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eaim1973

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  1. OMGEDSON liked a post in a topic by eaim1973 in Deadstick Bush Flight Simulator Teased in Livestream   
    A new flight simulation platform called Deadstick Bush Flight Simulator made it’s debut on livestream.
    The platform – which is based upon simulating experience of surviving as a bush pilot in a highly detailed world – is being developed by Surrey-based development studio, REMEX Software.
    In the livestream, REMEX Software’s Managing Director & Lead Developer, Chris Cheetham walked viewers through the simulator’s features and demonstrated the gameplay.
    A specific point of focus was the aircraft damage model which was shown off to viewers following a brief encounter with some trees.
    Deadstick Bush Flight Simulator is slated for early access release in the second quarter of this year, with the full release coming some time after that.
    The full broadcast is available for replay on YouTube, for more information and to watch, click here
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  
    Deadstick Bush Flight Simulator Teased in Livestream! | PC Flight
    PCFLIGHT.NET A new flight simulation platform called Deadstick Bush Flight Simulator made it’s debut on livestream. The platform – which is based upon simulating experience of surviving as a bush pilot in a highly detailed world – is being developed by Surrey-based development studio, REMEX Software. In the livestream, REMEX Software’s Managing Director & Lead Developer,Read More  
  2. OMGEDSON liked a post in a topic by eaim1973 in Further Previews of Orbx BuildingsHD   
    Although it was announced a few years ago, work has continued on Orbx BuildingsHD. Previewed most recently during the Orbx live stream back in December 2018, very little has been said since. The brand new previews found originally on Aurora Simulations show off new building types not seen before.
    From the previews below, we can see that work continues to be made on ensuring that the buildings match their location in the world accurately to the region they’re in. Different roof tiles, wall styles, structure and more will help BuildingsHD bring the flight simulator to life. Each model is also rendered in 4K for the highest definition possible within the sim.
    In addition to the previews, a range of features have also been shared, including the fact that AO shadows have been applied to add depth and realism to each model, night lighting will also be included with each model and that the autogen modelling has been created by Bill Womack. Some of those models include fast food restaurants, farm barns and more.
    Release is expected “this year” and so the developers are asking that you follow them on their social media sites to stay up to date with any new information for Orbx BuildingsHD.  
    Features List
    High-Definition building textures at 4K resolution Regionally accurate buildings worldwide, derived from on-location photos taken in many countries Brand new 3D building models for complex autogen, created by FS legend Bill Womack AO shadows along base of buildings for added depth and realism Highly realistic rooftops derived from drone imagery Night textures derived from actual nighttime photos Covers all autogen buildings, worldwide Compatible with all other FS products, including full Orbx lineup New textures for buildings in Orbx Global, Open LandClass, and most Orbx regions Easy download and installation in Orbx Central By Scott Armstrong and Bill Womack  
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  
    Further Previews of Orbx BuildingsHD | FSElite
    FSELITE.NET Although it was announced a few years ago, work has continued on Orbx BuildingsHD. Previewed most recently during the Orbx live stream back in December 2018, very little has been said since. The brand new previews found originally on Aurora Simulations show off new building types not seen before. From the previews below, we can see that […]  
  3. eaim1973 liked a post in a topic by Gibbon in Real Pilot Story: Powerless Over Paris   
    Real Pilot Story: Powerless Over Paris
    An instrument rated, commercial pilot flying through thick IMC at night experiences a full electrical failure. Through creativity and some rule breaking, air traffic controllers are able to get in contact with him, but will he be able to find the airport and land in the current conditions? Hear the story first hand from the pilot and controllers involved.
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  
  4. flightsim productions liked a post in a topic by eaim1973 in REX Simulations Reveals Development Updates   
    In an announcement on their Facebook page, REX Simulations has revealed some development news regarding Skyforce 3D and the upcoming Environment Force for FSX and Prepar3D.
    Regarding the upcoming utility Environment Force, (The Universal Real-Time Environment Shader Enhancer, Dynamic Weather & Texture Controller), the QA team has completed the latest round of testing which has so far been relatively trouble free with very few issues reported. This is expected to be the last cycle of testing.
    The popular Skyforce 3D utility is also being improved with Technical Update 2.1. This is scheduled to begin testing later this week. The good news is that this update will be considered as a release candidate with only a couple of rounds of testing expected before its release.
    The focus of Technical Update 2.1 is improvements to the weather engine, more added features, bug fixes and performance adjustments. A full detailed list of fixes is promised before release and we will bring you the news as soon as we have it.
    If you don’t already own the fantastic REX Skyforce 3D then head on over to simMarket and buy it now for €37.47 (Excl.VAT).
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/news/rex-simulations-reveals-development-updates/
  5. OMGEDSON liked a post in a topic by eaim1973 in REX Simulations Reveals Development Updates   
    In an announcement on their Facebook page, REX Simulations has revealed some development news regarding Skyforce 3D and the upcoming Environment Force for FSX and Prepar3D.
    Regarding the upcoming utility Environment Force, (The Universal Real-Time Environment Shader Enhancer, Dynamic Weather & Texture Controller), the QA team has completed the latest round of testing which has so far been relatively trouble free with very few issues reported. This is expected to be the last cycle of testing.
    The popular Skyforce 3D utility is also being improved with Technical Update 2.1. This is scheduled to begin testing later this week. The good news is that this update will be considered as a release candidate with only a couple of rounds of testing expected before its release.
    The focus of Technical Update 2.1 is improvements to the weather engine, more added features, bug fixes and performance adjustments. A full detailed list of fixes is promised before release and we will bring you the news as soon as we have it.
    If you don’t already own the fantastic REX Skyforce 3D then head on over to simMarket and buy it now for €37.47 (Excl.VAT).
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/news/rex-simulations-reveals-development-updates/
  6. OMGEDSON liked a post in a topic by eaim1973 in Imaginesim Release Singapore (WSSS) P3DV4 PBR Update   
    After weeks of teasing, Imaginesim has released their newest update to their Singapore (WSSS) scenery package. The new update primarily focuses on bringing the PBR technology into the airport package to give a much more realistic effect on the texturing and immersion of the airport.
    PBR technology has been included in the airport to enable a better visual representation of the airport, especially with the new switchable dramatic PBR water reflection and shine texturing. This will make puddles and other wet surfaces look much more realistic than ever before.
    Other features with the airport include 2K building textures throughout, SODE jetways, accurate AIRAC procedures and also a large number of custom objects in and around the airport. The update also updates the geolocation of the airport within the simulator.
    Finally, the feature list mentions an ‘Airport Animator Plugin’. This plugin, once released, will enable brand new airport animation from people, mechanical objects and vehicles. This update will be due soon.
    If you already own the product, you can update Imaginesim Singapore through the Imaginesim Operations Center tool, or download it fresh from the store. This update is free of charge. If you don’t own the product already, you can grab it from their store for £25.99. If you use FSX, you can also grab a copy.
    Full Feature List
    Fantastic performance using 64bit code optimized for Prepar3Dv4. High definition 2k building texturing and native Prepar3Dv4 ground polygons. Switchable dramatic PBR based water, reflection and shine texturing. Fluid usage, even with complex airliner cockpits and high density AI coverage. Low visibility nav lighting. Switchable dynamic lighting option. Features the newly opened Terminal 4. Utilizes imaginesim’s bespoke Operations Center configuration GUI. Comprehensive ground and building optimization. Interactive SODE jetways. Instantaneous scenery cache loading. Accurate AIRAC procedures. Trees, plants and vegetation modelled with types native to Singapore. No generic library textures used. Switchable high 2k or medium 1k texture set. 52 square kilometer coverage of the WSSS area. Low simulator impact. Graduated ground extremities to seamlessly blend with any vector driven add-on. Downtown Singapore city centre modelled. Pre-wired to receive the Airport Animator plugin (due very soon).  
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/news/imaginesim-release-singapore-wsss-p3dv4-pbr-update/
  7. OMGEDSON liked a post in a topic by eaim1973 in Just Flight Previews PA-38 Tomahawk   
    Just Flight Previews PA-38 Tomahawk
    Just Flight have shown previews of their Piper PA-38 Tomahawk. Despite the fact these previews are from Prepar3D, the aircraft is also coming to X-Plane 11 (and FSX).
    The screenshots focus on the texturing and Physically Based Rendering (PBR) of Prepar3D, which was introduced not long ago.
    The source of these previews is on Just Flight's Facebook page.
    It will be added to their growing fleet of X-Plane aircraft. Recently, all their aircraft for X-Plane were updated for 11.30 compatibility.
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://www.thresholdx.net/news/jfpa38
  8. eaim1973 liked a post in a topic by ssimmons1958 in Live Traffic For Xplane   
    LiveTraffic
      Last updated 6 days ago   LiveTraffic is a plugin for the flight simulator X-Plane to show real-life traffic, based on publicly available live flight data, as additional planes within X-Plane.
        Long queues at KLAS, 07-JAN-2019, 14:42 It came into being when I was looking at plugins simulating additional traffic in X-Plane and thinking at that time: Why do they try to simulate traffic and invent flight models when there is flight data available online which brings yet another piece of reality into the simulation? Why can't one just read the data and display the aircraft?
    Well...turned out it's not that easy 😏
    I spent an awful lot of time dealing with the inaccuracies of the data sources, see Limitations. There are only timestamps and positions. Heading and speed is point-in-time info but not a reliable vector to the next position. There is no information on pitch or bank angle, or on gear or flaps positions. There is no info where exactly a plane touched or left ground. There are several data feeders, which aren't in synch and contradict each other.
    So I ended up inventing my own flight models to make aircrafts move more or less smoothly from one data point to the next, extend gear and flaps, pitch up an down, flare, rotate etc.
    Because an airport is a naturally interesting hot spot of plane movements, but due to simple physics often only sparingly covered with ADS-B receivers and hence live data, there is even lots of code to simulate final approach, landing, and roll-out for planes for which data coverage ends during approach.
    There is extensive "data cleansing", which removes up to half the data...and many thanks here to "my" beta testers, who spent hours to find, test out, and document hot spots of inaccuracies in the world!
     
    Status Available and downloadable from X-Plane.org.
     
