Leaderboard


Popular Content

Showing content with the highest reputation since 07/20/16 in all areas

  1. 60 points
    Small friday update: Work on the galley detailing advances nicely. Galley1 almost complete (Still needs trolleys and casing of the kitches painted). Other galleys follow detailing...
  2. 58 points
    Been a long while since I wrote a friday evening update mail but it's time to explain a few things. It's 18:20 and I got my glass of wine so let's get going. It will be about the CRJ, A320 series and the A330, they are all highly interlinked at this moment. As you know the magic word of the last two weeks was '64 bits' (okay, two words). And most of my time was focusses on getting 'my' products converted. My products as in the series of Aerosoft products I am responsible for. We had some issues but at least some scenery and aircraft like the Twin Otter etc are released in 64 bit versions. Of course the big projects like the old and new Airbusses are not that easy. Not only because they are more complex but also because they get more attention and we do not want to do straight ports but real P3D V4 versions with all the lights etc. The plan was to 'quickly' do the A318/A319 and A320/A321 and release them in 64 bit versions with (apart from all new lights) the same features as the current versions. But reality quickly raised its dirty head and we had to change the plans. See, because of some unfinished parts in P3d V4 the lights have to be done partly in code and not in effects. Lockheed is working on these issues but we think that doing the in code will be a better solution anyway. To give you an idea, if you do the in effects you have to change the model and recompile it for every test (often dozens to get something right), if you do it in code you just need to recompile the gauge and that's done in seconds and not 15 minutes as with the model. That means that if you feel the lights are too yellow or something it's an easy fix. But of course that means opening major parts of the source files. And that means the developers had to get re-acquainted with code they left two years ago. And of course they felt the new code that replaced it by now (for the A330) was way better then that old 'junk'. So after a lot of teeth grinding I (as project manager) decided to replace a lot of the old code that served us well for close to 6 years now (!) and use the newer codebase for the A320 series update. Project Managers always want it 'cheap, fast and stable' and we mostly settle for two of the three. This time we choose only 'stable'. It made no sense to release an update for the A320 series now and to overhaul it end of this year again. We have to move these projects to our new shared code base that handles all the Airbusses with one set of files, only with different config files. Just as Airbus does it actually. Now don't worry, this does NOT really delay the A330. The code still needs to be done for all models and as you have seen today the modeling is progressing nicely. The release and the massive demand for compatible add-ons for Prepar3D does affect all our schedules. I honestly told everybody in Aerosoft it would be big but even I am seriously surprised. Never a dull moment.... Damn, it seems these glasses of wine keep getting smaller every year, be right back. Where was I? Ahh right... As said the A330 is not really delayed, but the release order is. We were planning to do a new A320 series after the A330 but demand for the 64 bit version is so strong that we simply have to get things out as soon as possible. And that path is shorter for the A320 series then for the A330. So you will see updates for the A18/A319 and A320/A321 in the next few weeks first. Those will be full blown P3d V4 products. With all the lights (every single light can be controlled individually), installer that install in the documents folder etc (very cool btw, you can re-install the sim without re-installing the add-ons). The works. You will also get almost all of the aircraft systems in the new versions. As explained we dropped all the old code and rewrote most of it to the latest standards. It's faster, slicker, has far deeper sense of the systems behind what you see. You will get an MCDU that is, beyond any doubt, the most complete ever done for our sims (and yes that includes all our competitors). We spend a lot of time on that because as you know we focus on what pilots use and not on systems that have been only oned a few times (or never) in real life. The MCDU is the heart of the Airbus and no effort spend on that is too much. What it also means is that our idea to release this as a free update is out of the windows. You know that we would never ask you to pay twice for the same files but we had the idea that just new lights and a new installer did not justify an update fee. But now we are talking rather serious stuff. There is around 2 men year of work between what you have no on your disk and the new files. So we'll do what we always do, make the files, see what's new and what's old and come up with a update fee that's reasonable. My CEO will disagree, he will take my advice, lol. The A330 will follow pretty fast after those aircraft. And of course if you have the one (or all) of the A320 series you will get an discount because it shares some of the files. Again, we never ask you to pay twice for the same files. And of course it will come in FSX/P3d V3 versions that are similar and P3d V4 version that will have all the additional features. As we see it now the price will be the same for those versions. Of course the CRJ is still planned to be released before the busses. Please note we have NO plans to drop support for 32 bit sims at this moment. All the while Flight Sim World is very slowly getting some updates in it's Early Access stage but we still do not have an SDK and no good idea about the stability of that platform. As there seems to be zero demand from customers at this moment, we are more or less leaving that simulator where it is now. 19:10 now, been working since 08:20. Time for some food and then finish watching House of Cards Season 5. If you got any questions feel free to ask them here. I promise to answer them as honest and open as possible.
