home - Microsoft Flight Simulator FSI.MICROSOFTSTUDIOS.COM
  2. MK-Studios is not sitting still. Next to developing a completely new version of Tenerife South, which was released not too long ago, the studio has also been working on Tenerife North. This project was announced in November of last year, but we didn’t really hear much about it. MK-Studios has come out of the woodworks a bit, with a few teaser shots of the surrounding area of the airport, and the nearby city of Santa Cruz de Tenerife. The progress is showing nicely, and the amount of detail in the surrounding area seems very high, much like we’ve come to expect a bit from MK-Studios. Unfortunately, we don’t get to see the airport itself just yet from up close. Other than that MK-Studios is working on the scenery we don’t know anything about it yet, so we’ll keep you posted once we find out more. TAGS : MK STUDIOSNORTHPREVIEWSCENERYTENERIFE FACEBOOK SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : MK-Studios Tenerife North Teasers | FSElite FSELITE.NET MK-Studios is not sitting still. Next to developing a completely new version of Tenerife South, which was released not too long ago, the studio has also been working on Tenerife
  3. I wonder if Microsoft turn up at Cosford and give us more info?
  4. It might be time to save up and spend less on current add ons.
  5. Microsoft have announced a new Flight Simulator at E3. New Microsoft Flight Simulator Looks Uncannily Like Real Life Cecilia D'Anastasio 19 minutes ago Filed to: MICROSOFT FLIGHT SIMULATOR 2.2K 31 E3 2019It's time for the biggest gaming show of the year. We've got articles, videos, podcasts and maybe even a GIF or two. PrevNextView All Announced today and releasing in 2020, the upcoming Microsoft Flight Simulator looks greater than fiction. Apparently, its hyper-realistic graphics are a product of AI technology and satellite data. “From light planes to wide-body jets, fly highly detailed and stunning aircraft in an incredibly realistic world,” the trailer’s description reads. “Create your flight plan and fly anywhere on the planet. Enjoy flying day or night and face realistic, challenging weather conditions.” Some of the shots we saw in today’s E3 announcement trailer are more Planet Earth than your typical flight simulator fare. There are even giraffes. On overhead shots of Egypt and New York, each little cloud puff and ocean wave stood out, displaying the sort of graphics that might actually impress the kind of people who don’t typically care about that kind of thing. SHARE THIS SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : New Microsoft Flight Simulator Looks Uncannily Like Real Life KOTAKU.COM Announced today and releasing in 2020, the upcoming Microsoft Flight Simulator looks greater than fiction. Apparently, its hyper-realistic graphics are a product of AI technology and satellite data.
  6. Airfoil Labs Cessna 172SP and King Air 350 Updated By Alex John Tuesday, June 4, 2019 Two of Airfoil Labs' most popular products, the Cessna C172SP and King Air 350, have been updated. The King Air 350 was updated on the 20th May to V1.2, and V1.3 a week later. The previous version of the C172SP, V1.5, was released just over a year ago. V1.6 of the C172SP is below: New SASL plugin implementation Code performance optimisation Flight model rebuild for compatibility with new x-plane 11.30+ experimental flight model New airfoils design Climb and cruise performance corrections Oil temperature corrections Fuel consumption fixes Failures bug fixes Controllers setup removal and related compatibility enhancement with x-plane 11.30+ Avionics commands functionality fixes Aircraft initialization speedup The first appearance of the changelog on the web was posted here. Also updated is their King Air 350. The popular aircraft has been updated three times since its release, with the two most recent changes below (sourced from the store page😞 V1.2: RBF sidebar icon does not remove propeller covers. The automatic checklists still jams in a few places if the camera focus is switched off. Wrong version in the aircraft settings dialog V1.3: UI optimizations. Avionics logic fix. Existing users can update using the product manager. The Cessna 172SP can be purchased here for US 34.95, and the King Air 350 can be acquired here for US $49.95. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Airfoil Labs Cessna 172SP and King Air 350 Updated | Threshold WWW.THRESHOLDX.NET V1.6 of the Airfoil Labs C172SP is an update focusing almost solely on optimisations, corrections and fixes, whilst the King Air 350 has received minor improvements. | Threshold: Question the Answers.