    License MIT License, essentially freeware.
    Open Source, available on GitHub.
    And as I keep getting questions to that respect: It means LiveTraffic is freeware at no cost. Now and in the future. I will not even provide an option for donations.
    Instead, consider supporting the tracking data services, which provide the raw data, which LiveTraffic only enables to show traffic.
     
    Credits Man thanks to my beta testers 172MC, Flap, GAK, safeflight, FlyMe2dMoon, KosFlyer, akports103, Torkermax, and mainbrain!
    Thanks to sparker for providing the Linux build environment based on Docker.
    LiveTraffic is based on a number of other great libraries and APIs, most notably:
    X-Plane APIs to integrate with X-Plane
    libxplanemp for display of CSL models, which is also the basis for XSquawkBox, X-IvAp, and the like, thanks to kuroneko for his continued support!
    CURL for network protocol support
    parson as JSON parser
    libpng, required by libxplanemp
    libz/zlib, required by libpng
    And let's not forget about the CSL model developers like Bluebell, Oktalist, and X-CSL, to name just a few. Without them there would only be labels in the sky but no planes.
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://twinfan.gitbook.io/livetraffic/
    NEWS SITE ARTICLE LINK :  https://twinfan.gitbook.io/livetraffic/
  9. TomcatUK liked a post in a topic by eaim1973 in Microsoft Fixes the Windows 10 Update That Caused In-Game Issues   
    Microsoft Fixes the Windows 10 Update That Caused In-Game Issues
    Microsoft released Windows 10 cumulative update KB4489899 yesterday, and in addition to the usual bug fixes and security improvements, the update is supposed to address the performance issues in certain games that were caused by its predecessor.
    That update, KB4482887, was released on March 1. Its primary focus was to bring the Retpoline mitigation to the Spectre Variant 2 vulnerability to Windows 10 to improve performance over previous mitigations. But it also caused low frame rates, mouse input lag, and other problems in games like Destiny 2.
    The issue appeared to affect people who updated to KB4482887 regardless of their hardware configuration, installed drivers, or other factors. Deleting the update also fixed the problem, so it was clear that the blame lay squarely on Microsoft's corporate shoulders. (Or at least those responsible for Windows 10 updates.)
    But now KB4489899 is said to fix the problem. Microsoft said in the release notes that this update: "Addresses an issue that may degrade graphics and mouse performance with desktop gaming when playing certain games, such as Destiny 2, after installing KB4482887." It also improves HoloLens and has security updates.
    KB4489899 does have issues, though. One causes "applications that provide advanced options for internal or external audio output devices" to stop working on "machines that have multiple audio devices." Microsoft listed Windows Media Player, Realtek HD Audio Manager, and Sound Blaster Control Panel as examples of such apps.
    That problem has a temporary solution, which involves selecting the "Default Audio Device" in the app's options and then sending the app's audio to the right device using per-application audio settings in Settings > System > Sound > App Volume and device preferences. Microsoft plans to fix the issue in late March.
    Hopefully, that issue--along with the others listed in the release notes--isn't a deal breaker. If it isn't, KB4489899 should be good to go for people who didn't want to sacrifice in-game performance by installing KB4482887. The update and its requisite service stack updates can be installed, fittingly, via Windows Update.
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://www.tomshardware.com/news/microsoft-fixes-game-breaking-windows-update,38804.html
  10. OMGEDSON liked a post in a topic by eaim1973 in Microsoft Fixes the Windows 10 Update That Caused In-Game Issues   
    Microsoft Fixes the Windows 10 Update That Caused In-Game Issues
    Microsoft released Windows 10 cumulative update KB4489899 yesterday, and in addition to the usual bug fixes and security improvements, the update is supposed to address the performance issues in certain games that were caused by its predecessor.
    That update, KB4482887, was released on March 1. Its primary focus was to bring the Retpoline mitigation to the Spectre Variant 2 vulnerability to Windows 10 to improve performance over previous mitigations. But it also caused low frame rates, mouse input lag, and other problems in games like Destiny 2.
    The issue appeared to affect people who updated to KB4482887 regardless of their hardware configuration, installed drivers, or other factors. Deleting the update also fixed the problem, so it was clear that the blame lay squarely on Microsoft's corporate shoulders. (Or at least those responsible for Windows 10 updates.)
    But now KB4489899 is said to fix the problem. Microsoft said in the release notes that this update: "Addresses an issue that may degrade graphics and mouse performance with desktop gaming when playing certain games, such as Destiny 2, after installing KB4482887." It also improves HoloLens and has security updates.
    KB4489899 does have issues, though. One causes "applications that provide advanced options for internal or external audio output devices" to stop working on "machines that have multiple audio devices." Microsoft listed Windows Media Player, Realtek HD Audio Manager, and Sound Blaster Control Panel as examples of such apps.
    That problem has a temporary solution, which involves selecting the "Default Audio Device" in the app's options and then sending the app's audio to the right device using per-application audio settings in Settings > System > Sound > App Volume and device preferences. Microsoft plans to fix the issue in late March.
    Hopefully, that issue--along with the others listed in the release notes--isn't a deal breaker. If it isn't, KB4489899 should be good to go for people who didn't want to sacrifice in-game performance by installing KB4482887. The update and its requisite service stack updates can be installed, fittingly, via Windows Update.
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://www.tomshardware.com/news/microsoft-fixes-game-breaking-windows-update,38804.html
  11. OMGEDSON liked a post in a topic by eaim1973 in FSElite Exclusive: Brand New Information Regarding TFDi Design’s PACX   
    FSElite Exclusive: Brand New Information Regarding TFDi Design’s PACX
    by CALUM MARTIN on 7TH MARCH 2019 FSXNEWSP3DXPL   FACEBOOK TWITTER REDDIT Whilst it was formally announced back at FlightSimExpo 2018, TFDi Design has been awfully quiet on progress with their newest product PACX. There have been some teased on their Instagram and Facebook accounts as of late. However, we are pleased to be able to exclusively bring you some brand new information regarding the new product along.
    First a bit of background. PACX (Passenger and Crew Experience) has been designed and built to give flight simmers the opportunity to simulate the responsibility any captain would feel when travelling with passengers and crew down the back. PACX will give you the opportunity to pass on messages to the passengers and interact with the cabin crew in a dynamic and engaging way.
    (The video above is a very early version of the product and is far from a final representation of the product)
    For example, if you’re late to push back and depart, you may find your crew and passengers less friendly than usual – unless of course, you provide them with plenty of information along the way. Passengers and crew will react in real time to what’s going on and the situation you’re in. It will ensure that no two flights are the same.
    In terms of control, everything can be done through the clean and non-obstructive overlay menu. It’s super simple to navigate through the options, set certain conditions and make decisions. You can inform crew and passengers of delays, diversions, aircraft technical issues and more. Furthermore, you will be able to issue any menu interaction with voice commands through the Public Address system. Both the crew and passengers will react accordingly.
    PACX from TFDi Design will be a product that continues to grow and build as time goes on. Flight reports can be shared with friends or virtual airlines easily through web-based services and users will be able to customise various elements easily thanks to the XML scripting. In terms of integration, PACX will work with various third-party aircraft via various Virtual Cockpit controls, it won’t be restricted to a certain aircraft or developer.
    A massive part of the product is sound engineering. We spoke to Brandon Olivo from the TFDi Design team who provided some insight into just how detailed and creative the team have got with ensuring it all sounds as realistic as possible.
    “The sounds play an important roll in PACX. As you go through your experience with PACX, you will notice your cabin crew isn’t just a robot. As would anyone, if your day isn’t going so well, it might project into your work! Our flight attendant doesn’t always have the best days, and it will be shown. Ask her for too many refills on your coffee during an already bad day, and she might not be too pleased! We aimed for variety when trying to capture the experience of doing more than just flying a cockpit around the whole time. Listening to the same announcements over and over again may become repetitive thus reducing the awe factor in your flight simulation experience. From notifying the cabin what flight number this is seamlessly, to advising on estimated flight time, PACX will surprise you with every flight!
    With our initial release, our flight attendant will provide you 100+ hours of enjoyable/realistic flight time before you really get to learn who she is. Our intentions are to later release packs to introduce you to more flight crews from around the world, but for now, we can’t wait to show you what is to come!”
    Video Player     00:00   00:19 Whilst the product is still in active development, we can confirm that beta testing is underway. In fact, a few members of the FSElite team are involved and will be reporting some first looks on the product in the near future.
    In terms of platforms, PACX will work with FSX, FSX:SE, P3Dv2-4 and also X-Plane 11. Whilst there are plans for it to work with any aircraft type, passenger interaction will be limited to commercial aviation at first, with things like corporate, military and general aviation to come in the future.
    No pricing has been set, yet but TFDi Design has assured it will be priced “competitively” to other similar products. As for a release date, so far, the team have confirmed it will be released before June 1st 2019.
    As development continues, we’ll be sure to update you accordingly. As mentioned, a few members of the FSElite team have access to the beta and so we’ll be putting together a first look in the near future for the community to check out.
    Head on over to the product page on TFDi Design’s website for the full scoop.
       
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://tfdidesign.com/pacx.php
    NEWS SITE ARTICLE LINK :  https://fselite.net/news/fselite-exclusive-brand-new-information-regarding-tfdi-designs-pacx/
  12. FlyingJock liked a post in a topic by eaim1973 in PTA 2.64 now available   
    Hi all,
    I recently just made v2.64 of PTA available which fixes the "Water Surface Tuning" error.
    You can find the download via your order page on the SimTweaks website. 
    I appreciate everyone's patience in waiting for the update, I know it can be frustrating when something doesn't work as expected.

    Thanks,
    Matt.
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://simtweaks.com/
    NEWS SITE ARTICLE LINK :  https://www.avsim.com/forums/topic/551468-pta-264-now-available/
  13. flightsim productions liked a post in a topic by eaim1973 in PTA 2.64 now available   
    Hi all,
    I recently just made v2.64 of PTA available which fixes the "Water Surface Tuning" error.
    You can find the download via your order page on the SimTweaks website. 
    I appreciate everyone's patience in waiting for the update, I know it can be frustrating when something doesn't work as expected.

