
Speedbird193
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I’ve got the same issue using a dedicated hardware tiller.
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I just switched all Terminals to the low detail version and disabled all high res options. T3 is still not appearing when flying into the airport. I'm using SU2 beta but surely switching the scenery to the low res detail for everything should provide enough headroom for the system to load T3 according to your statement? I'm afraid "it's the sim's fault" isn't a good enough answer when I don't have this issue with any other scenery. Edit: I just installed the previous 2020 version of EGLL and no issues at all with any buildings loading in.
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It’s so easy to reproduce on my end. Every single time I arrive at the airport T3 is missing. Every time I depart the airport everything is showing up correctly.
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I have the same issue with T3. When I depart EGLL all buildings are showing correctly but when I fly into EGLL T3 is always missing. I also noticed trees and default buildings glitching through the Central Terminal Area/T1 pier. I disabled default EGLL and I cleared the Scenery Index. Using SU2 Beta.
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I always have auto respond and auto tune enabled by default and I have the issue on every flight, so it might just have been a random glitch in the bug you encountered.
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investigating Runway entry issue 09R - update?
Speedbird193 replied to Speedbird193's topic in Support
Thanks. It's unrealistic though - 09R is virtually never used for landing in reality and is always the designated take off runway when on easterly config. 09L is the designated landing runway. It's different when 27L/R are used as they switch halfway through the day, but that's not relevant to this issue and they seem fine in terms of runway start in this version anyway. The counterargument to your different use cases is that 09R isn't even used for landing in reality, so if default AI traffic or something else wants to land AI aircraft on there then that's already unrealistic in the first place. So by catering for landing in the right place on the runway vs allowing us to use the correct line up point (NB11) you're trying to solve a problem that's not even there in reality. Please fix this and switch it to NB11 so we can line up correctly. That fixes the right problem that's 100% relevant vs trying to solve something that's 0% relevant as it's not even realistic in the first place to land on 09R. -
investigating Runway entry issue 09R - update?
Speedbird193 replied to Speedbird193's topic in Support
Thanks for the answer. BATC, correctly, doesn't use 09R for landing as in reality Heathrow uses 09L for landing 99.9% of the time when operating on easterlies. So it would be far more realistic and accurate to just use NB11 as the runway start point as there's a 0% chance of aircraft landing in the wrong area but a 100% chance of AI and me being directed to use the wrong entrance every single time. That's how it was done in the prior version of EGLL for 2020 too so not sure why it was changed now. I still think this should be fixed based on the above. -
Real world pilots have a PNF who is handling comms and radios. For me it's a major inconvenience, especially during busy times like approach or after leaving the runway to contact ground. I just don't get why such a simple thing is still not fixed 6 weeks after release. Every single other addon I have can do this without any problem.
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I appreciate there's already an older thread but is there any update on the issue with runway entry for 09R? BATC directs all aircraft to N8, so it must be something in the scenery. In the prior version of the scenery it correctly uses N11. Using N8 is causing all sorts of issues. First of all it reduces TORA which impacts long haul departures in particular. Secondly, it causes inefficiency from a taxi perspective as AI aircraft approach from North, East and West to a junction rather than all going West to the furthest entry point (N11). Aircraft taxiing up from T4 now also have to cross 09R whereas using N11 they can just enter from the South and line up. Would be great if this could get fixed. 27L works as intended with aircraft lining up using N1.
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There is no more SU1 Beta. SU1 has been released officially so everyone has it.
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Yup, major nuisance! I appreciate WASM stability was the main focus for the initial patches but here are my main issues with the A350 right now that I really would like to see patched soon: Nose wheel steering sensitivity, lack of inertia and random uncommanded inputs (I use a hardware tiller). Beyond ATC auto tune of radios broken. Flight dynamics feel wrong and way too sensitive - I flew into EGLL the other day in the -1000, wind was VRB02 and I was being thrown around like a paper plane with constant bobbing to the left/right when hand flying. This is still a 200T aircraft at time of landing and a 2kt wind should not require any manual correction, this isn't a Piper in 30kt gust conditions. Uncommanded pitch down/sometimes up after rotation and initial climb (usually between 100 and 300ft AGL). No option to define a default panel state (at least let us pick one from the default options, not even asking for a custom one at this stage!). Refresh rates on the displays are often very low and stuttery. I always have a minimum of 60 FPS and the displays seem to refresh at 5 FPS or something like that. I would love to see 8x sim rate added.
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Would be great to get this implemented officially with correct fuel burn. 4x is nice but long hauls still take forever. PMDG can do 8x, even 16x without issue. Please add 8x support!
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Yes, it has the ground physics of Mario Kart. Zero inertia on the nose wheel.
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Is this on the list of things to get fixed, ini? Great to see the 1.0.4 change log but no mention of it and this is a major inconvenience for all of us using BATC with the 350!