  7. xEnviro 1.10 Released By Alex John Sunday, June 2, 2019 xEnviro version 1.10 has been officially released for X-Plane 11 by DarkSpace. The update is primarily built upon the dynamics of noise-rendered volumetric clouds, and does not use any 2D textures - no other major simulator environment is built on this concept. In addition, it also adds dynamic snow coverage, a revised atmosphere, and many changes both visually and under the hood. The update builds upon 1.08 and 1.09, which both featured noise-rendered 2D billboard cloud textures, and were a "stepping stone" towards 1.10. On the Threshold Forum, public relations manager Magnus Lorvik gave a lengthy statement about its current state, openly communicating issues that are intentional to allow for better performance, and issues that still need to be fixed: "So, we're well in to the in release candidate run. I will need to prepare you all for what's coming. The latest screenshots are from xE and how it will look at release but xEnviro 1.10 will release with a set of known issues. This is the first run of fully dynamic noise rendered volumetric clouds in any major sim environment. This is completely unproven grounds and in large new technology crammed into a shoe box. So this is where we start. 1.10 will have issues and it will have compromises. (Can't repeat that enough - but also I repeat that it does not stop here!) "Let me explain (and this is important): Lets distinct between issues and features by design that appear as a necessary or unavoidable issues. Something that we have to keep in existence to keep our final design inside the required frame of performance or visuals. I have called these compromises before. Like grain. We just cannot make clouds look nice and have high performance at the same time. Not today. We can't have a slider or toggle for it either since the change in resolution goes deep in to the code. Grain is unavoidable and exist by design as a trade off for performance. Same goes for low detailed clouds and a few other visually related artifacts. "We don't like it but this is exactly how it should look in the final product.. Grain is just a very distinctive example but we have a lot of small features that don't look or perform exactly as they should in the ideal product but they exist in the current form just because this is the maximum of what we can have in the current environment. We could go and fix the gap between xE real horizon and xplane water polys but either distant pink mountains (those with no textures applied) emerge or add more extensive haze lowering the visibility range. We would then have a constant visual limitation of 10-20 km.. So we're choosing between three things - we chose to let some pixels of some grey color exist above the sea providing they are not visible all the time depending on the actual visibility. "These are some of the compromises: (unwillingly implemented or tolerated features by design) Haze blending on mountains Haze blending and covering the edge of dsf (which is hell to get right in x-plane) Haze covering clouds Clouds cutoff with depth test Clouds depth test with airframe Entire pipeline depth test with aircraft lights Gap between xE horizon and XP horizon "Here is the list of known issues: Known issues or bugs are there because we need to move on and some were discovered too late. We just don't want to go back to beta and xE is usable as it is now. You have waited long enough and 1.11 won't be far off. Precipitation follows camera Unnatural cloud formations at high levels or squared sectors of clouds Snow coverage may appear in the regions where no snowfall encountered recently Default X-Plane night triggers lights artifacts "To round this off: These are just a few of the challenges we have struggled with and will continue to work on after 1.10. Along side the roadmap. We usually find ways around and mend these issues and compromises but we have come to a point where we have to say enough is enough. xE is where it can be enjoyed as long as you take in to account that it (as with any other weather addons) has it's limitations in its current state and with current average user systems. The difference is that we are now on fully dynamic noise rendered volumetric clouds. And we are now starting the run to perfect this technology so we in the future can experience a visually breath taking, living and well performing environment engine. "This is just the beginning. "We want more." The changelog for V1.10 is below: Added: Maximum ozone level slider. Volume rendered clouds. Maximum intensity slider. Blur level slider. Reduce