    Thanks,
    Matt.
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://simtweaks.com/
    NEWS SITE ARTICLE LINK :  https://www.avsim.com/forums/topic/551468-pta-264-now-available/
  14. eaim1973 liked a post in a topic by TomcatUK in Windows 10 Update Causing Severe In-Game Performance Issues   
    Oh no, this is the last I need with Win 10!
    Another performance glitch I noticed recently which I want to share is a simple setting that means the last user account is automatically logged in (stealthily in the background) after app or O/S updates are applied. You may have noticed a 'Another user is logged in' message even when you are sure no-one has logged in since the last reboot.
    This only affects machines with more than one user account being used.
    Go into Settings > Accounts > Sign-in options. Make sure the option at the very bottom ("Use my sign-in info to automatically finish setting up my device applying updates .. " is turned OFF. I found this at the following site: https://www.tenforums.com/tutorials/49963-use-sign-info-auto-finish-after-update-restart-windows-10-a.html
     
  15. TomcatUK liked a post in a topic by eaim1973 in Windows 10 Update Causing Severe In-Game Performance Issues   
    Windows 10 Update Causing Severe In-Game Performance Issues
    I hope this doesn't effect us.
    Another day, another buggy patch from the flagship gaming OS. Windows 10 Update KB4482887, has been confirmed by Microsoft to severely hamper performance in certain games.
    From Destiny 2, to Sea of Thieves and beyond, the performance hits themselves are reportedly hardware agnostic, it doesn’t matter if you’re running AMD, Intel or Nvidia, you’ll likely fall prey to both frame rate drops in game, and severe input lag.
    Microsoft’s official statement reads: “After installing KB4482887, users may notice graphics and mouse performance degredation with desktop gaming when playing certain games (eg: Destiny 2). According to the company, it’s working on a resolution to the issue and should provide an update in an upcoming release. For the time being users can uninstall KB4482887 to regain the lost performance.
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.tomshardware.com/news/microsoft-update-ruins-gaming-performance,38761.html
    NEWS SITE ARTICLE LINK :  https://www.avsim.com/forums/topic/551393-for-those-running-win10/
  16. OMGEDSON liked a post in a topic by eaim1973 in Windows 10 Update Causing Severe In-Game Performance Issues   
    Windows 10 Update Causing Severe In-Game Performance Issues
    I hope this doesn't effect us.
    Another day, another buggy patch from the flagship gaming OS. Windows 10 Update KB4482887, has been confirmed by Microsoft to severely hamper performance in certain games.
    From Destiny 2, to Sea of Thieves and beyond, the performance hits themselves are reportedly hardware agnostic, it doesn’t matter if you’re running AMD, Intel or Nvidia, you’ll likely fall prey to both frame rate drops in game, and severe input lag.
    Microsoft’s official statement reads: “After installing KB4482887, users may notice graphics and mouse performance degredation with desktop gaming when playing certain games (eg: Destiny 2). According to the company, it’s working on a resolution to the issue and should provide an update in an upcoming release. For the time being users can uninstall KB4482887 to regain the lost performance.
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.tomshardware.com/news/microsoft-update-ruins-gaming-performance,38761.html
    NEWS SITE ARTICLE LINK :  https://www.avsim.com/forums/topic/551393-for-those-running-win10/
  17. avdheide liked a post in a topic by eaim1973 in Windows 10 Update Causing Severe In-Game Performance Issues   
    Windows 10 Update Causing Severe In-Game Performance Issues
    I hope this doesn't effect us.
    Another day, another buggy patch from the flagship gaming OS. Windows 10 Update KB4482887, has been confirmed by Microsoft to severely hamper performance in certain games.
    From Destiny 2, to Sea of Thieves and beyond, the performance hits themselves are reportedly hardware agnostic, it doesn’t matter if you’re running AMD, Intel or Nvidia, you’ll likely fall prey to both frame rate drops in game, and severe input lag.
    Microsoft’s official statement reads: “After installing KB4482887, users may notice graphics and mouse performance degredation with desktop gaming when playing certain games (eg: Destiny 2). According to the company, it’s working on a resolution to the issue and should provide an update in an upcoming release. For the time being users can uninstall KB4482887 to regain the lost performance.
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.tomshardware.com/news/microsoft-update-ruins-gaming-performance,38761.html
    NEWS SITE ARTICLE LINK :  https://www.avsim.com/forums/topic/551393-for-those-running-win10/
  18. eaim1973 liked a post in a topic by cgood124 in FeelThere announce Embraer project collaboration with Aeroplane Heaven   
    Looks like more regional jetliners to be hitting our P3D digital shelves.
    I am sure people like the Embraer range of aircraft this should please them.
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  https://www.feelthere.com/2019/03/06/announcement-emb-for-p3d4-4/
    NEWS SITE ARTICLE LINK :  https://fselite.net/news/feelthere-announce-embraer-project-in-collaboration-with-aeroplane-heaven/
  19. Dreadmetis liked a post in a topic by eaim1973 in Milviz SR-71 Blackbird: The FSElite First Look   
    Milviz SR-71 Blackbird: The FSElite First Look
    by JOHN MOORE on 4TH MARCH 2019 ORIGINALS   FACEBOOK TWITTER REDDIT A couple of things to keep in mind before we get started:
    The Milviz SR-71 Blackbird is still in an alpha state with nearly everything in this particular build still a work in progress. What’s shown in this first look does not represent the final product, as changes and improvements will be made as the aircraft progresses to later alphas and, eventually, the beta stage.
    As a tester for Milviz, I signed an NDA that would normally have prevented me from talking about an unreleased product in depth like I have below. That being said, the kind folks at Milviz (specific shoutout to Osh and Dutch!) graciously gave me permission to write about, and show off, the Milviz SR-71 Blackbird, thus I’m not in breach of my NDA in any way, shape, or form.
    With that out of the way, enjoy!
    The SR-71 Blackbird; the Habu. The SR-71 has to be one of my all-time favorite aircraft, even beating out Concorde and the B-1 for top slot. Ever since I discovered that the flight manual for this seemingly invincible aircraft was declassified, my obsession for the aircraft has only grown as I read more about the legendary aircraft.
    Being the massive Blackbird enthusiast I am, imagine my excitement when I saw the first cockpit renders of the Milviz SR-71 back in 2014; I couldn’t believe my eyes! (Funnily enough, this is actually the moment when I first discovered flight sims were a thing). Following this, I patiently waited, and waited, and waited until I had almost forgotten about it. And then I did forget, and I took my time (and money) to other interests, mainly racing games. I hadn’t yet made the jump into flight simulation as this was the aircraft that was going to get me to commit, but it wasn’t here yet.
    Fast forward to November 19th, 2018: I’m fully entrenched in the flight sim ‘culture’ and I’m checking my Facebook feed looking for news to pop into our internal news queue when I stumble across a post from Milviz saying they’re looking for beta testers for their upcoming SR-71. I think it’s safe to say that I’ve never sent an email faster than I had in this instance. Thanks to my relationship with Milviz with the T-38C and King Air, I was admitted into the beta not even 50 minutes after I sent my initial email (thanks Osh, I owe you one!). I played around with it for a while and put it through its paces when I first received the aircraft, but for some reason, it only recently dawned on me to share with the community the current state of the Milviz SR-71 Blackbird, and here it is! (Be warned, you may want to grab your beverage and snack of choice because this is going to be a long one.) Welcome to the FSElite First Look of the Milviz SR-71 Blackbird!
    We start this first look parked at the military cargo section of Washington Dulles International Airport. Why Dulles, you ask? Well, a few reasons. The first is that the SR-71 currently displayed at the Udvar-Hazy (which is the annex facility for the Air and Space Smithsonian and located on the premises of Dulles) flew the last ever USAF SR-71 flight and set 4 speed records in doing so. This alone seemed fitting for the airport to launch the SR-71’s first flight back in service, albeit virtually. As for the second reason, well, I wanted to pick a nice, detailed addon scenery to start with so we wouldn’t be starting at default military bases the entire time, and Dulles seemed like a solid pick.
    Back to the aircraft. I’m currently loaded in the “Ready to Start” panel state which is how the cockpit would’ve been set up when the pilot and reconnaissance systems officer (RSO) boarded the aircraft. In theory, all the switches have been set in the right places by the ground crew and the bird is ready to start its engines. I say in theory for a good reason, because that’s what it is: a theory. You see, Milviz decided to take a different approach to panel states. In this, especially the Ready-to-Start state, the switches are usually in the correct position as set by the ground crew but sometimes they aren’t and in an aircraft as sensitive as the SR-71, one little switch in the wrong position can spell disaster if not caught.
    Never again will you skip your checklists oh no, you’ll run through all 89 items on the preflight checklist One. By. One. (If running through close to 100 checklist items isn’t your idea of fun, you’re able to sidestep them by setting the reliability sliders fully to the right; that’ll ensure everything is set where it should for the given panel state). And those 89 items don’t even leave you with engines running, just in a state ready to start them. Running this massive checklist is daunting at first, but you’ll soon find you’re much more comfortable in the cockpit after you’ve run through it a few times and thus managed to memorize the complex cockpit layout.
    As I ran through the checklists, I encountered the infamous “lamp test” item. This is infamous in the world of flight sim for an obvious, and extremely simple, reason: nearly everyone skips it. I can’t remember the last time I tested the indicator lights in an A320 or 747, and I doubt you could either. In what is quickly becoming a trend with the Milviz SR-71 Blackbird, you won’t want to skip this item either as any one of the tiny, 1960s era incandescent bulbs has the potential to be burnt out. Luckily for maintenance, all lights are indicating as they should, and the show goes on.
     