  3. 58 points
    BBS posted yesterday on Facebook that we have only shown renders of our Virtual Cockpit so far. That, of course, is simply not true, we have show the first in game shots many many months ago, we even shown images from inflight. They did so as response to a comment that their VC might even look better than ours. Perhaps it is, perhaps not. We'll gladly leave that decision to the viewer. But let me show some highlights from our product. It's all work in progress and please note that I use rather low color P3D settings (if you got it on your screen for 12 hours a day you tend to avoid it popping, lol). But in any case, to set the record straight, we are far beyond the stage were can only show renders. Do watch these in full size if your monitor can handle it.
  4. 57 points
    Don't look for mistakes (there are plenty) but here are some shots of the thousands of test flights that are needed. You see the bus is in the air at this moment.
  5. 56 points
    To keep it politically correct, it is simply a definition that planes are gramatically female. Planes have one advantage over woman though: If you do something wrong a plane will kill you quickly. A woman will take her time.
  6. 55 points
    Time for a small friday update: Work on the forward cargo hold is so far completed. Now work concentrates on the aft section one. All walls are covered with the detail that belongs there...
  7. 55 points
    Another test flight finished. This time I made a short hop from EDDF to EDDM to test the new step climb feature and holding entries that the A330 will have. Be aware that this is early alpha and there is still room for improvement.
  8. 53 points
    A sneak peak from a testflight I just made: This is an early build with some pieces not yet in place and more late alpha than early beta. And watch it in 4K please.
  9. 53 points
    Small friday update: Gearbay have now been integrated into the fuselage with a basic coloring, details come later. Next task is to create the final cargo hold geometry...
  10. 53 points
    Small friday update: FlapTrack Fairings are now completed too. Details on the trailing wing edge + spoiler details have been also added. Last part in that section are the hydraulic pipelines for the spoiler system. Then the closing touch will be the rivets/screws on the trail edge top access panel. Last thing to do then is here the slatsystem in detail, which will follow hopefully next week.
  11. 50 points
    Small friday update again: Galley detailing continues; this time master templates for the kitchen equipment itself were created and can be now spread over all three galley sections (ovens, waterbasin/sink, coffeemaker, chillers, trolley sized cabinets, trolleys, trash compactors...) So the kitchen will really look like their real world versions. Research was also done for the coming different external models for other operating airlines. Lufthansa for example will get a model on its own, featuring the large aft antenna fairing they installed there as optional add. So we stay very close the real thing there too.
  12. 49 points
    To save you all from depression, here is the friday update: Work this week was busied with detailing that nose landing gear with labels, screws etc...tubulars section details like servicing panels, drainage holes, labels, antenna details and the rims for nose and maingear. The work now moves to the tailsection of the plane including the stabilizers, which is again a lot of detail to create! Even the horizontal stabilizers fairing to the fuselage skin is half and artwork on the A330, as at the A320 it was a flat plan coverage. But that is for the coming week... ;-)
  13. 48 points
    Small friday update: After a small sidestep task, work continues well on the A330 texturing preparations. Thats really another caliber than to texture a smaller airliner. But most stuff has been done and hopefully the painting fun can start mid to end of next week to bring out the final looks. But i wont let you go without an image today: It was very hot in my office the last weeks, maybe that inspired me to the combination of those themes and colors...
  14. 47 points
    Time for a friday update: Texturing on the tube section progresses (please not complain about missing parts; there are indeed some yet still...)
