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DC Designs Concorde on sale.

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  • Moderator
48 minutes ago, Christopher Low said:

Just out of curiosity, Ray.....have you ever tried a transatlantic flight with no passengers on board? I would be curious to know the difference in performance (fuel burn/altitude reached etc).

That's one thing I've never tried Chris but I believe it's one of the few situations where FL600 across the pond could be achieved.

I've just landed at Honolulu. Flight time from throttles forward to wheels down was 2h 27m.

Decel point was 63nm before SHARK.

12T of fuel remaining. CPS-X calculated 11.8T. 👍

The maximum altitude reached with ISA of -5 throughtout supersonic flight was FL581.

Landing rate was 166fpm which is very nice at 171kts - a tad fast.

And 801Mb of VAS remaining. Some of you younger ones might need to ask what that is! 🤣 Not applicable to MSFS of course.

Ray (Cheshire, England).

System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant.

Cheadle Hulme Weather website.

chlive.php

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VAS…there’s a three letter acronym my brain has blocked from my memory! 😂

I remember the chimes of death in 32-bit P3D and FSX…put all sliders left and try to land quick before the sim crashes!

Dave

Current System (Running at 4k): ASUS ROG STRIX X670E-F, Ryzen 7800X3D, RTX 5090, 55" Samsung Q80T, 64GB DDR5 6000 RAM, EVGA CLC 280mm AIO Cooler, Brunner CLS-E NG Yoke, Thrustmaster Warthog HOTAS & Stick, Thrustmaster TCA Quadrant & Add-on, VirtualFly Ruddo+, TQ6+ and Yoko+, GoFlight MCP-PRO and EFIS, Skalarki FCU and MCDU

  • Moderator

I’m watching a YT video and the Elapsed Time and Chrono readouts are showing zero. Are those timers enabled?

On real Concorde videos you’ll hear the Captain ask if everyone’s ready and after confirmation you’ll hear him call 3 2 1 NOW.

3 was the point the Elapsed Time button was pressed, 1 was when the countdown Chrono was started and NOW is when the throttles were slammed forward.

The Chrono time was monitored by the FE and you’ll hear him call out the final few seconds after which he’ll enunciate “Noise” at which point he would cancel the reheats and retard the throttles to a predetermined level. Generally 93% N2.

The Chrono time is variable of course depending on weight. So those timers were crucial to proper operation. Are people using them assuming they’re enabled?

Ray (Cheshire, England).

System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant.

Cheadle Hulme Weather website.

chlive.php

I’ll have to check I think it wasn’t working upon release but it was operational after an update. I usually don’t use an in-game timer but rather the one on my yoke so I hadn’t really noticed. I don’t think it has full functionality through.

Edited by JasonPC

  • Moderator

@JasonPC, understood, thanks. There would have to be a way of entering the time in the Chrono timer of course.

In the P3D Concorde it will automatically cancel reheats and retard the throttles to the predetermined level on reaching zero. Very handy when you’re busy flying the aircraft.

Ray (Cheshire, England).

System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant.

Cheadle Hulme Weather website.

chlive.php

Yeah as I remember in the Concorde-x you could set your reheat chrono to count down and manage another timer for the elapsed time. Fairly sure the chrono only functions as an elapsed timer. Granted there are fewer things to manage here and I think the sim is a little more forgiving if you make a mistake compared to the Concorde-x. I know I always felt quite overwhelmed with the FSLabs one.

Edited by JasonPC

  • Moderator
1 hour ago, JasonPC said:

Granted there are fewer things to manage here and I think the sim is a little more forgiving if you make a mistake compared to the Concorde-x. I know I always felt quite overwhelmed with the FSLabs one.

My question wasn’t meant as any criticism. The developers have clearly stated it’s not a fully featured version. I was just curious if those timer options worked.

It took me quite a while before I took control of fuel management in the FSL one. It seems daunting at first but you do get used to it after time and the procedures aren’t that difficult. Just practice. 😉 And it gives you something to do when in Max Cruise mode.

Ray (Cheshire, England).

System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant.

Cheadle Hulme Weather website.

chlive.php

Ok, my next stupid question: as soon as you use AT, the sim turns afterburners on no matter what position the reheat switch has. BUT: if I control throttle manually, afterburners never kick in, even if the reheat switches are in the up position... Do I have to bind a button to afterburner on?