    With the preflight checklist completed (after quite a lot of switch hunting and manual consulting), it was time to run the Starting Engines checklist and start them up at long last. Now in the real world, each engine would be started by a power cart which had 2 V8 Buick engines on it in order to generate the power needed to spin the turbine. Since this is, of course, a sim and we don’t have the luxury of a trained ground crew to start our temperamental engines, Milviz implemented a handy-dandy menu to allow us to call for the connection of the start cart and rotation of each individual engine.
    After calling for rotation of the left engine, the RPM starts to rise and I move the left throttle to idle, a shot of triethyl borane, or more commonly known as ‘TEB’, gets the ignition process going, and spool up from here is a relatively normal affair when compared with any other jet engine aircraft. Starting the second engine is the same procedure. One thing to be careful of is to remember to open the menu back up (if you closed it in the first place) to disconnect the rotation of the engine you just started if you plan to only start one and leave it. Normally, the menu system will not automatically disconnect rotation after the engine has successfully started (in compliance with real-world procedures) but it will indeed disconnect if rotation of the opposite engine is called for.
    With the fuel clock ticking (each engine burns around 2,700 lbs an hour just idling), I sped through the flight control checks and the last of the Starting Engine checklist. Both engines running meant it was time for the DAFICS test. The Digital Automatic Flight and Inlet Control System, or DAFICS for short, is a system upgrade that all the original SR-71s underwent that added 3 computers to manage the flight controls, stabilization system, and inlet controls. The DAFICS powers the SAS (stability augmentation system), inlet control system, ADI and TDI, as well as the entirety of the fuel and environmental/life support systems. Suffice to say, it’s a critical system that needs to be checked for faults before every flight, and so I did.
    The test system is very temperamental on the Blackbird, with a stringent set of conditions having to be met for the test to even be able to run at all. Once everything is set in its correct place, a quick flip of the test switch sends the system into its routine, and it’s largely hands-off and a lot observing from here. The test indicator flashed green once it had finished, indicating a successful test and a green light to continue with the preflight.
    With the DAFICS test out of the way, it was now onto yet another test: the fuel derich test. Essentially, running this test increases the EGT of the engine to test whether or not the automatic derich system works. This system aims to keep the EGT within limits by, as you guessed it, deriching the fuel-air mixture going into the engines. I saw the EGT peak at around 89C and the test did its job by lowering it, indicating the system was working correctly.
    Finally, after what seemed like an eternity later, we were ready to taxi out to the departure runway. Brakes released, and with a tad bit of extra thrust to breakaway, I swung the nose right to make the turnout of our ‘gate’ and we were on our way to runway 1C. The taxi dynamics of the Blackbird felt incredibly good and natural, with only idle thrust being necessary to keep us moving at a nice clip. The steering felt smooth and linear and made for some nice turns ’round the bends of the taxiways. The entire experience controlling it on the ground just felt..right, in a way I can’t quite describe. Since 1C was but a couple thousand feet from our gate of choice, the taxi was quick and I soon found myself lined up and ready to firewall the throttles, with one small issue: the before takeoff checklist.
    As I’ve come to expect with the SR-71, there were yet more checks to run while we sat on the runway. I ran the IGV lockout test for both engines (IGV stands for Internal Guide Vanes which shift in the engine in order to sustain supersonic cruise) as well as checked that manually trimming the EGT actually decreased, it in case that was necessary. Mercifully, both tests returned satisfactory results, so it was finally time to launch into the sky: Blackbird style!
    Takeoff is a powerful affair (even with the throttles in the middle of the afterburner range) and great care must be taken to lift the nose at the correct speed of 170 knots, immediately retract the gear as to not overspeed it, and pitch up to a steep climb of around 35 degrees, all the while not exceeding AOA limitations or overspeeding the gear. I must emphasize that takeoff in the SR-71 was one of the fastest things I’ve ever experienced in flight sim (and I’m no lightweight when it comes to fast jets), so you’ve really got to be on the ball as to not break anything in your charge into the sky, or you’ll (quite literally) find yourself back on the ground before you even knew what went wrong. Don’t say I didn’t warn you when the overspeed warning lights up as you’re already past gear speeds, or the stick shaker sounds when you hit the AOA limit!
    Climb out is a similar, fast-paced experience to behold, and I was at 30 thousand feet before I even had the aircraft stabilized in a 400-knot climb. You’ll most likely find you’re at your refueling altitude before you’ve even thought about running the climb checklist, as this is no ordinary aircraft in terms of climb performance (Space Shuttle status, anyone?) Be careful not to overshoot your tanker, though, as they’re your lifeline and the key to continuing on with your mission, having taken off with the little fuel allowed due to single engine climb performance being nonexistent with full tanks. (The Milviz SR-71 does have capabilities for aerial refueling, either via TacPack or within a pop-out menu, but I did not have TacPack at the time of writing, so I elected to use the menu option, which doesn’t yet display a tanker. A visual KC-13Q will be included in coming builds for menu-style refueling).
    With refueling done (although I did cheat somewhat by using the menu instead of having to hook up with an actual tanker), it was time to go supersonic. The Blackbird’s method of doing so is a tad, well, unorthodox, to say the least. Due to there being an oddly substantial amount of drag between Mach .95 and Mach 1.05, it’s necessary to execute one of two acceleration maneuvers. The most common one, and the one I used in this flight, is called a ‘dipsy doodle’. To start the ‘doodle’, we climb to 33,000 feet at Mach .90. Once at 33k, we throttle up to maximum afterburner, increase speed to Mach .95, then enter a gentle 2,000 foot-per-minute descent. The name of the game here is to break through Mach 1.05 as quickly as possible, but at a safe descent rate, in order to break through that drag region in a timely fashion and start upwards again.
    Pulling out of the descent is based on speed, not Mach, and will begin once the aircraft hits 435 KEAS indicated. Once we’re past 435 KEAS, we pull out of the descent and start a 450-knot climb on up to our cruise altitude while rapidly accelerating to our target speed. (The second way is simply to accelerate straight and level through the drag region, but this will burn more fuel than the ‘doodle’ and thus was rarely used in the real aircraft.)
    All that’s really left to do on the climb up to our cruise altitude of 80k is to keep a close eye on the airspeed and AOA, adjust the aft bypass doors as we pass specific Mach numbers, and move the IGV switches to lockout once we’re past Mach 3.0. Now, we just sit back, relax (as much as the Blackbird will allow) and keep an eye on our inlets and temperatures (this last bit is crucial as you don’t want to cook the expensive electronics in the electronics bay as I nearly did).
    Normally in the cruise portion of flight in an ordinary aircraft, you’re able to get up and grab a bite to eat, hit the restroom, or just generally unwind and enjoy the scenery zipping past below you. As we are all painfully aware by now, the SR-71 is no ordinary aircraft, and the cruise portion isn’t any different; like everything else about this aircraft, it requires your full attention. In the Blackbird, a phenomenon called unstarts were a very common occurrence, happening usually ever 1-4 flights.
    Unstarts happened when the inlet spike of one of the engines ‘lost’ the shockwave that was fed into the engine in order to propel it to new thrust levels (nearly 80 percent of the thrust the engines put out at a Mach 3 cruise came from the shockwaves themselves). This, in turn, would cause the inlet to ‘unstart’ and would cause an extremely violent yawing in the direction of the unstarted engine. The DAFICS system I previously talked about introduced ‘sympathetic’ unstarts, where the opposite engine inlet would unstart as well in order to reduce the yawing movement, but the event still requires a focused and attentive pilot to correct in order to avoid literally falling out of the sky. Like the failures in the front, unstarts can be disabled entirely for those feeling less-than-confident in their first flight in the bird, but represent an added challenge and incentive to stay focused for those desiring a more..unforgiving experience. While I didn’t experience any unstarts in this particular flight, I did jump in afterwards to trigger them manually to practice recovering. You can see what an unstart looks like below.
    Since this flight from IAD-PDX isn’t exactly the SR’s normal mission type, I had to make a best guess in terms of descent and decel points. My logic is that it’s better to be safe than sorry in an aircraft I don’t know all that well yet, and by this point, I had more than enough fuel, so I chose to start down 150 miles out from the airport. Happily enough, due to some nifty flight planning on my part (DCT-PDX), and the fact that Portland was on the 28s, I had darn near a straight in approach which made it reassuring that I wouldn’t have to shoot a complex STAR in an aircraft where you had to fly them based on headings or VORs.
    The descent was, well, tricky to say the least. I’m not exactly an SR-71 pilot by any stretch, so some of the concepts such as descending at full military power with a set airspeed and EGT had me working overtime trying to keep the aircraft within the envelope. I could never seem to keep the speed at the magic number of 365 KEAS, no matter how hard I tried ( For those who don’t know, KEAS is airspeed that has been corrected for the compressibility of high-speed air and/or high altitude). You’ll quickly find out that deviating from this speed is not the best idea, as the risk of flameouts and/or unstarts are greatly increased the farther you stray from the descent speed.
    In a shocker to absolutely no one, I GROSSLY miscalculated how long it would take to descend, and thus found myself 12 miles out from the airport at 30 thousand feet. It wasn’t looking too good at all, and I prepared to execute a few s-turns and 360s in an attempt to bleed off speed and altitude and, somewhat, salvage the approach. I say prepared, as this was as far as I got.
    Sadly, the aircraft CTD’d right as I was over the airfield (albeit extraordinarily high), and autosave wasn’t on the ball,l so that meant that I lost all my progress in the flight. This wasn’t surprising given the aircraft is still in an alpha state and I knew that going in, but it was a sad moment, nonetheless. Up until this point, I hadn’t experienced any crashes in the Blackbird. First time for everything, I guess.
    I’ve landed the aircraft multiple times before when I was in the pattern, working on getting familiar with the flight dynamics, so I can tell you how it handles in the last few seconds before touchdown. The aircraft feels more like an airliner than a military bird, albeit much smaller, lighter, and faster, and it certainly flares like one too. It’ll drop like a stone if enough speed bleeds off and is rather unforgiving should you find yourself behind the power curve on final. Upon touchdown, you pull the chute, enable nose wheel steering, check the brakes, and finally jettison the chute once you’re sufficiently slowed down, and that’s that. The end of an SR-71’s glamourous flight.
    So, with (the vast majority of) our flight behind us, it’s time to recap and summarize my experience with the Milviz SR-71 Blackbird in its current state. While it’s still heavily a work in progress, I found the modeling to be of extremely high quality in both the interior and exterior, and while the textures may be a tad underwhelming in their current state for my taste, the aircraft is set to receive the PBR treatment soon so this should alleviate this bother. The soundset is among the best I’ve heard, with the almost whine of the J-58s spooling up represented well. The roar as you light the afterburners gives you a sense of power that’s propelling you to both record-breaking speeds and heights, and the little boom as the TEB lights off upon startup and afterburner ignition is a nice reminder of the caliber plane you’re flying. This isn’t your dad’s F-15 we’re talking about, after all: it’s the fastest air-breathing aircraft ever built!
    Overall, and in my opinion, the Milviz SR-71 Blackbird is a shining example of what the term ‘study level’ should represent. The meticulously simulated systems in the front cockpit (the rear seat systems are coming in a later build), coupled with the possibility for random failures for nearly every conceivable thing in the aircraft, even the lightbulbs, make this bird one of the most fun (and terrifying) experiences I’ve had in my simulator in recent memory The end of a successful flight where you flew one of the most challenging aircraft by the book brings a level of satisfaction that can’t be found in any other aircraft, and Milviz has represented the challenge and complexity of the SR-71 Blackbird in an unparalleled way. I’m confident you’ll feel the same when you get your hands on it!
     
