Flight Sims

My philosophy is all this stuff should already be known. You should reviewing it periodically through the year to be able to do a V1 cut every time you push the power up. If you have to relearn it just prior to CQ, what are you gonna do when it actually happens at night with 1600 RVR and rising terrain in front of you?

Kiss the rear end goodbye :biggrin:


Kidding aside, V1 cuts are a joke in the sim. Literally add just rudder to keep centerline, takeoff to ~10 degrees, follow the FDs, and use the rudder trim to 0 out the sideslip indicator (which has turned blue instead of the normal white color). Once that's done, AP on and the 'hard' part is over. The rest of the callouts are common sense. The Airbus is nice and things flow in order, because once you hit your level off button, the speed increases pass F speed which is your reminder to go to flaps 1. Then through S speed which means go to flaps 0. Then next is green dot will give the best L/D clean climb, so basically climb out in that and set max cont thrust. It's so easy, a caveman can do it.

We just introduced the A321NEO not too long ago, and got a list of additional limitations for that. Those are 'memorized' but I tend to need a refresher before actually going in one. We just don't have that many right now and at times I find myself recalling A319/320 values so I look up just to confirm the 321 values. They'll be fully memorized in time for the next sim check though :)
 
My philosophy is all this stuff should already be known. You should reviewing it periodically through the year to be able to do a V1 cut every time you push the power up. If you have to relearn it just prior to CQ, what are you gonna do when it actually happens at night with 1600 RVR and rising terrain in front of you?
That's below my personal minimums so I won't be flying that leg.
 
Kiss the rear end goodbye :biggrin:


Kidding aside, V1 cuts are a joke in the sim. Literally add just rudder to keep centerline, takeoff to ~10 degrees, follow the FDs, and use the rudder trim to 0 out the sideslip indicator (which has turned blue instead of the normal white color). Once that's done, AP on and the 'hard' part is over. The rest of the callouts are common sense. The Airbus is nice and things flow in order, because once you hit your level off button, the speed increases pass F speed which is your reminder to go to flaps 1. Then through S speed which means go to flaps 0. Then next is green dot will give the best L/D clean climb, so basically climb out in that and set max cont thrust. It's so easy, a caveman can do it.

We just introduced the A321NEO not too long ago, and got a list of additional limitations for that. Those are 'memorized' but I tend to need a refresher before actually going in one. We just don't have that many right now and at times I find myself recalling A319/320 values so I look up just to confirm the 321 values. They'll be fully memorized in time for the next sim check though :)
V1 cuts are a joke, the hard ones are v2+10 in the soup. IMO.
 
Okay, @ChasenSFO, you weren’t wrong. Got it installed and tried the base version, no add-ons, with the Oculus. Freakin’ awesome. Tearing down the Vegas strip at 700 knots in the F-22 is pretty cool in VR. :)

So what add-ons do I need to get?
These few things will turn P3D into a new game:

https://orbxdirect.com/

Before anything else, get FTX Global(a re-do of the entire earth), FTX global vectors(re-does all the coast lines and river banks), HDTrees, and Open LandClass(will change all the generic areas outside of photorealism to the proper type of vegetation like farmland, forest, desert, ect down to 1/8th mile accuracy in most cases). This alone will totally transform your sim. Any other add-on from them is great quality, all of their different USA regions have great detail and they even spice up just about every airport in the included region. SoCal and NorCal look amazing but require a fast computer. Flightsims get most of their performance from the CPU, so a strong CPU with an okay graphics card will have much better results than the other way around.

Next, get the REX4+Softclouds bundle:
http://www.rexsimulations.com/texturedirectsc.html

What this does is pretty amazing, it allows you to pick from thousands of textures to make everything from the taxiway lines at default airports to pavement to the way the waves and water look with the click of a button and screenshots. You pick what you want the first time around and it will update everything, then anytime you want to change something, you go to that specific texture(clouds, sky, taxiway, grass, ect) and just click "install" on a new texture. Softclouds is an add-on to the cloud textures of REX that adds new multidimensional cloud types that look very real. Some are better to simulate marine layers, some are better for lazy summer days, some for building cells. They look significantly better than the clouds included with REX, which are much better than the default clouds themselves.

Lastly, ActiveSky for P3Dv4;
https://hifisimtech.com/asp4/

This is a new weather engine. REX gave you textures, but when you run ActiveSky, it takes over the weather from P3D and generates the weather itself. It has a live mode and a historical mode where you can load up the weather from any airport/weather station from any date in the last several years. ActiveSky adds all sorts of effects like much more realistic turbulence and wind effects(including wake turb off AI planes and up/down drafts), much better effects when flying thru clouds, and the clouds generate in much more realistic layers that make the sky come alive. It also comes with a basic way to customize weather by picking the airport you want to fly from and if you want a summer storm or winter storm and then you can keep hitting "generate" until you like what appears on the radar. They sell another add-on called "Weather Architect" that lets you paint up whatever weather you want in a very easy and user friendly way where you can make anything from hurricanes to ground fog appear very realistically anywhere you wish for your flight and set the change rate and all that stuff.

This clip is a good show of what the weather effects are like with this goodie.



And this is a clip of all of them working together in Prepar3Dv4:


One more thing, I'd suggest for you...


