ckyliu

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About ckyliu

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    Member - 1,000+

Flight Sim Profile

  • Online Flight Organization Membership
    I belong to both VATSIM & IVAO
  • Virtual Airlines
    Yes

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  • Website URL
    http://www.viaintercity.com

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    Male

About Me

  • About Me
    i5 Sandybridge 2500K@4.1 GHz, 16GB DDR3-1600, GTX980 4GB.
    P3Dv41x64. FTX ORBX Global+Vector+OpenLC EU. FreeMeshX. REX4TD+SC. ORBX Sco. Horizon VFR X Photographic v2 Eng+Wal. UK2000 VFR Airfields v2.

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  1. And whadyaknow, within 2 days Emirates has ordered another 36
  2. Meh, sounds like Leahy trying to drum up a few more sales before his imminent retirement. Of course, if the order book does become empty, production may be terminated permanently. But the end of A380 production has been foretold many times before and it's still here, it still has its place at congested hubs.
  3. Here's a link to their official FB group announcement where they are answering questions https://www.facebook.com/BVARTCC/photos/a.376839659014595.91155.223121877719708/1757996227565591/?type=3&theater
  4. @G-YMML1 you may want to reread my original post...
  5. Part of VATSIM (Boston Virtual ARTCC) has been working on a P3Dv4 compatible AI model package with full vPilot compatibility, release due soon. Details and photos at http://forums.bvartcc.com/index.php?topic=14258.0 Details and photos at http://forums.bvartcc.com/index.php?topic=14258.0
  6. The engines are separately simulated on the Majestic Q400, if you cut the fuel off on engine 1 you will find number 2 continues running! What is meant is that they use an identical simulation for each engine, rather than having some slight randomness injected to some of the engine values such as oil pressure, EGT etc. If it's really important to you, calibrate one of your throttles very slightly differently to the other in the MJC84 CPAN and you'll get the minor variance you seek. @SAS443 That's a bit harsh, the cockpit is still in the late 70s for some of its system functions because of the common type rating, not just because of accountants. The 737 is the same, it's stuck with an awful overhead panel and central warning system from the 1960s.
  7. Sounds like the well known Earthing issue. I had a Precision Pro 2 for many years and it would regularly drop out because of a bad Earth, the fix is to unplug it and touch the metal baseplate on something Earthed, for example the copper pipe in to a radiator or the bare metal bleed valve at the top of the radiator.
  8. 10 hours is a couple of nice aircraft repaints (using a paint kit), nothing more. Maybe 3 simpler repaints. I didn't realise volumes had tailed off so much; I suppose the end of MS Aces and the subsequent lack of publicity and new releases probably reduced hobby newcomers to a trickle. And now the market is fragmented between the different FSX spin-offs (plus those who migrated to Xplane), which in the case of P3D is not really accessible to newbies. I think some developers are also partly responsible though, the price of some recommended products presents very high barriers to entry for casual users looking to move their flight simulation up to the next level (on top of the already steep although unavoidable learning curve). The fact the FSX/P3D base needs so many addons just to get it looking reasonable by contemporary standards also doesn't help. I'd never thought of it before, but the supply of new customers (money) for developers is probably more dependent on FSW than most of us realise.
  9. @777200lrf That's exactly why I love the Q400 and regional airline operations in general, there's lots to do! I flew NGX and A320s and PSS 757s for years and years and I'm completely bored of them as I find there's very little to do once outside the TMA.
  10. An airport scenery developer doesn't need a huge team though; a one man band or a couple of peeps is usually enough and it needn't be a full time thing unless you're wanting to release big airports fairly regularly. I don't disagree there are collectors and the "brand loyal" but I don't think they make up much of the sales volume with the odd exception. Developments which require more coding (e.g. airliners) I can understand the need for a team with individual specialisms and the costs that brings. Your figures could be accurate for most flight sim addon developers but there are a few (who I shan't name because I got in trouble before) that seem to be doing very well. There's certainly no shame in having fewer than 10 staff, much of the economy is built on those small business! Oh and as a side note thank you for your addon manager @Lorby_SI, it's really made my migration to P3D much easier
  11. I don't think airport scenery is very profitable compared to other types of addons, beyond major international hubs and holiday destinations the appeal of any particular airport is fairly localised. If I make a good rendition of a popular aircraft, most simmers globally would be interested (e.g. 737 or PA-28). If I make a good but smaller airport for that aircraft to visit (e.g. Leeds Bradford with 3.6m passengers per year) my market is going to be 75%+ people that live within 400 miles. If I do an airport in a less wealthy country with fewer simmers (e.g. parts of Africa) that doesn't leave many potential purchasers within that scope. If I make a GA only grass field (e.g. Beverley) then the market shrinks even more since the heavy metal folks can't use it. The effort and cost involved in doing a detailed airport is less than most aircraft, which somewhat offsets the smaller potential market. But, for example, I could make a replacement texture addon that has global appeal (e.g. something to update default airport buildings) and that'd only be the same effort as making a few airports but I'd sell a lot more. Same goes for a lot of utility tools.
  12. The long and short is that AS16/ASP4+ASCA does a lot more because it's a fully featured weather engine with dynamic injection of cloud models, structure AND textures as required by conditions. REX SkyForce has a half-baked weather engine that causes huge shifts in wind whenever it updates conditions (as a consequence most people can't use that part), is not compatible with most weather radars, and whilst it dynamically injects cloud models and structure, you pick the cloud and sky texture set yourself loading FSX/P3D. As Marques said, it's been discussed to death within the P3D forums so if you need more details, have a look that
  13. I was on an even older setup: i5 Sandybridge 2500K OC@4.1 GHz ATI Radeon HD6870 1GB 8GB DDR3-1600 When I moved to P3D I added another 8GB of RAM and swapped the HD6870 for a used GTX980 (I think it's 3GB, I don't even know for sure!) and P3Dv4.1 runs just fine at 1080p with quite high settings. I'm not even sure the extra RAM was necessary since P3D seems so much better at managing it's memory usage it rarely needs much over 4 (although if I hack texture exp 10 in to the cfg, I get microstutters and memory usage shoots up to about 8 GB) I'm not surprised the 7700k didn't show that much improvement since the advantage of an i7 is mainly hyperthreading that P3D can't really utilise that much anyway, it's more about single core performance and clock which an i5 is just as good for. Also P3D leans on the GPU a lot more than FSX ever did.
  14. My virtual airline provides a map showing all the airports they serve and which I've yet to visit. I simply pick one I've never been to before :)
  15. Check your units setting in FSX/P3D, using metric can create problems in addon aircraft. 30.00 inHg is only 1016 hPa and I can definitely set my altimeter pressure above that level.