      TAGS : BLACKBIRDFIRST LOOKMILVIZORIGINALSR-71SR-71 BLACKBIRD FACEBOOK TWITTER REDDIT  PREVIOUS ARTICLE IndiaFoxtEcho Updates F-35 Lightning for P3D v4.4
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    THE AUTHOR JOHN MOORE
    I’m a lover of all things aviation, as well as a pilot IRL. Flight simming has always been a big part of my life and helped to uncover my love for military aviation and VIP transport as a whole. Long term goals include going to college to study to become an air traffic controller as well as obtaining my flight dispatcher’s license. Everything else is just icing on the cake. YOU MIGHT ALSO LIKE
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    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/originals/milviz-sr-71-blackbird-the-fselite-first-look/
  20. OMGEDSON liked a post in a topic by eaim1973 in Imaginesim Preview Singapore (WSSS) in the Rain (PBR Effects)   
    Further to their confirmati0n that they are going to bring Singapore to a new standard with PBR (Physically Based Rendering), Imaginesim has shared some new previews of the effects in full force.
    Speaking to the developers earlier today, the team have discovered a new way PBR rain textures into the product for fantastic effects. As you can see from the various screenshots, when the rain falls in Singapore, you will know about it.
    The Prepar3D V4 update will come along soon and will include a few bug fixes and also ensure that the location of the airport is correctly geo-located. Once we know about a release date, we’ll let you know about it.
    For now, follow Imaginesim on Facebook. Or you can buy Singapore from Imaginesim via their web store for £25.99. If you still use FSX, you can grab that version for the same price here.
    It should be noted that the PBR update will only work for Prepar3D V4.4 and above.
       
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/previews/imaginesim-preview-singapore-wsss-in-the-rain-pbr-effects/
  21. OMGEDSON liked a post in a topic by eaim1973 in Milviz SR-71 Blackbird: The FSElite First Look   
    Milviz SR-71 Blackbird: The FSElite First Look
    by JOHN MOORE on 4TH MARCH 2019 ORIGINALS   FACEBOOK TWITTER REDDIT A couple of things to keep in mind before we get started:
    The Milviz SR-71 Blackbird is still in an alpha state with nearly everything in this particular build still a work in progress. What’s shown in this first look does not represent the final product, as changes and improvements will be made as the aircraft progresses to later alphas and, eventually, the beta stage.
    As a tester for Milviz, I signed an NDA that would normally have prevented me from talking about an unreleased product in depth like I have below. That being said, the kind folks at Milviz (specific shoutout to Osh and Dutch!) graciously gave me permission to write about, and show off, the Milviz SR-71 Blackbird, thus I’m not in breach of my NDA in any way, shape, or form.
    With that out of the way, enjoy!
    The SR-71 Blackbird; the Habu. The SR-71 has to be one of my all-time favorite aircraft, even beating out Concorde and the B-1 for top slot. Ever since I discovered that the flight manual for this seemingly invincible aircraft was declassified, my obsession for the aircraft has only grown as I read more about the legendary aircraft.
    Being the massive Blackbird enthusiast I am, imagine my excitement when I saw the first cockpit renders of the Milviz SR-71 back in 2014; I couldn’t believe my eyes! (Funnily enough, this is actually the moment when I first discovered flight sims were a thing). Following this, I patiently waited, and waited, and waited until I had almost forgotten about it. And then I did forget, and I took my time (and money) to other interests, mainly racing games. I hadn’t yet made the jump into flight simulation as this was the aircraft that was going to get me to commit, but it wasn’t here yet.
    Fast forward to November 19th, 2018: I’m fully entrenched in the flight sim ‘culture’ and I’m checking my Facebook feed looking for news to pop into our internal news queue when I stumble across a post from Milviz saying they’re looking for beta testers for their upcoming SR-71. I think it’s safe to say that I’ve never sent an email faster than I had in this instance. Thanks to my relationship with Milviz with the T-38C and King Air, I was admitted into the beta not even 50 minutes after I sent my initial email (thanks Osh, I owe you one!). I played around with it for a while and put it through its paces when I first received the aircraft, but for some reason, it only recently dawned on me to share with the community the current state of the Milviz SR-71 Blackbird, and here it is! (Be warned, you may want to grab your beverage and snack of choice because this is going to be a long one.) Welcome to the FSElite First Look of the Milviz SR-71 Blackbird!
    We start this first look parked at the military cargo section of Washington Dulles International Airport. Why Dulles, you ask? Well, a few reasons. The first is that the SR-71 currently displayed at the Udvar-Hazy (which is the annex facility for the Air and Space Smithsonian and located on the premises of Dulles) flew the last ever USAF SR-71 flight and set 4 speed records in doing so. This alone seemed fitting for the airport to launch the SR-71’s first flight back in service, albeit virtually. As for the second reason, well, I wanted to pick a nice, detailed addon scenery to start with so we wouldn’t be starting at default military bases the entire time, and Dulles seemed like a solid pick.
    Back to the aircraft. I’m currently loaded in the “Ready to Start” panel state which is how the cockpit would’ve been set up when the pilot and reconnaissance systems officer (RSO) boarded the aircraft. In theory, all the switches have been set in the right places by the ground crew and the bird is ready to start its engines. I say in theory for a good reason, because that’s what it is: a theory. You see, Milviz decided to take a different approach to panel states. In this, especially the Ready-to-Start state, the switches are usually in the correct position as set by the ground crew but sometimes they aren’t and in an aircraft as sensitive as the SR-71, one little switch in the wrong position can spell disaster if not caught.
    Never again will you skip your checklists oh no, you’ll run through all 89 items on the preflight checklist One. By. One. (If running through close to 100 checklist items isn’t your idea of fun, you’re able to sidestep them by setting the reliability sliders fully to the right; that’ll ensure everything is set where it should for the given panel state). And those 89 items don’t even leave you with engines running, just in a state ready to start them. Running this massive checklist is daunting at first, but you’ll soon find you’re much more comfortable in the cockpit after you’ve run through it a few times and thus managed to memorize the complex cockpit layout.
    As I ran through the checklists, I encountered the infamous “lamp test” item. This is infamous in the world of flight sim for an obvious, and extremely simple, reason: nearly everyone skips it. I can’t remember the last time I tested the indicator lights in an A320 or 747, and I doubt you could either. In what is quickly becoming a trend with the Milviz SR-71 Blackbird, you won’t want to skip this item either as any one of the tiny, 1960s era incandescent bulbs has the potential to be burnt out. Luckily for maintenance, all lights are indicating as they should, and the show goes on.
     