surface crosswind checkbox added. New alternative sun glare. Checkbox to display or remove diffraction spikes. Camera blue filter slider. Draw default night sky checkbox. Parameters for water waves adjusted to match current weather. Dynamic snow coverage in the mountain areas. Dynamic surface snow coverage. Dark airport surface when wet. Maximum snow coverage slider. Wet aerodrome surface effect checkbox. Draw snow in mountains checkbox. Volume shadows for haze. Automatic server selection based on response time. Changed: Calculations for scattering, perspective and optical depth have been separated. The entire scene lighting is now calculated dynamically for the key points. Scenery albedo now dynamically adjusted for a better environment representation. Low level haze scattering calculation allows variable particle size. Turbulence slider now controls the average amount of flow disturbance. ALOFT data format has been changed, sampling rate increased, vorticity data added. Airport lights range has been adjusted to match the actual visibility range. New rain effect. New snow effect. Rain and snow affected by aircraft lights. Volumetric landing and taxi light beams. Default surface drifting snow removed at runtime. Separate windshield effects for rain and snow conditions. Windshield effect now displays reflective raindrops. Combined atmosphere shader adjusted to hide the DSF edge. Database update has been moved to the separate thread. Removed: Resolution slider has been removed. Complexity slider has been removed. Reflections range slider has been removed. Detailed range slider has been removed. Maximum drawing distance slider removed. Post processing checkbox removed. Remove scenery shadows under overcast checkbox removed. Billboard clouds have been completely removed. Crepuscular rays temporary removed. Draw crepuscular rays checkbox has been removed. Camera shift slider removed. Fixed: Assymetric projection matrix applied to the cockpit camera. Camera zoom is now correct. Early low resolution depth test has been removed to allow full resolution depth test. Aircraft is no more in the shadow above the cloud layer. The update is free of charge for existing users. The update can be downloaded here. xEnviro can be purchased here from the Threshold Store for US $69.90, or x-plane.org for the same price. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : xEnviro 1.10 Released | Threshold WWW.THRESHOLDX.NET After a long development process, xEnviro V1.10 is now available. It introduces noise-generated volumetric clouds, dynamic snow coverage, a revised atmosphere, and more. | Threshold: Question the Answers.
  8. Orbx TrueEarth GB Central Service Pack 1 Released By Sam Clark Thursday, May 30, 2019 Two months after the release of TrueEarth GB South's own first service pack,Orbx has launched a major update for the second product in the series, Central. Announced today via the Orbx Forum, administrator Ed Correia says; "Good news for X-Plane TrueEarth pilots - The first Service Pack for TrueEarth GB Central for X-Plane 11 is now available for download! We have been hard at work to further enhance your experience when flying over TrueEarth Great Britain Central in X-Plane. Many of the fixes, additions and improvements have been a result of your requests and our desire to improve the realism of the region even more." ‍ The feature list makes mention of "hundreds" of new Points of Interest (POIs) - something which rang true with GB South's SP1, which had 344 new models. Here's the full list: Hundreds of added POIs including bridges, stadiums, castles & more! Added Ambient Occlusion (AO) ground and wall effects to autogen Updated autogen to PBR Upgraded tree placement algorithm (forests are now even more accurate) Updates to autogen placement, fixed reported building rotation bugs Darkened roads to better match the ortho - these are now enabled by default Leeds and Sheffield city centres completely transformed Numerous small bug fixes with object placements Correia notes that TrueEarth GB Central is on sale until the first of June at 0100z, with a 50% discount to be had. The product currently sits at $27.48 AUD. Looking for more info on the TrueEarth GB series before you buy? Check out our review of the "South" scenery here. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Orbx TrueEarth GB Central Service Pack 1 Released | Threshold WWW.THRESHOLDX.NET Two months after TrueEarth GB South's own first service pack, Orbx has launched a major update for the second product in the series, Service Pack 1 of GB Central. | Threshold: Question the Answers.
