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camrad1983

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Everything posted by camrad1983

  1. Henestly, this addon now is the most complete airliner (study level) among all others for MSFS. It has many more features than Fenix, although I have two. I went and compared the systems the other day, only thing it was missing is nice engine sounds which now are fixed as well.
  2. It's not the beeping, program hangs and loads with no transmissions. COnstant beeping indicates that something is wrong. I guarantee that I'm not the only one that has it. If you don't have it - great. I do. 2nd flight 3 disconnects. In the fiurst one I was able to reconnect simply because I kne the frequency of the approach
  3. Actually for this mement I really want money back since the HUGE problem is that every flight it disconnects (loading constantly) and when pressing PTT it beeps. After the restart of the program it asks you what the flight stage, you selected and then nothing. If you are at cruise level and you don't know the center freq - your flight is over. This is really big one.Huge turnoff.
  4. SO for now I get the picture: SI for VFR, BATC for IFR. Even though I'm still testing it, I also found that it uses almost 12% GPU for some reason. THe fact that you can't change the runway is also an immersion killer.
  5. Traffic injection is at 0.5 stage, not clear what it means by it. It says it can acess communication and make callouts in the roadmap page of the software itself. Does it cover VFR? Because I see that it always connects to simbrief
  6. So far it is much better than SI (actively tested it for 2 month). Only troubles I've encountered so far is: 1. Admin rights installation issue. 2. Traffic not fully working wth it (perhaps wrong vbersion of FSLTL, will test some more) 3. And the biggest one so far (all in one 20 minute flight) - disconnection with radio silence. (only beep of contact, all radios quiet. After restart of the program it picked up in descend, but again disconnected on the ground and I couldn't reconnect it to the actual phase (it thought I am in need of pusback, while in reality I just cleared the runway
  7. It's basically a VFR only. IFR doesn't work, also there is a 1 minute delay after each transmission, I will not pay for this. Instead of releasing raw alpha version with half of things not working, just finish your product and then sell it.
  8. Aerosoft A319-320-321 IAE - Blue Sky Star FSX/P3D features optional internal sounds for wing/engine passenger views current version - 1.0 This pack features all sounds that are present in real aircraft - inside and outside. All sounds are recorded from real aircraft with the help of our real time pilots and ground personnel. Then the sounds are digitally mastered as to remove unneeded ambient noise. IAE V2500 series turbofan engines: - Pre-recorded from real aircraft and modeled according to the real phases of V2500 turbine. - Tested by pilots and by musicians of course. Only music ears can hear the true difference in pitch and volume change. N1 and N2 modeled separate, you will hear fan sounds (N1) when needed, and you will hear much faster responder - N2 (the compressor). - All external engine sounds are different depending on location - front, mid, back, inside and outside all 360, everything has its own corresponding sounds. - Real vibration brought to you by lows and highs, feel yourself inside real aircraft! Places to get it: http://www.blueskystar.net/aerosoft-iaev2500.html http://secure.simmarket.com/blue-sky-star-aerosoft-a319-320-321-(iae)-fsx-p3d.phtml
  9. The sound pack for Aerosoft A319-A320-A321 from Blue Sky Star Simulations is out! This pack features all sounds that are present in real aircraft - inside and outside. All sounds are recorded from real aircraft with the help of our real time pilots and ground personnel. Then the sounds are digitally mastered as to remove unneeded ambient noise. IAE V2500 series turbofan engines: - Pre-recorded from real aircraft and modeled according to the real phases of V2500 turbine. - Tested by pilots and by musicians of course. Only music ears can hear the true difference in pitch and volume change. N1 and N2 modeled separate, you will hear fan sounds (N1) when needed, and you will hear much faster responder - N2 (the compressor). - All external engine sounds are different depending on location - front, mid, back, inside and outside all 360, everything has its own corresponding sounds. - Real vibration brought to you by lows and highs, feel yourself inside real aircraft! http://www.blueskystar.net/aerosoft-iaev2500.html https://www.facebook.com/BlueSkyStarSimulations/
  10. Yes pilots, the A330 is going to be updated soon. The update is pretty much done, just minor stuff and all. Also the General Electric CF6 engine package will be soon available for A330 to finish off the "airbus story" for now. On the other hand, we've started to work on Aerosoft's A320 (IAE,CFM) sounds.