    With the preflight checklist completed (after quite a lot of switch hunting and manual consulting), it was time to run the Starting Engines checklist and start them up at long last. Now in the real world, each engine would be started by a power cart which had 2 V8 Buick engines on it in order to generate the power needed to spin the turbine. Since this is, of course, a sim and we don’t have the luxury of a trained ground crew to start our temperamental engines, Milviz implemented a handy-dandy menu to allow us to call for the connection of the start cart and rotation of each individual engine.
    After calling for rotation of the left engine, the RPM starts to rise and I move the left throttle to idle, a shot of triethyl borane, or more commonly known as ‘TEB’, gets the ignition process going, and spool up from here is a relatively normal affair when compared with any other jet engine aircraft. Starting the second engine is the same procedure. One thing to be careful of is to remember to open the menu back up (if you closed it in the first place) to disconnect the rotation of the engine you just started if you plan to only start one and leave it. Normally, the menu system will not automatically disconnect rotation after the engine has successfully started (in compliance with real-world procedures) but it will indeed disconnect if rotation of the opposite engine is called for.
    With the fuel clock ticking (each engine burns around 2,700 lbs an hour just idling), I sped through the flight control checks and the last of the Starting Engine checklist. Both engines running meant it was time for the DAFICS test. The Digital Automatic Flight and Inlet Control System, or DAFICS for short, is a system upgrade that all the original SR-71s underwent that added 3 computers to manage the flight controls, stabilization system, and inlet controls. The DAFICS powers the SAS (stability augmentation system), inlet control system, ADI and TDI, as well as the entirety of the fuel and environmental/life support systems. Suffice to say, it’s a critical system that needs to be checked for faults before every flight, and so I did.
    The test system is very temperamental on the Blackbird, with a stringent set of conditions having to be met for the test to even be able to run at all. Once everything is set in its correct place, a quick flip of the test switch sends the system into its routine, and it’s largely hands-off and a lot observing from here. The test indicator flashed green once it had finished, indicating a successful test and a green light to continue with the preflight.
    With the DAFICS test out of the way, it was now onto yet another test: the fuel derich test. Essentially, running this test increases the EGT of the engine to test whether or not the automatic derich system works. This system aims to keep the EGT within limits by, as you guessed it, deriching the fuel-air mixture going into the engines. I saw the EGT peak at around 89C and the test did its job by lowering it, indicating the system was working correctly.
    Finally, after what seemed like an eternity later, we were ready to taxi out to the departure runway. Brakes released, and with a tad bit of extra thrust to breakaway, I swung the nose right to make the turnout of our ‘gate’ and we were on our way to runway 1C. The taxi dynamics of the Blackbird felt incredibly good and natural, with only idle thrust being necessary to keep us moving at a nice clip. The steering felt smooth and linear and made for some nice turns ’round the bends of the taxiways. The entire experience controlling it on the ground just felt..right, in a way I can’t quite describe. Since 1C was but a couple thousand feet from our gate of choice, the taxi was quick and I soon found myself lined up and ready to firewall the throttles, with one small issue: the before takeoff checklist.
    As I’ve come to expect with the SR-71, there were yet more checks to run while we sat on the runway. I ran the IGV lockout test for both engines (IGV stands for Internal Guide Vanes which shift in the engine in order to sustain supersonic cruise) as well as checked that manually trimming the EGT actually decreased, it in case that was necessary. Mercifully, both tests returned satisfactory results, so it was finally time to launch into the sky: Blackbird style!
    Takeoff is a powerful affair (even with the throttles in the middle of the afterburner range) and great care must be taken to lift the nose at the correct speed of 170 knots, immediately retract the gear as to not overspeed it, and pitch up to a steep climb of around 35 degrees, all the while not exceeding AOA limitations or overspeeding the gear. I must emphasize that takeoff in the SR-71 was one of the fastest things I’ve ever experienced in flight sim (and I’m no lightweight when it comes to fast jets), so you’ve really got to be on the ball as to not break anything in your charge into the sky, or you’ll (quite literally) find yourself back on the ground before you even knew what went wrong. Don’t say I didn’t warn you when the overspeed warning lights up as you’re already past gear speeds, or the stick shaker sounds when you hit the AOA limit!
    Climb out is a similar, fast-paced experience to behold, and I was at 30 thousand feet before I even had the aircraft stabilized in a 400-knot climb. You’ll most likely find you’re at your refueling altitude before you’ve even thought about running the climb checklist, as this is no ordinary aircraft in terms of climb performance (Space Shuttle status, anyone?) Be careful not to overshoot your tanker, though, as they’re your lifeline and the key to continuing on with your mission, having taken off with the little fuel allowed due to single engine climb performance being nonexistent with full tanks. (The Milviz SR-71 does have capabilities for aerial refueling, either via TacPack or within a pop-out menu, but I did not have TacPack at the time of writing, so I elected to use the menu option, which doesn’t yet display a tanker. A visual KC-13Q will be included in coming builds for menu-style refueling).
    With refueling done (although I did cheat somewhat by using the menu instead of having to hook up with an actual tanker), it was time to go supersonic. The Blackbird’s method of doing so is a tad, well, unorthodox, to say the least. Due to there being an oddly substantial amount of drag between Mach .95 and Mach 1.05, it’s necessary to execute one of two acceleration maneuvers. The most common one, and the one I used in this flight, is called a ‘dipsy doodle’. To start the ‘doodle’, we climb to 33,000 feet at Mach .90. Once at 33k, we throttle up to maximum afterburner, increase speed to Mach .95, then enter a gentle 2,000 foot-per-minute descent. The name of the game here is to break through Mach 1.05 as quickly as possible, but at a safe descent rate, in order to break through that drag region in a timely fashion and start upwards again.
    Pulling out of the descent is based on speed, not Mach, and will begin once the aircraft hits 435 KEAS indicated. Once we’re past 435 KEAS, we pull out of the descent and start a 450-knot climb on up to our cruise altitude while rapidly accelerating to our target speed. (The second way is simply to accelerate straight and level through the drag region, but this will burn more fuel than the ‘doodle’ and thus was rarely used in the real aircraft.)
    All that’s really left to do on the climb up to our cruise altitude of 80k is to keep a close eye on the airspeed and AOA, adjust the aft bypass doors as we pass specific Mach numbers, and move the IGV switches to lockout once we’re past Mach 3.0. Now, we just sit back, relax (as much as the Blackbird will allow) and keep an eye on our inlets and temperatures (this last bit is crucial as you don’t want to cook the expensive electronics in the electronics bay as I nearly did).
    Normally in the cruise portion of flight in an ordinary aircraft, you’re able to get up and grab a bite to eat, hit the restroom, or just generally unwind and enjoy the scenery zipping past below you. As we are all painfully aware by now, the SR-71 is no ordinary aircraft, and the cruise portion isn’t any different; like everything else about this aircraft, it requires your full attention. In the Blackbird, a phenomenon called unstarts were a very common occurrence, happening usually ever 1-4 flights.
    Unstarts happened when the inlet spike of one of the engines ‘lost’ the shockwave that was fed into the engine in order to propel it to new thrust levels (nearly 80 percent of the thrust the engines put out at a Mach 3 cruise came from the shockwaves themselves). This, in turn, would cause the inlet to ‘unstart’ and would cause an extremely violent yawing in the direction of the unstarted engine. The DAFICS system I previously talked about introduced ‘sympathetic’ unstarts, where the opposite engine inlet would unstart as well in order to reduce the yawing movement, but the event still requires a focused and attentive pilot to correct in order to avoid literally falling out of the sky. Like the failures in the front, unstarts can be disabled entirely for those feeling less-than-confident in their first flight in the bird, but represent an added challenge and incentive to stay focused for those desiring a more..unforgiving experience. While I didn’t experience any unstarts in this particular flight, I did jump in afterwards to trigger them manually to practice recovering. You can see what an unstart looks like below.
    Since this flight from IAD-PDX isn’t exactly the SR’s normal mission type, I had to make a best guess in terms of descent and decel points. My logic is that it’s better to be safe than sorry in an aircraft I don’t know all that well yet, and by this point, I had more than enough fuel, so I chose to start down 150 miles out from the airport. Happily enough, due to some nifty flight planning on my part (DCT-PDX), and the fact that Portland was on the 28s, I had darn near a straight in approach which made it reassuring that I wouldn’t have to shoot a complex STAR in an aircraft where you had to fly them based on headings or VORs.
    The descent was, well, tricky to say the least. I’m not exactly an SR-71 pilot by any stretch, so some of the concepts such as descending at full military power with a set airspeed and EGT had me working overtime trying to keep the aircraft within the envelope. I could never seem to keep the speed at the magic number of 365 KEAS, no matter how hard I tried ( For those who don’t know, KEAS is airspeed that has been corrected for the compressibility of high-speed air and/or high altitude). You’ll quickly find out that deviating from this speed is not the best idea, as the risk of flameouts and/or unstarts are greatly increased the farther you stray from the descent speed.
    In a shocker to absolutely no one, I GROSSLY miscalculated how long it would take to descend, and thus found myself 12 miles out from the airport at 30 thousand feet. It wasn’t looking too good at all, and I prepared to execute a few s-turns and 360s in an attempt to bleed off speed and altitude and, somewhat, salvage the approach. I say prepared, as this was as far as I got.
    Sadly, the aircraft CTD’d right as I was over the airfield (albeit extraordinarily high), and autosave wasn’t on the ball,l so that meant that I lost all my progress in the flight. This wasn’t surprising given the aircraft is still in an alpha state and I knew that going in, but it was a sad moment, nonetheless. Up until this point, I hadn’t experienced any crashes in the Blackbird. First time for everything, I guess.
    I’ve landed the aircraft multiple times before when I was in the pattern, working on getting familiar with the flight dynamics, so I can tell you how it handles in the last few seconds before touchdown. The aircraft feels more like an airliner than a military bird, albeit much smaller, lighter, and faster, and it certainly flares like one too. It’ll drop like a stone if enough speed bleeds off and is rather unforgiving should you find yourself behind the power curve on final. Upon touchdown, you pull the chute, enable nose wheel steering, check the brakes, and finally jettison the chute once you’re sufficiently slowed down, and that’s that. The end of an SR-71’s glamourous flight.
    So, with (the vast majority of) our flight behind us, it’s time to recap and summarize my experience with the Milviz SR-71 Blackbird in its current state. While it’s still heavily a work in progress, I found the modeling to be of extremely high quality in both the interior and exterior, and while the textures may be a tad underwhelming in their current state for my taste, the aircraft is set to receive the PBR treatment soon so this should alleviate this bother. The soundset is among the best I’ve heard, with the almost whine of the J-58s spooling up represented well. The roar as you light the afterburners gives you a sense of power that’s propelling you to both record-breaking speeds and heights, and the little boom as the TEB lights off upon startup and afterburner ignition is a nice reminder of the caliber plane you’re flying. This isn’t your dad’s F-15 we’re talking about, after all: it’s the fastest air-breathing aircraft ever built!
    Overall, and in my opinion, the Milviz SR-71 Blackbird is a shining example of what the term ‘study level’ should represent. The meticulously simulated systems in the front cockpit (the rear seat systems are coming in a later build), coupled with the possibility for random failures for nearly every conceivable thing in the aircraft, even the lightbulbs, make this bird one of the most fun (and terrifying) experiences I’ve had in my simulator in recent memory The end of a successful flight where you flew one of the most challenging aircraft by the book brings a level of satisfaction that can’t be found in any other aircraft, and Milviz has represented the challenge and complexity of the SR-71 Blackbird in an unparalleled way. I’m confident you’ll feel the same when you get your hands on it!
     
      TAGS : BLACKBIRDFIRST LOOKMILVIZORIGINALSR-71SR-71 BLACKBIRD FACEBOOK TWITTER REDDIT  PREVIOUS ARTICLE IndiaFoxtEcho Updates F-35 Lightning for P3D v4.4
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    THE AUTHOR JOHN MOORE
    I’m a lover of all things aviation, as well as a pilot IRL. Flight simming has always been a big part of my life and helped to uncover my love for military aviation and VIP transport as a whole. Long term goals include going to college to study to become an air traffic controller as well as obtaining my flight dispatcher’s license. Everything else is just icing on the cake. YOU MIGHT ALSO LIKE
    New Milviz ATR-72 PBR Preview
    Milviz Drops FSX and P3Dv1-v4.3 Support
    Milviz Previews SR-71 Cockpit
                 
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/originals/milviz-sr-71-blackbird-the-fselite-first-look/
  22. OMGEDSON liked a post in a topic by eaim1973 in IndiaFoxtEcho Updates F-35 Lightning for P3D v4.4   
    Developer IndiaFoxtEcho has released an update for their F-35 Lightning package that includes PBR.
    In a post on their website, an extensive changelog describes the rebuilt internal and external models and the inclusion of PBR. In order to accomplish this update, the source models were completely rebuilt, resulting in, what the developer says, is a much better looking plane.
    Because the model files were compiled with P3D v4.4 tools, they cannot be used in earlier versions of P3D or in FSX. However, the developer has included non-PBR models for those who may prefer them. Moving forward, the project will only be updated for P3D v4.4.
    The update can be obtained here or from the site.
     