  9. Come on Ivana Fly spill the beans to us who frequent the Skylounge.😏 Since the official FlightSimExpo speaker list was revealed, I have been curious as to who “Parallel 42” is. Googling the name brought no results, nor did typing in random URLs associated to that name. With my curiosity piqued as to who this mysterious developer is, and what possible product they could announce, I started to dig a little deeper. I am now confident I have figured out who they are and what type of product will be coming from them. One of the perks of being a media partner at FlightSimExpo is the ability to have access to a confidential list of exhibitors and their contact details. It is something many agree to and is in aid of opening lines of communication with these people ahead of times (to book interviews). With that data in hand, I checked out who was behind the team at Parallel 42. A familiar name popped up, but it wasn’t an exact match to who I was expecting. Then came along the YouTube teaser released only a few hours ago. The teaser was a very short clip of a box, with a momentary flash of an iPad screen. The voiceover at the beginning is what then gave it away to me: “Hey, it’s Ivana Fly…” – I instantly recognised that as a familiar identity and then it all came together. A bit of digging later and my hunch is confirmed. Parallel 42 is a brand new company developing a brand new utility called “The Skypark”. Now knowing what I know, it was time to contact my sources and see what was happening. I got a phone call pretty quickly and I am pleased to now confirm some exclusive details about who exactly Parallel 42 are and what The Skypark is. Who is Parallel 42? They are a team of four people from within the community. They have experience in community management, content creation, as well as being part of teams who have made some of the most used add-ons within the community. They already have plenty of knowledge and experience in the simulation field, so they’ll understand what simmers are looking for in a product. What Do We Know About The Skypark? I can confirm that The Skypark will be a downloadable tool for at least Windows Desktop and iOS devices. As for Mac and Android, I haven’t been given any confirmation at this point. On tablet devices, it will be called The Skypad. *enhanced frame from the teaser During my investigation, I also came across the desktop installer. Sadly, I couldn’t get any further since I didn’t have any login credentials, nor do I know how to create one. However, even installing the application was very neat. The way the colours dance over the UI was very cool. You could even log in as the installer was acquiring all the necessary details. When Will We Learn More? Sadly, to learn anything else, we’re going to all have to wait until FlightSimExpo. Just as the teaser video said, all will be revealed on Saturday, June 8th @ 13:25 EST in The Right Seat conference room. Will we see you there? FSElite will be live streaming the entire thing on our official FlightSimExpo 2019 hub. [Link coming soon] Any teasers? We were sent this little tease for you to enjoy. (This is just one of MANY features, I have been told…) SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Who Is the Mysterious New "Parallel 42" Presenting at FlightSimExpo? | FSElite FSELITE.NET Since the official FlightSimExpo speaker list was revealed, I have been curious as to who "Parallel 42" is. Googling the name brought no results, nor did typing in random URLs
  10. Over at the PMDG forum, CEO, Robert Randazzo has dropped a bit of a roadmap and status update in regards to the company’s upcoming developments and updates for existing products. In particular, the 737NG3, Global Flight Ops and more. We have summarised that information below. Starting with the PMDG 737NG3, the first piece of the information is that it is a base package for Prepar3D V4.5. It has been confirmed that a lot of work has gone into creating a brand new 737 package, which will include new fluid and thermal models for pneumatic, hydraulic, pressurization, engine oil and fuel systems. Robert also said that the new PMDG 737NG3 will also feature much-improved accuracy for the electrical system, along with greater complexity in the systems themselves. Furthermore, it has been confirmed a fully integrated EFB system will be included in the 737NGX from PMDG. Of course, there is also a range of other features not yet announced, including those never seen before in a PMDG product. Beta testing has not started yet, and initially, the team will be asked to simply enjoy and absorb the details from the product before being allowed to show their previews to the world. No release date information was given. Moving onto PMDG Global Flight Operations, the team are finishing up figuring out the final technical hurdles they are experiencing with a “never before seen” feature in the sim. The current plan for roll out is to be gradual in nature. Once the new PMDG eCommerce solution is online, the team will start to invite users in to begin testing everything. The reason for the gradual role out is to test server load without causing issues. More information on when this will happen will follow soon. As mentioned, there will soon be an overhaul on the PMDG eCommerce solution, which will see a vastly improved user experience. Keen to make sure that the process is as simple as possible, PMDG has invested a lot of time, money and energy into ensuring that all order history and data can be moved across simply. This new eCommerce solution should be online in a few weeks. PMDG have said that they will be requiring all customers to reset their passwords as it is “[…]best for the security of customer data and because our new system will have much higher standards for security [..]”