  15. 47 points
    Some friday update: Exterior painting continues. For the quick hit here directly pictures from the 3dsoftware. Latest "finish" was the engine. Any feature of the real engine should be there too on the virtual representation. Of course it gets later a dirt pass and the metal surfaces more metal look, but thats different work passes. Next stop will be the pylon, that carries the engine....
  16. 46 points
    Time for a small friday update again: The galley and cockpit interior is now inserted and functional too (door animations). I made some images within FSX which show the different looks between day and night. The pax window itself are still work and progress and get their passenger heads and seats visible one after another. Dont wait for an update next week as i am shortly working on another project. Cargo holds are then the next stop which are luckily much less complex constructions than the galleys...
  17. 45 points
    As Mathijs already stated the AS A330 is in early alpha. I just did my first testflight from EDDM with it and I really like it sofar. The VC has a lot of 2048 textures now and all the text on the panels is so much sharper than with the AS A320Fam. The displays are also hires but Mathijs just told me that they will get an even higher resolution soon. Here are 3 quick shots from the cockpit flying the BIBAG1S SID: Do note this is early alpha.
  18. 45 points
    Time for a small friday update: Work resides now on the detailing of the lower wing sections. Current focus is on the flap track fairings; the innermost got already some detail. Any rivet or drain hole also exists on the real plane. The wing was photographed meter for meter to cover any feature. Number and place of the details represents the real thing.
  19. 45 points
    Time for a small update! This weeks work focused on the mid to rear section. Numerous panels had to be implanted, drain openings, radar altimeters... ; also the bulk cargo door (the smaller one behind the aft cargo door) will be openable. One single stabilizer already got the wingspan of an C172! Also the flexible horizontal stabilizer fuselage fairing was modeled after the real thing. Next week´s focus sits on APU section details and the large vertical tail. The first three images are taken from within FSX, the fourth image shows the pure 3d software look outside of the sim...
  20. 44 points
    Time for a small friday update: Galleys are now almost complete; only some very small details left for the doors interior itself and after that a fast nightlighting pass. As easter egg a compilation of the three main galleys. The geometry is rather light, only where you see really major corners a larger single surface ends. Also the texture is rather efficient, the pixels wisely used. But i personally see a time coming, were the door of the aircraft and surrounding will more cross each worlds than it was in past. So you can set at least a step into the aircraft maybe (dont ask for a complete cabin yet), while of course it cant be that detailed like in the cockpit. Of course we are exploring any time we have the chance new techniques. So have alltogether a nice easter time and relax a bit; i will now also retire for this weekend...
  21. 44 points
    Ah! It is also friday....so here is our current development shot...we got airborne! But how you can see still A LOT to do on the bird.
  22. 43 points
    Yes. But that's nothing more than a target. In an ideal world we'll end up with a suitable product early December that we can perfect to a release condition before the end of the year. In a more realistic world we have to deal with other things though. For example we 'lost' a full week because we needed to adapt the A320 to be able to sell via Dovetails on Steam. The fact it needs to run from the DLC folder caused issues that needed to be solved. We also had to make a few special versions for professional use. Next to these things we also decided to redo things that were not planned originally. For example advanced functions in the FMC like Constant Mach segments, Time Markers etc. but also redo the PFD in more modern code and higher resolution. All in all, and in all honesty, I hardly think about dates. My goal is to get to a solid product, sellable at a sub $50 price that is better than any other A330 (okay, that's not too hard, lol). If that is 2016, great, if it is 2017, fine. We got to look at the big picture. This is the new code base for all our Airbusses, something that we intend to use for many many years. We always looked at this as a long term project where we make new versions and only charge for the new code (that's why we offer fine update prices) that will work on all sims for one price and without limitations on how often you install or how many times you download. You know, like things used to be in 2014, lol. Aerosoft does not need to cash in to keep running. we have been doing this for 25 years (we just had our massive party). The A330 project is a big one for Aerosoft for sure, but it is just one of the 20+ projects we got running. That means I am in the luxury position to make choices based on code and not on economics. That also means I can say 2016 would be perfect but 2017 will be fine! What I do promise is to keep you informed.