  11. Hello everybody, for some of you who might not heard: The New IAE V2500 for JArdesign A320 from BSS http://www.blueskystar.net/a320-iae-v2500-x-plane-jar.html Those are expansion pack to new CFM Full Pack: http://www.blueskystar.net/a320-cfm-full.html
  12. Well hello, Just listen and tell me what you think:
  13. Hello fellas. I've managed to tune my UTX with new ORBX Global according to this thread: http://forum.avsim.net/topic/419199-no-vector-road-lights-with-utx/ very nicely. Example I went further and customized these lights, according to mercury vapor color in USA, Canada and Europe, also I made em brighter and a bit larger, so now they are much more visible from distance. Question 1: Can I post these changed files here? Question 2: I'm working on something else as well, now files in Scenery/Global/Texture named !Neon_Y, !Neon_R e.t.c, there are 7 of them. Can they be changed in SIZE(larger appearance)? Using what software can I do that? I was using DXTBmp software for changing size and other software for color of !ORBXLightY and others, but I can't manage to change size of "Neon" group files. They change color, but not size. Thank you.
  14. http://flytherellc.com/index.php/services/redbird-fmx-simulator/ the other one at windy city flyers, thats all in my homebase airport KPWK. You can log hours on those. FAA doesn't care about what platform to use, could be FSX or X-plane, doesn't matter But that's all offtop
  15. Thank you! At least some people understand why all of this is here. And PMDG would be even happy, that people are helping them to better their product by spending time and testing it, because that's what we here for. Most if not all Service Packs come out from user's notes, the same thing that is happening right now with P3D2.0. So far, I 've seen maybe a few people in this topic that are actually looking on things globally. The rest are: trolls, popcorn lovers and one's who just don't care.
  16. According to this: Losing airspeed can be difficult and may require a level flight segment. For planning purposes, it requires approximately 25 seconds and 2 NM to decelerate from 280 to 250 knots in level flight without speedbrakes. It requires an additional 35 seconds and 3 NM to decelerate to flaps up maneuver speed at average gross weights. Using speedbrakes to aid in deceleration reduces these times and distances by approximately 50%. Vertical below 10000 (idle power) 270kts 2000f/m 250kts 1500f/m 230kts 1200f/m flaps up 1000f/m Flare Maintaining a constant airspeed and descent rate assists in determining the flare point. Initiate the flare when the main gear is approximately 20 feet above the runway by increasing pitch attitude approximately 2° - 3°. This slows the rate of descent. After the flare is initiated, smoothly retard the thrust levers to idle, and make small pitch attitude adjustments to maintain the desired descent rate to the runway. A smooth thrust reduction to idle also assists in controlling the natural nose-down pitch change associated with thrust reduction. Hold sufficient back pressure on the control column to keep the pitch attitude constant. A touchdown attitude as depicted in the figure below is normal with an airspeed of approximately VREF plus any gust correction. Ideally, main gear touchdown should occur simultaneously with thrust levers reaching idle. Avoid rapid control column movements during the flare. If the flare is too abrupt and thrust is excessive near touchdown, the airplane tends to float in ground effect. Do not allow the airplane to float or attempt to hold it off. Fly the airplane onto the runway at the desired touchdown point and at the desired airspeed. My results on default PMDG: 280-250 deceleration A/T on - 40 sec. 280-250 deceleration A/T on, speedbrake - 30 sec. 280-250 deceleration A/T off - 40 sec. 280-250 deceleration A/T off, speedbrake - 30 sec. 250-Vman deceleration A/T on - 40 sec. Vertical below 10000 (idle power) 270kts -2000fpm - unable to keep 270, gained 20-25 knots (290-295), withing 4000 feet of descend. 250kts -1500fpm - maintained within 10knots 230kts -1200fpm - maintained. flaps up -1000fpm - maintained. Speedbrake is half efficient to real thing. It was not only tested by me. I have got approx same results from few real world 737 pilots. This is for the people that missed something: I never said that PMDG done a bad job, I never mentioned that I could build a model better, I never said you could and suppose to train on flightsim to be able to fly the real 737. It's not even criticism, it's just bare facts based on FCTM and numerous real world 737 pilots knowledge.
  17. Your keyboard button got stuck, don't spill anymore liquids to it. As to 737, apparently either you have a hard time understanding what you have read, or you are just a troll. Second one is the most likely. I'm done here. Moderators, please close the topic.