. This isn’t to suggest that the current security is lax or has been compromised, but simply a best practice. Finally, Robert touched on future updates for the PMDG 777 and the 747. There will be some product updates in the near future, especially with the release of PMDG’s Global Flight Operations. The 747 will most likely be first to implement the new features required by GFO, with the 777 following afterwards due to the number of changes required going forward. That concludes the roadmap details from PMDG right now. Members of the team have been travelling across the Atlantic in their DC-3 from Washington, DC to Duxford, England in aid of celebrating the 75th anniversary of D-Day and the 70th anniversary of the Berlin Airlift. You can find full details and even track the flights by reading this forum thread on the PMDG forums. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/pmdg-roadmap-ng3-global-flight-operations-and-more/
  11. As promised, MK-Studios has dropped some work-in-progress renders of their upcoming Dublin Airport (EIDW) scenery on their Facebook page. In their post, they state that modelling of the airport is almost coming to a close and progress is going well with texturing. On the preview renders, textures have intentionally not been applied but it is apparent that the final product will strongly resemble Dublin Airport. Textures are expected to be shown sometime in July. To add to their post, MK-Studios have mentioned that their downloads system may be inaccessible in the next couple of days as their website is going through an upgrade. We’ll endeavour to keep you updated on the latest regarding MK-Studios’ upcoming developments. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : New MK-Studios Dublin Airport Previews | FSElite FSELITE.NET As promised, MK-Studios has dropped some work-in-progress renders of their upcoming Dublin Airport (EIDW) scenery on their Facebook page. In their post, they state that modelling of the airport is
  12. Developer Imaginesim has releases Austin v2 on X-Plane. A month after the initial release on X-Plane 11, version 2 brings in new features including high definition buildings, SAM jetways and more. As well as the above mentioned new features, this update sees improvements from the new PBR weather textures, dynamic lighting and also the new South terminal has been modelled. Austin Airport, in Texas, sees traffic from all over, including domestic flights and long-haul routes to London and beyond. The new free update is available to all users of Austin KAUS from Imaginesim. If you don’t own it already, you can buy it from Imaginesim’s website for £22.99. Feature List Fantastic performance using code optimized for X-Plane 11. High definition building texturing and native X-Plane 11 terrain polygons. Fluid usage, even with complex airliner cockpits and high density AI coverage. Low visibility nav lighting. Docking SAM jetways and SafeGate system. Switchable dynamic lighting option. Features the recently opened South Terminal. Utilizes imaginesim’s bespoke Operations Center configuration GUI. Comprehensive ground and building optimization. Ultra realistic PBR texture effects. Instantaneous scenery cache loading. Low simulator impact. Graduated ground extremities to seamlessly blend with any vector driven add-on. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/imaginesim-releases-austin-kaus-v2/
  13. Developer Imaginesim has shared a brand new trailer for their upcoming update for Austin on X-Plane 11. The product, which was released just a few weeks ago, has undergone some extensive work to bring new features such as SAM jetways, PBR weather textures and also Safedock guidance parking. The update has been in development as Imaginesim continue to refine their tool kit and skill set within the simulator. You can also view a range of previous previews from the upcoming product via our other posts. Austin KAUS V2 X-Plane 11 from Imaginesim will be a free update for all customers. You can buy Imaginesim’s Austin for X-Plane 11 for £22.99. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Imaginesim Shares New Trailer for Upcoming Austin V2 on X-Plane | FSElite FSELITE.NET Developer Imaginesim has shared a brand new trailer for their upcoming update for Austin on X-Plane 11. The product, which was released just a few weeks ago, has undergone some
