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Showing content with the highest reputation on 09/04/2014 in all areas

  1. 3 points
  2. virgin virtual flights gone wrong...
    1 point
  3. Current livery list is below. More will be made and we also will provide a paint kit so you easily can make your own favorite. But at the moment first priority on getting the aircraft ready for release. Air France Air Italy America West British Airways Condor Delta (retro) Iberia Linjeflyg Lufthansa Lufthansa (retro) Norwegian SAS Scandinavian Transaero United US Air Varig IXEG
    1 point
  4. After months of not flying it, I finally downloaded the updated 64bit A380 from Peter today... An absolute marvel.
    1 point
  5. another addition some may like.
    1 point
  6. Hi everyone, Work continues - as a matter of fact development speed has increased again over the last few days. There is really nothing big to reveal, on one end we are adressing the roughly 30 issues and remaining items we have, on the other hand we are fighting the uphill battle with the FMS routing structure. Before release there is also the documentation to be done - most of the content is there, it just needs streamlining and editing. Just last night we have improved the APU operation. We now have a moving air-inlet door, the FADEC will wait until the door is open before it engages the starter, and the APU can also be shut down with the firehandle or by switching off the battery bus - in that case the APU inlet door will stay open, though. A funny thing happened when testing the new behaviour - with repeated APU starts and insufficient time for battery recharge in-between, two of us have accidentially depleted the airplane battery. We initially thought we found a bug, as you couldn´t even connect the ground power anymore! But it turns out the behaviour of our simulation is correct, because without sufficient battery voltage you can not even close the relays to connect electrical ground power. This does happen in the real aircraft, too - if a pilot, eager to get to the hotel, forgets to properly shut down the aircraft in the evening (battery switch off), the next crew in the morning might find a dead battery. The only way to get the aircraft going in that case is to connect a DC source to the external DC connector. . We also worked on improving the GUI - up to now we had to go through the plugins menu to access preference or setup menus, now we have a state-of-the art sidebar that you can get to by bumping your mouse on the left edge of the screen. Some menus (ground and cabin-crew interaction) can also be triggered by following real procedures (selecting the correct interphone channel, enabling receive volume, toggling interphone or radio push-to-talk switch), but if you don´t feel like that, just use the nifty sidebar-menu. Our menu interface will be fairly spartanic, for example the "preflight" one will allow you to pick three states (cold and dark, turnaround, ready to fly), and specify zero-fuel-weight + CG and fuel distribution. We decided against some more elaborate "seat plan" where you can click on every single seat to place/remove a passenger. It would take too much time to make, novelty of it would wear off after using it once or twice, and really in the end all the real pilot cares about is the weight and the center of gravity. There will also be no "real time" boarding and deboarding of passengers, this is something that is very hard to get believable without actual 3D people moving onto the aircraft, which to my knowledge hasn´t been done totally believable on any flight-simulation to date. We do realistic fueling times (if the user chooses so), but weight adjustments (loading/unloading) is instantaneous. If you want to roleplay, use a stopwatch and a figure of roughly 5 passengers( = 500kg or 1100 lbs) per minute . With development speeding up again, I expect to start posting some more content and dev-blog type info more regularly. Jan
    1 point
  7. It may not walk your dog or wash your car, but.......
    1 point
  8. Heya, I know this can be extremely frustrating with a lack of news postings, but truth be told sometimes there's just nothing to speak of. In the world of programming, sometimes no news is good news. NORCAL has been an extraordinary project for both RealScenery and X-Aviation. Not only is it the largest product ever built by RealScenery, but the technical challenges of distribution have also been at play. A lot of folks don't realize that these types of things take time, and so instead it's easy to air frustration. For the most part, the wait has been because we have always said to ourselves that NORCAL will be a defining product...one that a lot of folks will hold to a high degree, and as such we have worked tirelessly to perfect it over the years. It's just that big of a coverage area and project! The infrastructure we have had to build in order to distribute this has been a long time in the making, and only recently have we got things dialed in. Many of the other products have been placed on the newer delivery platform in recent times and a lot of feedback from customers has been a "beta" of sorts to help us fix potential bugs on the delivery system prior to release of NORCAL. We know the demand for this product will be huge. It is quite literally the most asked about product daily in our enquiry form at X-Aviation. The wait is almost over. We're very close, and we're super excited. Hang in there!
    1 point
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