  23. 42 points
    Gents, let me make a statement on the release schedule. The statement is, I simply do not know. The main reason for that is that the platforms are in flux at this moment. NDA's prevent us from making a more detailed statement but it will surprise nobody when I say that a lot of the work we are doing right now is not aimed at 32 bit platforms. It is my personal belief (not shared by everybody in Aerosoft btw) that 32 bit sims will die very soon when we get 64 bit platforms to work with. X-Plane showed that without a doubt. Will we release our Airbusses and CRJ for FSX:SP2, FSX:STEAM and P3d V3? Sure. No doubt about that, they will be as good as we can make them. Am I in a hurry to get them out while not not knowing what the dominant platform will be in 12 months time? Mwahhh.... of course I want these products to start selling as soon as feasible, but we need to explore these new platforms as fast as possible to be able to get products that you will buy in 2018. And these explorations need to be done by our most experienced staff, the people now working on these aircraft. What we will NOT do however is rush something to market because the platform might fall out from under us. Aerosoft is a 'big' company. These aircraft projects are important to use but they are just a small part of all the software we release. We do not need the money from them to stay afloat as is most certainly the case for some of our colleague publishers. Every bit of the work that we do on the busses is aimed at creating a code base that we can build on. A code base that will make it easy for us to create a line of high quality Airbus add-ons that we can sell for a reasonable price. We very much follow the idea of Airbus Industries here, create the base and them make big and small aircraft all using the same code. That's why Airbus calls it a family, something Boeing tries to do but never gets right. Of course I got a release date in mind for the A330, A320/A321 and A318/A319 projects. But that date changes day by day and I am calling myself damned lucky to work with a team and a CEO that (most of the time) understands that. What I can tell you is that things look great, not only for our products, but for the hobby as a whole.
  24. 42 points
    Time for a small update: Tail detailes beside wear and tear have been finalized now for the A333. Note that the rudder construction is not perfectly symmetrical by basic design, as there is a different maint access opening on the left of the rudder hinge. On checking many images i also could witness how different the A330-200s vertical tail construction is. Like on the A318 it was heigthened and deepened to encounter the different aerodynamical situation that comes with the shortened total length of the aircraft. Work now moves to the last large exterior: The wings. The slats are rather detailed by rivets and inward structures, but that will be displayed. Of course such a huge thing is not completed within 5 work days (also there has to be done research for every meter to put the panels, weldlines and rivets on the right places), but i will keep you all informed on how things go. For now enjoy this weeks images; even the rivet works should be rather near the real thing on the APU and vertical tail section. On Dudley´s post: There will be a detailed paintkit manual and of course people can reach me via the messaging function in this forum!
  25. 41 points
    Time for a little friday update! You have already seen some images from a sidepath i had to take this week (coffeepot, napkins, cellphone etc...). Those geometry/textures are encapsulated. If you dont want them to show, you loose no system performance/texture memory. And for those who want to see them: They are very optimized. As i told last week the slat arms were finally to make and they are finished new. Examine the little rasterlike track on the back arc of the arms: There the slat geardrive buries in its teeths, to get grip pulling and pushing on the arms. Over a system of cylindrical rolls on each arms base, the whole thing is kept in balance during movement. Left to work on is only some riveting for the stringers/flaps. The stringers are the connections between the main ribs of the wing. They are thin bands of metal below the outer surface, which keep the structure of the wing body stable, while at the same moment being flexible for up- and downward flex. However the flex on the A330 wing is gradual. The most you will see starting at the end of the spoiler section to the wingtip; logically at the thinnest parts without special enforced sections. Still doing the stringer rivets now (which cover the most part of the lower wing center between the main spars). Next week cleanup of the wing texture pages and again some pictures from within the sim. Was simply faster to shoot the images from within the 3dsoftware (but that creates some blurries when you look at narrow angles at the geometry - that is for fast drawing during work on that piece; dont worry - it will be still sharp when we see it in the sim itself).