    CHANGE LOG Version 3.60
    Rebuilt all external and internal models to support PBR textures All models recompiled using P3Dv4.4 tools Updated landing gear model Fixed minor UVW coordinates error on F-35C external model Fixed minor graphic glitches in F-35B and F-35C external models Major rewrite of MFD code with reduced memory footprint and (marginal) performance improvement New .air files to provide better, more linear throttle vs. thrust curve Fixed several glitches in the FCS code FCS Animation code rewritten Fixed bug that caused the first radar track not to show in some screens Note:
    This update by default is configured to use PBR models and work with P3Dv4.4.
    You can use this update also with P3Dv4.0 to P3Dv4.3 by deleting the model.cfg files in the model folder of each aircraft and rename the “model.cfg.BackupNonPBR” to “model.cfg”.
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/news/indiafoxtecho-updates-f-35-lightning-for-p3d-v4-4/
  23. ssimmons1958 liked a post in a topic by eaim1973 in Threshold Exclusive: Aerosoft/Stairport Berlin-Brandenburg Releasing Next Week   
    Our friends at Stairport Sceneries are mere days away from releasing their latest X-Plane scenery, Berlin Brandenburg Airport (EDDB), developed in partnership with Aerosoft, LimeSim and 29Palms. The under construction airport is billed as the replacement for the areas ageing and congested main airfield, Berlin Tegel (EDDT).
    Stairport Sceneries' X-Plane rendition of EDDB was first announced in November last year and is based on the Prepar3D "Professional" version first released in March 2018 by Aerosoft.
    Head developer Marten has kindly sent us some exclusive images to share, along with a release target for BER:
    The feature list for the X-Plane version of BER was released back in January, which you can view below:
    Highly detailed rendition of Berlin Brandenburg International Airport "Willy Brandt" (BER) Custom animated approach lights (SAM Plugin required) All jetways animated (SAM Plugin required) Includes the older Schönefeld (SXF) airport (north of BER) with the same level of detail Includes two configs to switch between SXF and BER operation Numerous dynamic objects like apron vehicles High resolution day and night textures Extensive coverage of over 100 km² with high resolution aerial imagery (0.2-0.4 m/px) Realistic 3D grass and vegetation Ground Layout: End of 2018 Compatible with default AI-Traffic and WorldTraffic 3 A notable addition to the feature list is full Scenery Animation Manager plugin (SAM)compatibility, coincidentally also developed by Stairport Sceneries. The plugin, which you can download here, essentially allows the addition of a bunch of moving parts into sceneries, such as multi-door moving jetways, animated ground staff and operable hangar doors. See more about SAM in our exclusive article about the plugin from last year.
    You can see more about Aerosoft/Stairport Sceneries Berlin Brandenburg XP by viewing one of our previous articles.
     
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://www.thresholdx.net/news/aseddb
  24. ssimmons1958 liked a post in a topic by eaim1973 in FSElite Exclusive: Just Flight 747 Classic – Interview and Previews   
    The 747 Classic is one of those aircraft that many simmers have been longing for in recent years, but has seemingly gone ignored by some of the bigger names in the aircraft development community. That is, of course, until back in June of 2018, when Just Flight announced they had taken up the mantle to bring a high-quality rendition of this aircraft to our sims. This announcement was met with much excitement and yet, left the community wanting more.
    Thanks to the extremely generous folks over at Just Flight, I’m proud to bring you new and exclusive previews on the upcoming 747, as well as a ton of new information on the project sourced from an interview with Just Flight’s own Martyn Northall!
    The interview with Martyn touches on nearly everything you could want to know about the upcoming 747 Classic, from systems depth, to a potential virtual flight engineer, as well as the variants that Just Flight will be creating. Be sure to stay tuned in the coming days and weeks for some new information on the 747 Classic!
    Here’s the full interview with Martyn:
    Thanks for taking the time to talk to us. Our first question is pretty simple, but probably requires a longer answer. Why? Why did you decide to bring the 747 Classic series to the simulator instead of other vintage airlines?
    We are always on the look out for possible future aircraft that have either yet to be created for FSX/P3D, have been created but not to a complex standard or are from many years ago.
    The 747 Classic was one of the favourites on our list (I have a model of a British Caledonian 747 Classic in my office) and to be honest we were quite surprised that one wasn’t already available. It’s undoubtedly an iconic aircraft but obviously a very complex type, requiring a significant investment of time and cost.
    We published the CLS 747-200/300 quite a few years ago and it was a very popular product. We originally envisaged reusing some of the assets from that product but ultimately decided that a ‘clean-sheet design’ was the best option for achieving the standard that we wanted.
    I believe we’ve got a strong reputation for classic British aircraft, but we’re keen not to get stuck in any one ‘genre’ and the 747 Classic seemed like a logical step towards larger and more complex aircraft.
    Is this an internal development? How many people are working on the project? What experiences have they had on aircraft development?
    Yes, this is an in-house product, so the development is being led by the Just Flight development team. That team consists of predominately full-time employees but also external partners, and part-time partners who work on our aircraft alongside their day jobs. It’s a diverse team!
    There have been at least ten people working directly on the development of the 747, albeit not necessarily all at the same time as the project progresses through several stages (modelling, coding etc.). In addition to the development team there are probably another five people contributing to manuals, marketing and other non-development elements, and then a further 20+ testers.
    The past experience of our in-house team is quite well known (https://www.justflight.com/category/developed-in-house) but we’ve also brought in new expertise from developers behind some of the popular study-level airliners that have been released for FSX/P3D in recent years.
    I think it’s fair to say that your internal team has spent a lot of time on creating high quality GA aircraft as of late – why the change now to something much bigger and much more complex?
    We’ve always strived for variety in what we develop to keep things fresh, for the sake of our own sanity as well as attempting to cater to the wide-ranging tastes of our customers. Since 2013 we have developed everything from a PA28 and C152 to a Canberra PR9 and Tornado, and a L-1011 Tristar.
    We’ve released quite a few GA aircraft in recent years but that is as much a result of the shorter development times for aircraft of that scale than a deliberate focus on that one genre. Whilst continuing to develop GA aircraft for FSX, P3D, X-Plane 11 and Aerofly FS 2, the next couple of years will see the development of several airliners. The VC10, 747, and 146 are already public knowledge but we have at least two more in the early stages of development.
    We are continuing to invest in the expansion of our development team and that has brought in not only additional capacity for a greater number of product releases each year but also a wealth of experience with complex aircraft, and our goal is to develop complex airliners alongside our existing GA and military product range to offer the best possible variety to our customers.
    In terms of system depth and usability, how detailed are you going to make the 747 Classic? Modelled systems, failures, etc?
    As with previous aircraft such as the Tornado GR1 and Vulcan, our focus is on providing highly functional and realistic representations of the real aircraft, including all the core systems – electrical, fuel, hydraulic etc. Those systems will very closely match the real aircraft based on our studies of a vast collection of reference material and the involvement of air and groundcrew with real-world 747 Classic experience.
    The 747 will bypass some of the FSX/P3D limitations by running systems ‘externally’ to the simulator, such as engine parameters and fuel flow. We’ve also been developing a new INS unit for a while now and that will be included for authentic navigation.
    Failures will be simulated due to the way the systems are programmed, for example a failure of a specific transformer-rectifier or AC bus in the electrical system would result in the correct subsequent failures and switching logic, but we’re not aiming for a Level-D simulator.
    Our business model is obviously quite different to those of developers such as PMDG and FS Labs. 747 Classic hasn’t been our sole focus for multiple years with a corresponding £120 price-tag, so decisions had to be made about what features, including failures, were worthwhile for routine flights.
    One of strengths as a developer is that we listen and react to, and actively encourage, feedback and suggestions from our customers, so we will continue to build on the complexity and functionality of our aircraft in response to that.
    Will you be making use of the latest technology such as PBR texturing or windshield effects?
    We are continuing to explore the technical possibilities that are emerging as a result of new features in Prepar3D such as PBR materials and windshield effects. Our aim is to include as many of these features as possible and we expect that PBR materials will become standard on all our future aircraft including 747 Classic, just as they already are on our X-Plane 11 aircraft.
    As demonstrated by some of the recent announcements from other FSX/P3D developers, continuing to develop for FSX alongside P3D v4 creates quite a lot of extra work and in some cases constrains our ability to add new P3D-specific functionality, but we are working hard to address that (and our intention is to continue supporting FSX).
    The 747 Classics was a very hands-on aircraft, requiring 3 people to operate it. Are you offering some kind of virtual flight engineer to take some of the load off the user?
    This is an area that we will provide more details on in future project updates as it is dependent on many other areas of the systems programming, but as with our past aircraft one of our key goals is to develop an aircraft with excellent usability regardless of your skill-level. The 747 Classic has a formidable Flight Engineer’s panel with controls for many critical systems, so we will cater for the single-pilot aspect of operating aircraft within a simulation environment, including automation where appropriate.
    You have so far announced the 747-100, 747-200/F, what are the chances we’ll see other variants of the aircraft, such as the SP, SOFIA and -300, depending on how it is received by the community?
    Following on from the -100, -200 and -200F, we are developing the -300, SP, VC-25 (‘Air Force One’) and E-4B (‘Advanced Airborne Command Post’) variants. This was in direct response to feedback from the community as there was plenty of interest in those variants.
    They are all derivatives of the -200 and will likely share common virtual cockpits and systems rather than each being a unique product, so will form an expansion pack for 747 Classic owners. We’ll bring you more details on those following the release of the base pack.
    There are other variants and hundreds of livery options, so much like with our PA28s, we are looking at building on the release of 747 Classic to create a series of 747 products.
    Do you, or any of the development team, have any stories about the 747 Classis series you’d like to share? Either from real life past adventures or during development.
    A key requirement for any in-house aircraft project is to get access to the real-world aircraft. In the case of the 747 Classic, we visited an aircraft at Bruntingthorpe Aerodrome to take hundreds of photos of every part of the exterior and interior.
    It was a great experience for an aviation enthusiast – we were dropped off beside the aircraft, given a torch and instructed to access the interior by climbing into the avionics bay near the nose-gear and out through a hatch in the floor of the first-class cabin.
    Walking through the dark, empty interior of a 747 makes you truly appreciate the scale of the aircraft. We had the opportunity to explore the entire aircraft, looking in all the compartments such as the crew-rest areas that you typically wouldn’t get access to.
    There are several 747 Classics at Bruntingthorpe Aerodrome and one of them is stripped bare and is occasionally used for Christmas work parties!
    Anything else you would like to add?
    Thanks for the continued support from the community, including FS Elite and all your readers who we regularly chat with in the comments sections.
    Just Flight is undergoing an exciting period of growth as we continue to evolve from being a traditional publisher and webstore to one of the largest developers in the industry. Last year was a record one for us as we released 11 of our own products, and we’ve been really pleased to see all the great feedback.
    The coming year will see the release of a wide variety of airliners, GA and military aircraft, as well as scenery and utilities for FSX, P3D, X-Plane 11 and Aerofly FS2, so there’s plenty of work to keep our development team busy!
       