  14. Just Flight has taken to Facebook to share some new previews for their upcoming 747 Classic series. The new previews of the Just Flight 747 Classic are taken from a variety of viewpoints including the central cockpit area and the engineering panel. In addition to the previews, a comprehensive feature list has been added to the product page. We now know that the aircraft will be simulated to a high standard including custom engine, fuel and hydraulic system, the fire systems will be functional as well as a highly detailed autopilot system. The cockpit will be fully 3D with various gauges, buttons and all presented with high quality textures. You can also see that PBR has been applied to the exterior model. We interviewed Just Flight a few months back regarding the product, which you can read here. We also have additional previews you can check out. No word on a release, but you can follow the development progress via the product page on Just Flight’s website. MODEL Three variants of the 747 are included, with a range of engine options: – 747-100 (JT9D) – 747-200 (JT9D, CF6 and RB211) – 747-200F (JT9D, CF6 and RB211, functioning main deck cargo doors) Accurately modelled using real-world aircraft plans and comprehensive photography of the real aircraft Fully modelled cabin interiors (main deck and upper deck) and a variety of available window configurations on exterior models Numerous animations including: – Flaps – leading edge devices and triple slotted trailing edge flap mechanisms – Spoilers (flight/ground) – Flying control surfaces – Engine fans – Engine reverse thrust mechanisms – Undercarriage with articulating main gear trucks – Doors – passenger, service and cargo (main and lower deck) – Windscreen wipers HD textures are used to produce the highest possible texture clarity Bump and specular mapping used throughout the aircraft to produce a truly 3D feel Authentic labelling and placards based on those found in the real aircraft Realistic wing-flex which takes account of fuel loading, g-load, real-world flex limits and elasticity of materials PBR materials (requires P3D v4.4 or later) Custom ground equipment TFDi RealLight/TrueGlass integration COCKPIT Captain, Co-Pilot, Flight Engineer and jump-seat positions modelled with nearly all switches, knobs and levers animated and functional A truly 3D cockpit environment right down to accurately modelled seat belts and screw heads – every instrument is constructed fully in 3D with smooth animations Flight Engineer’s panel features custom-coded hydraulic, electrical, engine bleed, fuel and pressurisation systems Authentic gauges and navigational equipment, including RMI (VOR/ADF), HSI and custom-coded Delco Carousel IV-A Inertial Navigation System (INS) Functional autopilot/autothrottle system including navigation hold mode that can be linked to the INS or FSX/P3D flight plan Custom-coded weather radar Cockpit textures feature wear and tear based on reference photos taken in the real aircraft to produce an authentic environment Interactive engine start checklist Interactive checklists for every stage of flight Panel state system which will automatically save the panel state whenever a flight is saved and reload the panel state whenever that flight is loaded Aircraft configuration system that will allow you to choose between ‘cold & dark’ or ‘ready for take-off’ Many features have been added to help with usability such as the ability to hide the control yokes for a better view of the instruments and pre-set angled views for the overhead panel, centre pedestal and Flight Engineer station Flight computer panel with useful information such as fuel burn, endurance, speed and wind speed/direction Ability to integrate third-party weather radar AIRCRAFT SYSTEMS The Flight Engineer’s panel with nearly all normal operations is modelled. The systems respond accurately to both correct and incorrect configurations. APU – fully simulated Electrical system – fully simulated, including simulation of all TRs (transformer-rectifiers), buses, and relays Pneumatic system – fully simulated. Responds to various configurations. Air system (including packs) – fully simulated, including temperature zone simulation. The various zone temperatures are modelled, as are air mixing and auto/manual modes of operation. Pressurisation system: – Fully simulated. The system uses a physics-based approach to modelling cabin pressure and responds to the external environment. – The system also responds to various configurations, such as whether or not the toilet fan is operating, which affects air out-flow – Both positive and negative pressure-relief valves are modelled, in addition to auto/manual modes of operation Hydraulic system and brake systems: – All systems are modelled, with accurate engine and air-driven hydraulic pump simulation – System uses hydraulic pressure, and the braking systems are both modelled and draw hydraulic pressure accordingly from the primary systems when pressurised – The reserve braking system and accumulators are modelled in the braking systems, as is the Number 4 electric pump with correct operational limits. The braking system in use can be selected from the switch on the Captain’s side main panel. Fuel system: – Fully simulated, including accurate fuel temperature modelling, icing, and fuel heaters (requiring bleed air to be present for operation) – Jet A