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Fed Up

Featured Replies

49 minutes ago, Bert Pieke said:

You need to spend some time with this sim before panning it...

I've now got my NI settings in place, LOD radius at 4.5, and my RealAir Scout transferred.

With that, this is quite enjoyable - and I am taking it for flights to places I know like KTPA

and KSFO..

One thing I notice is much less autogen popping, smooth flight all the way, and nice cockpit shadows..

My video card has never worked as hard though...  :cool:

 

That's good to know Bert. I guess we can throw the theory out the window that 32bit add-ons will not work on a 64bit platform.

MSFS

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8 minutes ago, DJJose said:

That's good to know Bert. I guess we can throw the theory out the window that 32bit add-ons will not work on a 64bit platform.

Correct - who would have thought... :huh:

Bert

2 hours ago, vololiberista said:

Except that it is more like an alpha. And therein lies one of the problems. A game has been released that is inferior to the game that it is trying to emulate/succeed. Also all this 64bit hype! All 64bit means is better use of a larger memory. On most of the videos I have seen the brakes don't work. Is that an indication that a brakes DLC is in the pipline?

The brakes seem to work just fine for me - but I did go into the controls menu and bump up the sensitivity from the default 5-ish to about 7.5. In both FSX and P3D, my brakes tend to be very "grabby", not matter how much tweaking I do with the axes. They are quite smooth in FSW.

That said, it would be nice to be able to access the system settings in-game rather than prior to start.

 

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

35 minutes ago, JRBarrett said:

...... That said, it would be nice to be able to access the system settings in-game rather than prior to start.

 

If you mean settings such as the control assignments then you can change them mid-flight and return to the flight where you left off with the new settings in force.  Just press ESC or P to bring up the Pause menu, make your changes, click on the left arrow tab, then on continue and you're back where you left off.  That works for free flight, I've not tried during a mission or lesson so far.

16 minutes ago, AndyUK said:

If you mean settings such as the control assignments then you can change them mid-flight and return to the flight where you left off with the new settings in force.  Just press ESC or P to bring up the Pause menu, make your changes, click on the left arrow tab, then on continue and you're back where you left off.  That works for free flight, I've not tried during a mission or lesson so far.

Thanks! I haven't had the software installed very long - just exploring around my home airport with the PA-32. I have noticed that most of the standard FSX keyboard shortcuts work as expected.

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

1 hour ago, JRBarrett said:

The brakes seem to work just fine for me - but I did go into the controls menu and bump up the sensitivity from the default 5-ish to about 7.5. In both FSX and P3D, my brakes tend to be very "grabby", not matter how much tweaking I do with the axes. They are quite smooth in FSW.

That said, it would be nice to be able to access the system settings in-game rather than prior to start.

 

I have about 5 A2A aircraft, PMDG NGX, Q400, and never had grabby brake issues in P3d. I use rudder pedal braking and maybe that is why. 

 

 

 

4 minutes ago, Bobsk8 said:

I have about 5 A2A aircraft, PMDG NGX, Q400, and never had grabby brake issues in P3d. I use rudder pedal braking and maybe that is why. 

So do I. It's not grabby in the sense of "all or nothing", but I had to use FSUIPC with quite a bit of tweaking of slopes to get the braking action to be reasonably smooth and true to the way actual aircraft brakes operate.

There appears to be an improvement in the axis processing in FSW "out of the box". Not perfect by any means. I have no luck in getting elevator trim to function using my HOTAS Warthog joystick. The assignments are correct, but nothing happens when activating the assigned trim switch.

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

36 minutes ago, JRBarrett said:

.... I have no luck in getting elevator trim to function using my HOTAS Warthog joystick. The assignments are correct, but nothing happens when activating the assigned trim switch.

Did you remember to set the Repeat to other than 'None' which is the default?  Had me scratching my head for a minute or two :biggrin:.

 

Edited by AndyUK

  • Commercial Member
2 hours ago, DJJose said:

That's good to know Bert. I guess we can throw the theory out the window that 32bit add-ons will not work on a 64bit platform.