The TFDi 717 happens to be one of the most realistic add-ons for P3D.
https://tfdidesign.com/717.php

Someone did an AirTran repaint, too.
http://forums.tfdidesign.com/index.php?/files/file/24-tfdi-717-200-airtran/

Other than that, I can send you a care package full of goodies like a bunch of airports airplanes and, if you care, AI traffic. What sucks is since P3Dv4 is 64-bit and every other Microsoft/Lockheed sim was 32bit, most planes/scenery for other versions don't work yet since the developers need to re-code the products one by one, if they even do. But it is the way of the future. Just text me or FB message me or whatever with any questions you have installing stuff or if anything messes up.
 
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These few things will turn P3D into a new game:

https://orbxdirect.com/

Before anything else, get FTX Global(a re-do of the entire earth), FTX global vectors(re-does all the coast lines and river banks), HDTrees, and Open LandClass(will change all the generic areas outside of photorealism to the proper type of vegetation like farmland, forest, desert, ect down to 1/8th mile accuracy in most cases). This alone will totally transform your sim. Any other add-on from them is great quality, all of their different USA regions have great detail and they even spice up just about every airport in the included region. SoCal and NorCal look amazing but require a fast computer. Flightsims get most of their performance from the CPU, so a strong CPU with an okay graphics card will have much better results than the other way around.

Next, get the REX4+Softclouds bundle:
http://www.rexsimulations.com/texturedirectsc.html

What this does is pretty amazing, it allows you to pick from thousands of textures to make everything from the taxiway lines at default airports to pavement to the way the waves and water look with the click of a button and screenshots. You pick what you want the first time around and it will update everything, then anytime you want to change something, you go to that specific texture(clouds, sky, taxiway, grass, ect) and just click "install" on a new texture. Softclouds is an add-on to the cloud textures of REX that adds new multidimensional cloud types that look very real. Some are better to simulate marine layers, some are better for lazy summer days, some for building cells. They look significantly better than the clouds included with REX, which are much better than the default clouds themselves.

Lastly, ActiveSky for P3Dv4;
https://hifisimtech.com/asp4/

This is a new weather engine. REX gave you textures, but when you run ActiveSky, it takes over the weather from P3D and generates the weather itself. It has a live mode and a historical mode where you can load up the weather from any airport/weather station from any date in the last several years. ActiveSky adds all sorts of effects like much more realistic turbulence and wind effects(including wake turb off AI planes and up/down drafts), much better effects when flying thru clouds, and the clouds generate in much more realistic layers that make the sky come alive. It also comes with a basic way to customize weather by picking the airport you want to fly from and if you want a summer storm or winter storm and then you can keep hitting "generate" until you like what appears on the radar. They sell another add-on called "Weather Architect" that lets you paint up whatever weather you want in a very easy and user friendly way where you can make anything from hurricanes to ground fog appear very realistically anywhere you wish for your flight and set the change rate and all that stuff.

This clip is a good show of what the weather effects are like with this goodie.



And this is a clip of all of them working together in Prepar3Dv4:


One more thing, I'd suggest for you...


The TFDi 717 happens to be one of the most realistic add-ons for P3D.
https://tfdidesign.com/717.php

Someone did an AirTran repaint, too.
http://forums.tfdidesign.com/index.php?/files/file/24-tfdi-717-200-airtran/

Other than that, I can send you a care package full of goodies like a bunch of airports airplanes and, if you care, AI traffic. What sucks is since P3Dv4 is 64-bit and every other Microsoft/Lockheed sim was 32bit, most planes/scenery for other versions don't work yet since the developers need to re-code the products one by one, if they even do. But it is the way of the future. Just text me or FB message me or whatever with any questions you have installing stuff or if anything messes up.


Holy crap, that 717 is like the real thing!

Thanks! I figured you’d know the best stuff to get.
 
V1 cuts are a joke, the hard ones are v2+10 in the soup. IMO.

The V2 cuts in the Q400 get hairy really quick. Especially when you bite on the instant fake out and step on the wrong rudder. I've been sitting sim support on reserve so have had many V2 cuts this month, they suck every dang time lol.
 
The V2 cuts in the Q400 get hairy really quick. Especially when you bite on the instant fake out and step on the wrong rudder. I've been sitting sim support on reserve so have had many V2 cuts this month, they suck every dang time lol.

V2 cut? I thought V2 was -Takeoff safety speed. The speed at which the aircraft may safely be climbed with one engine inoperative. In other words, the minimum speed to fly SE.
 
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V2 cut? I thought V2 was -Takeoff safety speed. The speed at which the aircraft may safely be climbed with one engine inoperative. In other words, the minimum speed to fly SE.

.... Im failing to see your point.
 
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V2 cut? I thought V2 was -Takeoff safety speed. The speed at which the aircraft may safely be climbed with one engine inoperative. In other words, the minimum speed to fly SE.
As CC described a V1 cut is very easy. You instantly recognize it due to yaw on the ground and easy to see when enough input is in. IMO a V2+10 or so in the climb in the soup is much more difficult to recognize and input correct control inputs. Just my experience. I find them to be more challenging.
 
As CC described a V1 cut is very easy. You instantly recognize it due to yaw on the ground and easy to see when enough input is in. IMO a V2+10 or so in the climb in the soup is much more difficult to recognize and input correct control inputs. Just my experience. I find them to be more challenging.

I guess. I’d much rather have a failure airborne than at V1. Never had an issue with them, even in the E120. YMMV.
 
Soooooo you guys complain about being away from home 14 days a month flying planes because it takes away from your time to be at home flying virtual planes? And virtual planes where you don't even get to virtually blow anything up?
 
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