fuel is modelled, with a freezing temperature of -40 degrees C. The system also simulates fuel waxing and detection of ice crystals in the fuel at ca. -35 degress C with the associated ICING lights. Engines will be starved of fuel if the fuel temperature reaches or exceeds -40 degrees C. – All crossfeed and boost pump operations are modelled, and engines can be gravity fed, fed from their respective tank, or fed from the crossfeed, depending on system configuration – Fuel is accurately and correctly taken from whichever tanks are supplying fuel at pressure – Fuel scavenge pump is modelled, with associated limitations Fuel dump system – fully simulated Fire systems – fully simulated, not only test capability but also operational Anti-skid system – fully simulated Gear system and steering – fully simulated Flight controls – fully simulated, including the ability to isolate systems with a corresponding reduction in the effectiveness of controls Flight instruments: – Air-data driven instruments including airspeed, altimeter, VSI are fully simulated using a physics-based system – System correctly models the pitot and static systems, and full ice modelling of one or both (pitot and/or static) systems, with correct effects upon the affected instruments Captain, F/O and auxiliary systems are modelled (four in total) and drive their associated instruments, with complete instrument source switching Additional effects due to aerodynamics are modelled, including differential pressures around the static ports due to AoA (angle of attack) and Beta (sideslip) affecting most notably the standby altimeter, but also the other ADC-driven instruments to a lesser effect (due to compensation built into the ADC). Altimeters and ASIs are subject to temperature (density) error. Air data simulation – complete and independent simulation of the atmosphere is present, to include humidity and air density. Systems are affected by air density where appropriate, and not air pressure as is (incorrectly) the case elsewhere. Engines – A custom thrust model is implemented, allowing accurate engine performance modelling and engine instrumentation. This translates to accurate aircraft performance and allows the aircraft to be flown ‘by the book’ regarding fuel flows and expected speeds (many FS aircraft don’t settle at a certain speed or settle at an incorrect speed). The custom model allows accurate performance across a very wide range of the flight envelope, from sea level to FL450. – Accurate engine performance also means accurate fuel consumption, and optimum/long-range cruise Mach number (M 0.83 for the -100/-200) now means something. Fly faster or slower than this optimum, and maximum range will not be achieved due to the increased fuel burns required. – Water injection is also accurately modelled, offering increased thrust at take-off. Usage of the system requires correct configuration and the availability of water. The mass of this water is also not insignificant – full water quantity is also accounted for in the flight model. – Engine start-up and shutdown are accurately modelled, including max. motoring RPM being linked to bleed air pressure – Advanced engine behaviours typical of non-FADEC (Full Authority Digital Engine Control) control. The fuel flow metering system is modelled, meaning that if large thrust changes are made quickly, especially from low RPM, the engines can be overheated or even catch fire. – Engine start procedures must be followed correctly, otherwise hot-starts/fires can occur, combined with failure of the engine to accelerate to idle thrust – EPR is accurately modelled and correctly reflects the thrust output of the engine in response to thrust setting and density altitude CoG computer – the CoG is accurately computed for the aircraft, both on the ground and in flight. As fuel is burned, the CoG shifts and this is reflected in the handling (most notably, trim changes) Gyro instruments – the gyro instruments are faithfully replicated including all drift and acceleration errors, as well as procession errors, ‘apparent’ and ‘real’ wander, ‘transport rate’ corrections etc. Navigation: – The Delco INS is replicated and includes full functionality of all navigation functions and modes. System errors and position drift are also modelled. – VOR and ADF receivers are fully simulated, including advanced behaviours – ILS is custom-coded in order to avoid the many problems associated with the FS ILS system. Auto-flight: – Thrust computer – the thrust-rating computer is fully functional and the EPR mode of automatic thrust is modelled, in addition to Speed and Mach hold functions – Dual autopilots with autoland capability are modelled, together with accurate system limitations and source selection – The flight director system is fully simulated, with source switching and accurate behaviours. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : New Previews of the Just Flight 747 Classic | FSElite FSELITE.NET Just Flight has taken to Facebook to share some new previews for their upcoming 747 Classic series. The new previews of the Just Flight 747 Classic are taken from a
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