  26. 41 points
    Time for a small update again: This works week concentrated on the detailing of slats and its direct surroundings. Only the connection arms of the outer slat and de-icing scopes need still work, which is just yet happen after the post is sent. So the clean works on the wing are nearing its end (diryting comes how already told later) and the work moves then forward to the "interiors" of the external model: First thing is the reverser section which is a much smaller place luckyly and then the main gearbay in all its glory. After that only the cargo holds and galleys are left to do...
  27. 41 points
    Ok! Two related shots from the other side this time. Fuselage is currently waiting for the exterior version of the cockpit, which i am currently on.
  28. 41 points
    My fellow pilots, Time to state something here. I am about and will proceed to finalize Innsbruck somewhere in autumn this year. We are trying to deliver a high-performing scenery with an adequate coverage of the sourroundings which perfectly fits to the upcoming ATPX (photoreal) scenery issued by "flugwerk-design". I saw the two products and at least one them is impressing. But as stated in other posts: the market is free and I as a developer have to accept from time to time that the business has it's own rules. So I do not blame anybody for anything from a pure fact-based point of view. It is another story that the current design-industry is changing since a couple of years and that 'old-fashined' approaches for design come under pressure (saying this I mean that developers who are working more or less 'for fun' in parallel to their main-job increasingly are getting into troubles). When I did LOWK and LOWS in the FS2004 times and then LOWI for FSX I did it because I loved it. Personally speaking this is my main motivation. And I see no reason to change this approach to scenery design. Time is too precious and life is too short to waist these resources by fighting and moaning.
  29. 40 points
    And here we go with the updates for this week Dudley! You did saw some post from Mathijs already of the "paperwork" which was to do for the throttle levers. Beside the wings are finished now (sigh) and the focus moved over to the thrust reverser section on the engines. It´s progressed rather far already, only the details on the outer sides of the doors have to be added next week. There is some more complex paneling located. After that work will focus on the maingearbays. Two pictures come from FSX, the rest (for my convinience) directly from within the 3dsoftware.
  30. 40 points
    Time for a little friday update on the visuals: Primary detail is now on the fuselage; next sweep will go into the smaller stuff and finalize on the tail stabilizers. After that the wings are left on the exterior model + dirtying up the whole stuff so it looks more lifelike ( and yes, not too much, not too less) This time an alternate livery; the windowlayout also fits 1:1 the original B-LAB....
  31. 39 points
    Time for the friday update! This week was focused on creating the geometry for the cargo hold and the corresponding door interiors. Also all the guides and clamps for the containers you can witness on the entries. Also all three doors are available, including the bulk cargo section. Texturing has to wait again here like with the gearbay, as primarily now all the final geometry has to be done. The last large part will be the galleys and pax doors, which have been already started today. Once this is in place, all the final painting begins...
  32. 39 points
    Time for a small update out of the regular intervalls! Today we have thursday not friday, but from tomorrow on i say goodbye and go onto my holiday vacation. No, we not have more holidays than average here starting so early into XMAS, but i moved my days at the end of the year. Summer is also nice at home, why then move many ours into more hot sun even? To the pictures: How stated the wing detailing started. As the wise artist fixes at first the rough scheme, little things like rivets and lines/rubber seals on the fairing is still to do. Also the spoiler not got his fully detail yet. Enjoy the pictures and happy XMAS / good new year...
  33. 39 points
    Time for a small update: Pylons for the Trent700 are now also fabricated, after a short sidestep to N1 Fan stages its time for the long tubular section!
  34. 38 points
    Time for a small friday update! Aft Cargo Bay is so far done. As i just recieved good photos for the bulkcargo section this gets a bit more attention at monday... The cargo door itself features also bump mapping, so with being in the sim later is will appear pretty plasticly. When stuff is alltogether done, i will post some images also with the night versions.
  35. 38 points
    Time for a small update: The wing top surfaces was covered with details this week, from wingtip to wingroot several thousands of them... Current place of work is the wing leading edge and after that the slats, which will be shown next week.
  36. 37 points
    Mega Airport Singapore X (by Antti Haka), It's still some way off but we thought it would be nice to share some first images!