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/originals/fselite-exclusive-just-flight-747-classic-interview-and-previews/
  25. OMGEDSON liked a post in a topic by eaim1973 in FSElite Exclusive: Just Flight 747 Classic – Interview and Previews   
    The 747 Classic is one of those aircraft that many simmers have been longing for in recent years, but has seemingly gone ignored by some of the bigger names in the aircraft development community. That is, of course, until back in June of 2018, when Just Flight announced they had taken up the mantle to bring a high-quality rendition of this aircraft to our sims. This announcement was met with much excitement and yet, left the community wanting more.
    Thanks to the extremely generous folks over at Just Flight, I’m proud to bring you new and exclusive previews on the upcoming 747, as well as a ton of new information on the project sourced from an interview with Just Flight’s own Martyn Northall!
    The interview with Martyn touches on nearly everything you could want to know about the upcoming 747 Classic, from systems depth, to a potential virtual flight engineer, as well as the variants that Just Flight will be creating. Be sure to stay tuned in the coming days and weeks for some new information on the 747 Classic!
    Here’s the full interview with Martyn:
    Thanks for taking the time to talk to us. Our first question is pretty simple, but probably requires a longer answer. Why? Why did you decide to bring the 747 Classic series to the simulator instead of other vintage airlines?
    We are always on the look out for possible future aircraft that have either yet to be created for FSX/P3D, have been created but not to a complex standard or are from many years ago.
    The 747 Classic was one of the favourites on our list (I have a model of a British Caledonian 747 Classic in my office) and to be honest we were quite surprised that one wasn’t already available. It’s undoubtedly an iconic aircraft but obviously a very complex type, requiring a significant investment of time and cost.
    We published the CLS 747-200/300 quite a few years ago and it was a very popular product. We originally envisaged reusing some of the assets from that product but ultimately decided that a ‘clean-sheet design’ was the best option for achieving the standard that we wanted.
    I believe we’ve got a strong reputation for classic British aircraft, but we’re keen not to get stuck in any one ‘genre’ and the 747 Classic seemed like a logical step towards larger and more complex aircraft.
    Is this an internal development? How many people are working on the project? What experiences have they had on aircraft development?
    Yes, this is an in-house product, so the development is being led by the Just Flight development team. That team consists of predominately full-time employees but also external partners, and part-time partners who work on our aircraft alongside their day jobs. It’s a diverse team!
    There have been at least ten people working directly on the development of the 747, albeit not necessarily all at the same time as the project progresses through several stages (modelling, coding etc.). In addition to the development team there are probably another five people contributing to manuals, marketing and other non-development elements, and then a further 20+ testers.
    The past experience of our in-house team is quite well known (https://www.justflight.com/category/developed-in-house) but we’ve also brought in new expertise from developers behind some of the popular study-level airliners that have been released for FSX/P3D in recent years.
    I think it’s fair to say that your internal team has spent a lot of time on creating high quality GA aircraft as of late – why the change now to something much bigger and much more complex?
    We’ve always strived for variety in what we develop to keep things fresh, for the sake of our own sanity as well as attempting to cater to the wide-ranging tastes of our customers. Since 2013 we have developed everything from a PA28 and C152 to a Canberra PR9 and Tornado, and a L-1011 Tristar.
    We’ve released quite a few GA aircraft in recent years but that is as much a result of the shorter development times for aircraft of that scale than a deliberate focus on that one genre. Whilst continuing to develop GA aircraft for FSX, P3D, X-Plane 11 and Aerofly FS 2, the next couple of years will see the development of several airliners. The VC10, 747, and 146 are already public knowledge but we have at least two more in the early stages of development.
    We are continuing to invest in the expansion of our development team and that has brought in not only additional capacity for a greater number of product releases each year but also a wealth of experience with complex aircraft, and our goal is to develop complex airliners alongside our existing GA and military product range to offer the best possible variety to our customers.
    In terms of system depth and usability, how detailed are you going to make the 747 Classic? Modelled systems, failures, etc?
    As with previous aircraft such as the Tornado GR1 and Vulcan, our focus is on providing highly functional and realistic representations of the real aircraft, including all the core systems – electrical, fuel, hydraulic etc. Those systems will very closely match the real aircraft based on our studies of a vast collection of reference material and the involvement of air and groundcrew with real-world 747 Classic experience.
    The 747 will bypass some of the FSX/P3D limitations by running systems ‘externally’ to the simulator, such as engine parameters and fuel flow. We’ve also been developing a new INS unit for a while now and that will be included for authentic navigation.
    Failures will be simulated due to the way the systems are programmed, for example a failure of a specific transformer-rectifier or AC bus in the electrical system would result in the correct subsequent failures and switching logic, but we’re not aiming for a Level-D simulator.
    Our business model is obviously quite different to those of developers such as PMDG and FS Labs. 747 Classic hasn’t been our sole focus for multiple years with a corresponding £120 price-tag, so decisions had to be made about what features, including failures, were worthwhile for routine flights.
    One of strengths as a developer is that we listen and react to, and actively encourage, feedback and suggestions from our customers, so we will continue to build on the complexity and functionality of our aircraft in response to that.
    Will you be making use of the latest technology such as PBR texturing or windshield effects?
    We are continuing to explore the technical possibilities that are emerging as a result of new features in Prepar3D such as PBR materials and windshield effects. Our aim is to include as many of these features as possible and we expect that PBR materials will become standard on all our future aircraft including 747 Classic, just as they already are on our X-Plane 11 aircraft.
    As demonstrated by some of the recent announcements from other FSX/P3D developers, continuing to develop for FSX alongside P3D v4 creates quite a lot of extra work and in some cases constrains our ability to add new P3D-specific functionality, but we are working hard to address that (and our intention is to continue supporting FSX).
    The 747 Classics was a very hands-on aircraft, requiring 3 people to operate it. Are you offering some kind of virtual flight engineer to take some of the load off the user?
    This is an area that we will provide more details on in future project updates as it is dependent on many other areas of the systems programming, but as with our past aircraft one of our key goals is to develop an aircraft with excellent usability regardless of your skill-level. The 747 Classic has a formidable Flight Engineer’s panel with controls for many critical systems, so we will cater for the single-pilot aspect of operating aircraft within a simulation environment, including automation where appropriate.
    You have so far announced the 747-100, 747-200/F, what are the chances we’ll see other variants of the aircraft, such as the SP, SOFIA and -300, depending on how it is received by the community?
    Following on from the -100, -200 and -200F, we are developing the -300, SP, VC-25 (‘Air Force One’) and E-4B (‘Advanced Airborne Command Post’) variants. This was in direct response to feedback from the community as there was plenty of interest in those variants.
    They are all derivatives of the -200 and will likely share common virtual cockpits and systems rather than each being a unique product, so will form an expansion pack for 747 Classic owners. We’ll bring you more details on those following the release of the base pack.
    There are other variants and hundreds of livery options, so much like with our PA28s, we are looking at building on the release of 747 Classic to create a series of 747 products.
    Do you, or any of the development team, have any stories about the 747 Classis series you’d like to share? Either from real life past adventures or during development.
    A key requirement for any in-house aircraft project is to get access to the real-world aircraft. In the case of the 747 Classic, we visited an aircraft at Bruntingthorpe Aerodrome to take hundreds of photos of every part of the exterior and interior.
    It was a great experience for an aviation enthusiast – we were dropped off beside the aircraft, given a torch and instructed to access the interior by climbing into the avionics bay near the nose-gear and out through a hatch in the floor of the first-class cabin.
    Walking through the dark, empty interior of a 747 makes you truly appreciate the scale of the aircraft. We had the opportunity to explore the entire aircraft, looking in all the compartments such as the crew-rest areas that you typically wouldn’t get access to.
    There are several 747 Classics at Bruntingthorpe Aerodrome and one of them is stripped bare and is occasionally used for Christmas work parties!
    Anything else you would like to add?
    Thanks for the continued support from the community, including FS Elite and all your readers who we regularly chat with in the comments sections.
    Just Flight is undergoing an exciting period of growth as we continue to evolve from being a traditional publisher and webstore to one of the largest developers in the industry. Last year was a record one for us as we released 11 of our own products, and we’ve been really pleased to see all the great feedback.
    The coming year will see the release of a wide variety of airliners, GA and military aircraft, as well as scenery and utilities for FSX, P3D, X-Plane 11 and Aerofly FS2, so there’s plenty of work to keep our development team busy!
       
     
    SOURCE INFO
    DEVELOPER POST LINK :  
    NEWS SITE ARTICLE LINK :  https://fselite.net/originals/fselite-exclusive-just-flight-747-classic-interview-and-previews/
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