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MachTwo

Commercial Member
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Everything posted by MachTwo

  1. It should work fine. I've been using Winwing and Mobiflight with the FCU/MCDU for a while now. I know our customers have also.
  2. Hi Bill, This won't work. As we indicated in our reply to you on our forum - those assignments are coming.
  3. No - the majority of the systems would need to be reworked.
  4. I think what I said was that we haven't finalised the details yet - but I did confirm that there will be an upgrade path. Sorry if that part wasn't spoken clearly. Glad to hear you're enjoying it Peter! :smile:
  5. Hi Michel, Almost - we've already invested a lot of time and resources into the A320 for P3D. The title will be subjected to a beta/rc program similar to the one we conducted for the FSX title and then released. Our intention is to begin this process shortly after the general release of the A320 for FSX. Obviously any issues that are discovered and fixed now as part of the FSX release, that are applicable to the P3D version, will be applied. For that reason, we're anticipating a shorter testing period. Pete, Many thanks - any questions, please feel free to drop us a note on our forum.
  6. No one is beta testing anything, Pete. We have said many times, that the EA process is to catch any potential and unforeseen issues with the installation and configuration process. The technology that the A320-X is built upon is extremely complex and integrated - and with the vast number of configuration possibilities for FSX/FSX-SE and P3D, this thing needs rolling out carefully. We will not be asking anyone to report any system logic anomalies with the aircraft - we have several teams in place for that already and any such findings by our customers will be investigated thoroughly by them. Obviously, after such a prolonged development cycle, we are keen to make the product available as quickly and smoothly as we can.
  7. Not true - our title includes two A320 aircraft, the A320-214 (CFM engine variant) and the A320-232 (IAE engine variant). Each aircraft has its own engine model, performance model, different systems, sound set, visual model and cockpit. We implemented different ground handling for each type - they fly differently and a lot of the system logic is different (FADEC, FWC, FMGC). You really are getting two different aircraft.
  8. Paul, This title isn't really intended for the casual simmer - it was built for those who enjoy studying aircraft systems in depth and learning how flight crews not only operate a scheduled commercial flight, but also how to deal with non-normal scenarios, such as an electrical failure, hydraulic leak or a bird strike on takeoff. Whilst the title doesn't interest you - a great number of people are interested in a study-level sim, and that is the reason why we have spent six years developing this simulation.
  9. As stated on post 29 on this thread, it is our intention to release for P3D after the release for FSX. I appreciate that this is frustrating for customers on P3D - but given the complexity of the product, we need to take this one step at a time. We have, of course, been working with P3D for a number of years now and have invested a huge amount of resource into our infrastructure to take full advantage of the platform. What we cannot do, is release something on this scale to four different platforms simultaneously. It would be different if they were locked down systems such as iOS or PS4 - instead we have to support a very dynamic environment. As such, we need to conduct this in a way that minimises any potential, unforeseen issues that might arise and release for FSX(SP2/XP)/FSX-SE first - and then P3D.
  10. Hi Jose, We've been completing our testing and ensuring that the installers are working properly. Given the complexity of both the simulation and the technologies it's built upon - this is a very time consuming process. I'll give you some idea of the complexity; there are over 1200 combinations of route path types that the Trajectory Computation Module in the Flight Management and Guidance Computer has to compute in five dimensions - and if an with one of these types is found to have an issue and corrected, the majority all have to be tested again. We have coded over 100,000 electrical components that form the electrical and data networks upon which all of the aircraft systems are built (and as I'm sure you can imagine, it's a tedious process to trace/fix any issues there). We've coded over 2500 logic sheets and text codes that are used when various warnings are triggered through the FWC - these too have needed testing and refining. As you can see - it's a huge task, and is why it's taking some time to get the aircraft ready for release. That said, the latest Release Candidate that our teams are flying now is looking very promising indeed. One things for sure - I didn't have as much grey hair back then as I do now :smile:
  11. Only the two cloud effect files in P3D/ShadersHLSL need restoring (via RSP), and their respective 'cloud' cached files in the \users\<username>\AppData\Local\Lockheed Martin\Prepar3D v3\Shaders need removing. Not sure if the rest of the shader tweaks remain from 3.2, but this certainly gets rid of the black clouds.
  12. We're working on this issue Rick. We should have a solution for you soon.
  13. Hi Rick, If you're upgrading for FSX - we offer a $4.99 redownload purchase program, should you wish to continue using the Concorde-X there (includes FSX-SE) - it covers our costs on the ISP only - we don't see any of this income, so the v1.3 FSX update is virtually free for work that has taken years to develop (the autopilot / autothrust logic alone, which was developed for the A320-X and retrofitted in the Concorde-X is one such example).
  14. I'm intrigued, Carlo... As someone who has worked in this industry for twenty years, with market analysis data from previous titles to hand upon which our price points are calculated - I would very much like to know what a finance professor believes constitutes a 'weird pricing point'? Presumably, you feel that because a small number of people complain about the price in a small corner of the Internet (which, I might add, represents a very small portion of general sales) - developers should be adjusting their figures to make everyone happy? Please don't take my post as being facetious - I am generally interested in your reply.
  15. Carlo - most of what you have written above is complete nonsense. Perhaps the vendors who offer purely entertainment titles for Flight Simulation have a broader audience - but that doesn't imply that others who target a niche area of this small community, and therefore price their work appropriately, 'have no clue'. You are correct that we do not price our products at a 'proper' price setting. Given the development time and costs that go into these high-end simulation titles, the 'correct' price point should be significantly higher.
  16. No - all of our aircraft include FSLSpotlight functionality - you simply need to download and install it.
  17. It is impossible to increase the detail of the Concorde-X VC for any of the FSX/P3D platforms. These 32bit platforms simply do not provide enough memory in order to do that, given the sheer number of dials and switches on Concorde's flight deck. See here.
  18. Hi Rick, Could I ask you to post on our support forum at FSLabs. We'll be able to offer more assistance there and get you running.
  19. Hi David, That is correct. Due to the different licensing that P3D carries and because it can be used for real world training, there are several logistics issues to be carried out, as we've been advised that we'll need to carry insurance (which gets very expensive, very fast) - as in case of any real-world accident, lawsuits tend to be directed to any vulnerable parties. This will require us to carry a different pricing scheme for any P3D add-on products that we make available in the future. Obviously, Concorde-X is omitted from this as the real aircraft was retired in 2003.
  20. Hi Sean - The process of porting over Concorde-X into P3D was a huge task, which required significant rework of the flight performance model, autoflight systems and underlying infrastructure to support the new platform and insure the continuation of that support for the foreseeable future. Unlike a conventional airliner - the extreme flight envelopes that Concorde operates within made this process even more tedious. Concorde-X is indeed entering it's sixth year on the market - and this latest upgrade, in which we have retrofitted some of the latest technologies written for our A320 series into our Concorde-X title, will ensure that people can continue to enjoy flying Concorde on the latest Flight Simulator platforms for years to come.
  21. Yes, a Virtual Engineer is included, who will control all of the engineer's systems - leaving you to simply fly the aircraft. There is also a very good tutorial included, that will guide you step-by-step through a flight from London to New York.
  22. Hi Mike, No I don't think you did miss it - the initial release of the A320 will be for FSX and FS:Steam.
  23. Thank you all for your comments. We do indeed have plans for the A320 in P3D v3, which will be sold as a separate title. At this time our focus is on testing/releasing the A320 for FSX/FSX-SE.
  24. Hi Rob, I believe support for using FSL Spotlights within P3D is being developed at this time.

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