  37. 36 points
    Last update July 05 12:00 This is NOT a complete list but we'll try to keep it up to date. Keep in mind that the order of conversion depends on many things. We understand you like Frankfurt more than Kilimanjaro, but it is also a far more complex conversion. Aerosoft Airbus A320/A321 August Partly P3D V4 features Aerosoft Airbus A318/A319 August Partly P3D V4 features Aerosoft Airbus A330 tbd Full P3D V4 features Airport Avatars Available Added specific model with flashlight Aspen Extended Available Straight port Balearen X Evolution Available Straight port Bergen X Available Partly P3D V4 features Bremen X July Straight port Bronco X Available Straight port (uses P3d V4 installer options) Ciampino X Available Partly P3D V4 features (P3D V4 compiler) CRJ X tbd Full P3D V4 features Discus K Available Straight port Dortmund X July Straight port FS Commander Available ** Ibiza X Evolution Available Straight port Ju 52 tbd Full P3D V4 features Genoa X Available Straight port (P3D V4 compiler) Kilimanjaro X Available Straight port Madeira X Evolution Available Full P3D V4 features Malaga X Available Straight port Mallorca X Evolution Available Straight port Menorca X Evolution Available Straight port Mega Airport Frankfurt V2 July Straight port Mega Airport Heathrow July Straight port Mega Airport Oslo Available Straight Port Milan Malpensa X Available Partly P3D V4 features Napoli X Available Full P3D V4 features PBY Catalina Available Straight port Robin DR400 June Straight Port SimStarter Imminent Straight port Spanish Airfields: Requena X Available Straight port Spanish Airfields: Soria X Available Straight port Stuttgart X July Straight Port Tromso X Available Partly P3D V4 features Trondheim X-Vaernes V2 Available Full P3d V4 features Twin Otter Extended Available Straight port Valencia X Available Straight port ** FlightSim Commander Version 9.6 Revision 9 is, under certain conditions, compatible with Prepar3D V4. Requirement: The new and up-to-date FSUIPC5 5.1x from Pete Dowson is required for error-free connection and function of FlightSim Commander with Prepar3D V4. Limitations: FlightSim Commander Version 9.6 Revision 9 currently only identifies Add-On sceneries whose installation path was correctly entered in the file scenery.cfg located in the C:\ProgramData\Lockheed Martin\Prepar3D v4 folder. The PadLabs products are currently being converted but they need a bit more time. The F-16 Fighting Falcon has moved to the default simulator and will not be provided as a P3d V4 add-ons from us. We will provide the liveries and models that do not make it into the simulator. In the release candidate the manual for the F-16 is missing. You will find it as an attachment to this post. manual.pdf
  38. 36 points
    Friday update: Basic painting of the belly is now finished (dirt comes later). I now learned that the belly panels are held by over 5.500 screws alone in this section ;-) Next stop is the landing gears....
  39. 35 points
    Time for a small firday update: ThrustReverser Section is now done and work is moving over to the maingearbay.
  40. 34 points
    I gave you exactly as much information as I intended. Asking for more won't get you anywhere. because we're currently discussing A320 series high altitude takeoffs in the CRJ forum. If you want to talk A330, please use the Pilatus PC-6 preview forum
  41. 34 points
    Here's the first previews from the new version of Trondheim airport, Værnes. This is a complete remake for FSX, FSX SE and P3Dv3. Feature list: - Fully compatible with FSX(SP2 or ACC) / FSX SE / P3Dv3. - Includes a highly accurate recreation of Trondheim Airport, Værnes. - Highly detailed models of airport terminal and buildings. - Photo-realistic building and ground textures. - Densely placed ground equipment and service vehicles. - Highly detailed custom terrain model with taxiway bridges over roads and railroad. - Terminal interior included. - Photo-real scenery covering airport and vicinity. - Landmark buildings and bridges in the vicinity of the airport included. - Seasonal textures included. - Winter ground model with highly realistic ice and snow effect. - Custom runway and approach light effects. - Highly realistic night time effects. - Vicinity animations. (Train and custom road traffic.) - Animated service vehicle traffic. - Visual Guidance Docking System included. (SODE required in P3Dv3) - Animated jetways. (SODE) - Animated passenger boarding at jetways. (SODE) - Deice service available during winter season. (SODE) - Animated Hangars doors. (SODE) - Custom animated windsock. (SODE) - Embedded runway guard lights. (SODE) - SODE features can be disabled with included scenery Configuration Tool. - Scenery Configuration Tool included to optimize performance on a wide range of systems. - Different texture resolution sets included to optimize performance. - Compatible with AI traffic packages. - Static Aircraft included as an option.