Greetings, Chris

AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024

  • Moderator

@AnkH, the real-world procedure prior to transonic climb at FL280 was:-

1) set 60000 in the Altitude Selector

2) Engage Pitch Hold

3)  disengage autothrottles

4) throttles full forward

5) Inner reheats on

6) outer reheats on

7) start the timer.

Use the pitch adjuster on the centre console on the pilot’s side to keep IAS just below Vmo.

Once through Mach 1 engage Max Climb. Reheats stay on until Mach 1.7 reached around 43,500ft. Make a note of the timer when you disengage reheats. They should be on for no longer than 9 minutes.

Thereafter reheats were not used. If you keep autothrottles off the reheats should stay off. Watch the fuel gauges. They’ll increase significantly if reheats are on. 13T per engine.

Personally, I’d try to fly with autothrottles off as much as possible to avoid reheats being erroneously engaged by MSFS. But irrespective of the throttle position if you select reheats they should engage.

Ray (Cheshire, England).

System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant.

Cheadle Hulme Weather website.

chlive.php

5 hours ago, AnkH said:

Ok, my next stupid question: as soon as you use AT, the sim turns afterburners on no matter what position the reheat switch has. BUT: if I control throttle manually, afterburners never kick in, even if the reheat switches are in the up position... Do I have to bind a button to afterburner on?

There’s some limitations apparently in the msfs coding where AT causes the afterburners to turn on (at least the animation not sure if fuel flow is showing that reheats are actually being used). AT is supposed to be turned off prior to performing the transonic climb but I’m not quite sure if max cruise or max climb work properly with AT not set to armed. 

OK I figured out what's the problem (or one of the problems). It involves using the throttle quadrant. Physical throttles at 100% end up turning the reheats on. I think by default (by dragging the throttles in the virtual cockpit) the maximum setting with reheats off is around 98%. So I will have to do some creative programming of my throttles in Spad.next to prevent this from happening.

Edited by JasonPC

15 hours ago, regis9 said:

VAS…there’s a three letter acronym my brain has blocked from my memory! 😂

I remember the chimes of death in 32-bit P3D and FSX…put all sliders left and try to land quick before the sim crashes!

Or land on a runway with just a black line on each side and no detail whatsoever.

Intel i7 6700K @4.3. 32gb Gskill 3200 RAM. Z170x Gigabyte m/b. 28" LG HD monitor. Win 10 Home. 500g Samsung 960 as Windows home. 1 Gb Mushkin SSD for P3D. GTX 1080 8gb.

So I did some editing of the maximum values of my throttles so that it ends at 89% thrust for maximum throttle. This ends up not triggering the afterburner. I have a button mapped to each reheat switch and when I hit those, it bumps the throttle to 100% and turns on the burner. I had to make another trigger to set the throttle back to 89% when reheats are turned off, but only if the throttles are set to maximum. Seems to work well but a lot of work involved. Don’t know what could be done to fix the auto throttle from using reheats. Maybe if there’s a way to set the logic to only use 89% thrust?

Edited by JasonPC

I  mapped the 4 afterburners levers to 4 buttons of my CH Throttle Quadrant, using the "toggle afterburners # .." option, but they doesnt work.

I tried also with the general "toggle afterburner" to a sole button and also a lever, but no way again.

Is there any way to fix that ?

Thanks

It’s using custom LVARs for the after burners so you’ll need a program that can address those.

On 4/19/2022 at 12:51 AM, JasonPC said:

There’s some limitations apparently in the msfs coding where AT causes the afterburners to turn on (at least the animation not sure if fuel flow is showing that reheats are actually being used). AT is supposed to be turned off prior to performing the transonic climb but I’m not quite sure if max cruise or max climb work properly with AT not set to armed. 

OK I figured out what's the problem (or one of the problems). It involves using the throttle quadrant. Physical throttles at 100% end up turning the reheats on. I think by default (by dragging the throttles in the virtual cockpit) the maximum setting with reheats off is around 98%. So I will have to do some creative programming of my throttles in Spad.next to prevent this from happening.

I sent a bug report in for this issue, and the answer I got was they are aware of it, but it's a current limitation in MSFS as far as the DC devs see it. 

Andreas Stangenes

http://www.youtube.com/user/krsans78
Add me on gamertag: Bullhorns78

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