No, you can't.  Unless the Real Air is using gauges that are DLLs, they'll work as XML isn't actual code, but rather interpreted commands to tell the sim how to display something.  Any addon that uses a 32bit DLL or a 32bit EXE will require redevelopment into a 64bit equivalent.  No exceptions.

Ed Wilson

Mindstar Aviation
My Playland - I69

25 minutes ago, AndyUK said:

Did you remember to set the Repeat to other than 'None' which is the default?  Had me scratching my head for a minute or two :biggrin:.

 

That's probably it!

Jim Barrett

Licensed Airframe & Powerplant Mechanic, Avionics, Electrical & Air Data Systems Specialist. Qualified on: Falcon 900, CRJ-200, Dornier 328-100, Hawker 850XP and 1000, Lear 35, 45, 55 and 60, Gulfstream IV and 550, Embraer 135, Beech Premiere and 400A, MD-80.

4 hours ago, vololiberista said:

On most of the videos I have seen the brakes don't work. Is that an indication that a brakes DLC is in the pipline?

This is exactly the type of "sniping" comment the OP is referring to and one which, if a little thought is put into the question could be turned into a positive. Like how about asking " where do I file a bug report regarding the brakes ?"

I shake my head at the head at the negativity and and the almost gleefulness from a few but persistent voices that FSW is not the sim of their dreams. The same voices keep reiterating the same old tired negative arguments again and again and again.  It's ok, we get that these people don't like FSW and probably never will.  It's now time to either move on and give it a rest or try the constructive critisism approach - you will feel better for it.

Even the Steam forums are more constructive than here, something that's quite amazing!

 

 

 

 

32 minutes ago, WarpD said:

No, you can't.  Unless the Real Air is using gauges that are DLLs, they'll work as XML isn't actual code, but rather interpreted commands to tell the sim how to display something.  Any addon that uses a 32bit DLL or a 32bit EXE will require redevelopment into a 64bit equivalent.  No exceptions.

Just for information, that's how the transition from 32-bit to 64-bit worked in XP also. Any aircraft model in the 32-bit version that didn't use a plugin worked okay, but not those that depended on a plugin. Those had to be recompiled to 64-bit.

The scenery moved over smoothly because they didn't require plugins to load, but there are probably enough changes here from FSX to FSW that this could be problematic.

I think it's clear that DTG intends FSW to be a new Intellectual Property without former ties, where add-ons are sold as DLC and officially approved through Steam (while being available to sell outside Steam after that step). So it will be interesting to see how DTG handles this issue of hacking the more basic FSX planes and scenery into the sim, as it moves forwards towards release. Now that FSW is out here "in the wild," you know people are going to try this.

Edited by Paraffin

X-Plane and Microsoft Flight Simulator on Windows 10 
i7 6700 4.0 GHz, 32 GB RAM, GTX 1660 ti, 1920x1200 monitor

52 minutes ago, Paraffin said:

Just for information, that's how the transition from 32-bit to 64-bit worked in XP also. Any aircraft model in the 32-bit version that didn't use a plugin worked okay, but not those that depended on a plugin. Those had to be recompiled to 64-bit.

The scenery moved over smoothly because they didn't require plugins to load, but there are probably enough changes here from FSX to FSW that this could be problematic.

I think it's clear that DTG intends FSW to be a new Intellectual Property without former ties, where add-ons are sold as DLC and officially approved through Steam (while being available to sell outside Steam after that step). So it will be interesting to see how DTG handles this issue of hacking the more basic FSX planes and scenery into the sim, as it moves forwards towards release. Now that FSW is out here "in the wild," you know people are going to try this.

I am sure the Migration tool people are already working on this. 

 

 

 

25 minutes ago, Bobsk8 said:

I am sure the Migration tool people are already working on this.

Then DTG should have made FSW less similar internally to FSX. It's hard to see how they create a new ecosystem if it's easy to just transfer your old crap.

Easy transfer will make simmers happy, and developers won't have to learn so much, but I wouldn't be very enthused if I were DTG. :-/

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
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