  42. 34 points
    Time for a small update: The fuselage also needs an inner life (Who wants to look at screenshots with holes in the aircraft?) which you can witness in this case with the cockpit. The visual data from the virtual cockpit was transported to a very optimized variant for the external model incl. day and night lighting. Even members of the virtual crew had their first date to test the seats! PS: The sidewindows of course open too, when you activate them from within the hires pit
  43. 34 points
    Small Update: Main landing gear has been prepared for texturing adding some detail for the hydraulic hoses. Those are introduced when we finally tweaked our boogie code. FSX not supports double axes by default, so we have to write our own code for this behaviour.
  44. 34 points
    Time for a friday update. Work is now transitioning into the texture painting sector. Still some little stuff to add like pitots, sensors and the outflow valve panels (so please not complain about such findings); such works happen parallely to painting...
  45. 33 points
    Oh yes... try flying these procedures... As I recently said in a presentation, when our customers see these issues they close the sim and start to write an angry post on the forum. A real pilot digs up a paper chart, disables the AP and starts to fly the aircraft. Probably enjoying himself and feeling smug.
  46. 33 points
    We will try to survive without your purchase jetkid. I'll make this forum section invisible for your account as it clearly serves no purpose for you.
  47. 32 points
    Some small addition i maybe have: In shorter moments i had time to add the floor detail to the FWD Cargo. Any detail should be in there, that exists also in real world: Ball rollers, Cylindrical drive rollers, Clamps.... Still needs to be done for the AftCargo, but many single assets can be overtaken, while the basic layout is different back there.
  48. 32 points
    Small friday update: Galley2 is now also done. The crew seats near the exit are detailed after this post (so please not complain about it). The layout resembles lufthansa.
  49. 31 points
    We always have a progress meeting with the whole dev team on Tuesday afternoon and from this moment on I will report on that to let you know what the status of the project(s) is. Of course not all but there is always something to tell. For example, Stefan now spend serious time using his latest insight and techniques on optimizing the modeling and textures. It may sound strange but even a master like Stefan still learns every day and it always tempting to reopen older projects to optimize them. What was used in the A330 VC is now also implemented in the A320 series and we can compare framerates between the new and the old. We gained at least 30%, at least. Keep in mind this is for the model only, not code so even though we believe the code is also optimized (but there is more). But we still believe the new models will be remarkably easier on frame rates. In all sims, not only P3d V4. At the end of this week we should have basically all the new code running. That means that both the A320 and A330 will be flying in 32 and 64 bits using all our new modules. It's a big step because it means we can start to show it to our internal test team ((almost all pilots and engineers). Then the looooong process of perfecting, tweaking, fixing etc starts. As the MCDU has gotten such a major rewrite we decided to start on extensive MCDU manual, a bit task but we feel it will be time well spend. As explained earlier, Connected Flight Deck is completely rewritten because we wanted to make it a lot easier to use. No more firewall issues etc. if you can receive real time weather in your sim, this will work. It will also allow an observer seat, so you can jump in the cockpit of other people flying, in fact we can handle many observers. A cool feature as you will see the cockpit exactly as the crew sees it. You can look around, zoom in and out. No need for Twitch or YT that only feed you a video stream, you will be IN the cockpit. This technology is fully written with API so it can be licensed to other dev teams. For sure out Twin Otter and the CRJ are scheduled to be using it later. We still believe flying on your own is very unrealistic, it is a main element of all our plans.
  50. 31 points
    Dome Light's looking somewhat acceptable too.