  18. Ok, blah blah blah, FSX is a game, pmdg is a toy. Lets go back to flying 737 with a 2d Cessna panel on Fs98. Small things (adjustments) make bigger things. For those who think MSFS could be just a game - you are terribly wrong, in our flight school there are two FAA approved flight simulator stations. One with X-plane, and other is FSX. And stop trying to offset the topic to some different issues. If you are fine with what you have - pass on. I never said that somebody should rely on PMDG as a trainer for real world. If I desire to use FSX/P3D with maximum realism whats wrong with that? I just love how some people turn everything upside down. I started the thread with pure facts, based on testing of a real world pilot and was just wondering if there are any custom dynamics that fix it. End of the line. Right away I get from numerous "reminders" that MSFX is a game, that PMDG did a fantastic toy, to advises to invest in RW flying...
  19. Of course its a simulator (thank you, cap) and it is also a hobby which develops every year because of people that actually trying to make it as closer as possible to real world analog. If not for that, we would be stuck with FS98 sim. For me it's not just hobby but also a training device, since I fly in RW, so now, if you are a pilot too you should know the main purpose of Fsim. It is to practice procedures and flows. So if a high tech simulation model like 737PMDG is busting 3 to 1 envelope, that means my procedures not going to be quiet right, correct? I don't want to argue with you, but If you don't really have anything to give except a reminder, that it is a flight simulator, than you in the wrong thread. With all due respect to PMDG, there are people out there who are professionals at programming software not less than PMDG team, and who willing to contribute to flight simulation society for free so we, users, can enjoy it. For the windows, Ifly did it closer to real thing. But I can't use it after PMDG737. By the way I stay by ORD too, fly from Executive KPWK. Cheers
  20. Update. Can't go with these dynamics on your link, too many things not working right, after 2 hours of testing, I realized. Altough it does slows down better on descent clean or dirty, there are too many flaws like moving and picking up on idle (up to 30knots), messed up climb and porpoising big time in the air while turning at v2+10/15. People also reported 738 climbing 3000ft/min faster than original dynamics. Anybody else got some dynamics to test?
  21. Good job I liked it. Although I noticed 737-800WL with your config tends to roll on idle while on ground, and I'm talking being 3/4 full with fuel and a normal flight load. I know it can taxi on idle, but not that easy. What do you think about that?
  22. Thank you, Sergey. We will give it a shot. Those are yours? I will talk to that person, although except parameters I really know how to record that data.
  23. Hello folks, I'm bringing a quote from a fellow pilot from the aviation forum where I hang out. I find this absolutely true. The same as geometry of cockpit windows. The 737NG looks kinda tall. In real life they have a smaller cockpit with overhead much lower than default pmdg virtual cockpit. Personally, I dont fly 737, but I'm a real world pilot too, been in NG cockpit many times. Here's the quote: 61000kg GW, below 10000ft. 280 to 250 kts deceleration time is twice longer than it takes on a real one. 1/3 descend ratio doesn't work (idle thrust). Vertical speeds while descending (idle thrust) are appx 30 percent less than desired. FCTM landing technique leads to a huge floating. Exactly the same way to land a real one works perfect. There is no nose-down pitch effect associated with thrust reduction. Looks like there is a small piston engine in the tail, helping her out We need to do something about it, if PMDG is not doing anything towards this problem.
  24. Hello folks, I'm bringing a quote from a fellow pilot from the aviation forum where I hang out. I find this absolutely true. The same as geometry of cockpit windows. The 737NG looks kinda tall. In real life they have a smaller cockpit with overhead much lower than default pmdg virtual cockpit. Personally, I dont fly 737, but I'm a real world pilot too, been in NG cockpit many times. Here's the quote: "61000kg GW, below 10000ft. 280 to 250 kts deceleration time is twice longer than it takes on a real one. 1/3 descend ratio doesn't work (idle thrust). Vertical speeds while descending (idle thrust) are appx 30 percent less than desired. FCTM landing technique leads to a huge floating. Exactly the same way to land a real one works perfect. There is no nose-down pitch effect associated with thrust reduction. Looks like there is a small piston engine in the tail, helping her out ;)" We need to do something about it, if PMDG is not doing anything towards this problem.

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