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  1. Hello everyone, I am happy to announce that our latest update (v5.0.1.126) for the A320-X, A319-X and A321-X for P3D v4 and v5 (64-bit) is now live and available through our download page. This is a maintenance update which fixes several issues identified since our last public release, mostly related with connectivity with GSX and some tweaks to the external lights (positions and light intensities). We also fixed the rain / snow effects showing through the Logo lights. I would also like to take this opportunity to wish everyone happy holidays from all of us at Flight Sim Labs - this past year has been trying for most of us with the Covid-19 pandemic changing our lives so much. We have all been greatly affected and we sincerely hope that you and your families have stayed safe and protected as much as possible. We hope and expect that 2021 will bring significant improvements for the world - the remedies that are now becoming available should return us to a semblance of normalcy and we hope to see you all again soon if and when the flight sim expos return (Cosford and others). On our little corner, we are looking forward to releasing the A320-X and A321-X Sharklets products in early 2021. A tremendous amount of work has been dedicated to putting together very comprehensive releases and we are receiving excellent feedback from our beta team on their progress. You will be getting more detailed views of what's to come soon, as we are coordinating with those of our beta testers who also stream regularly in order to showcase the multitude of new capabilities added to what we feel are the most feature-rich products so far to come from our development efforts. I would be amiss not to also mention the work that has been going into the Concorde-X which will also be released this coming year - there are impressive features added which deserve their own release note, so I will be doing that at some point soon. Once again - we wish you all the best and may the year 2021 bring happiness and joy - and some long-required reuniting with our friends who we have missed dearly! Thank you, as always, for your support!
    169 points
  2. Hello all, I would like to extend our most heartfelt thank you to all of you who have already purchased our new Sharklets products! We are overwhelmed by its almost universal acceptance and the very positive feedback we have received so far. I would like to take this opportunity to inform you that we are tracking a small number of issues identified with the new Electronic Flight Bag infrastructure. We are working with a number of customers who are helping us diagnose these issues and solve them for everyone. Our primary focus at the moment is assisting those few customers who cannot turn their EFB online within the Virtual Cockpit. We also discovered and are tracking an issue with the moving map included which requires us to take the map back-end offline until we can ensure the integrity of the services provided. As a result, expect the moving map feature to possibly become unavailable while we make some updates to the infrastructure to adequately support the feature moving forward. We will be sure to keep everyone updated as soon as we have more information to provide. Thank you again for your continued support!
    129 points
  3. Hi guys, I did say we are planning a shorter promotional period with these titles. So please don't be disheartened by the lack of any updates. We are extremely busy behind the scenes. I've just finished working on our Promo film that we will premiere before release. We can't wait to show you more of what we've been working on. Thanks again for your continued support and your patience - the wait is almost over. We are still planning to update our wing-tip fence fleet in the interim. Testing is now complete and we're finalising the installers. Lets keep this hype-train going. We love reading your comments
    123 points
  4. Hello everyone, I am happy to announce that our latest update (v5.0.1.151) for the A320-X, A319-X and A321-X for P3D v4 and v5 (64-bit) is now live and available through our download page. This is a maintenance update which fixes several issues identified since our last public release and in preparation for our upcoming A320-X and A321-X Sharklets products which are soon to be released. In this release, you will find that we have expanded our Input Controls management and handling logic greatly, to allow and include all Airbus input device controls, such as dual side stick input, dual tiller support, spoiler and flap axis input controls, rudder and brakes handling as well as more complete management for the Thrustmaster TCA Airbus series of hardware (A320 side stick, Thrust Quadrant as well as TQ add-on axes, like flaps and spoilers, together with the landing gear lever, auto-brake control and parking brake etc). In the input controls management dialog, support was also added for slope and null zone handling as well as axis reversal. We also fixed several small issues on our external models, reported since our previous release. You should also notice a smoother wing-flex model which we feel looks and behaves better than the previous rendition - this took quite a bit of effort, as it is work that carries forward into the Sharklets models and their wing structure. A notable fix for the external lighting is the one where beacons / strobes would sometimes freeze depending on dynamic light allocations around scenery. This is now taken care of as well. Modeling improvements are also to be found in the Virtual Cockpit, where animations were added to the AP Disconnect buttons (it was long-time coming and the addition of dual input control handling with AP DISC button management only made it more obvious that they were missing) and we added logic to dynamically provide proper numbers on the speed placards for all variants, depending on aircraft Maximum Takeoff Weight configuration. For those of you who wish to connect two side sticks simultaneously (we are aware of several sim cockpit enthusiasts who are expanding their hardware collection) you will notice that input priority logic is now fully incorporated into the product line, with associated warnings and control allocation according to the real world counterpart. Speaking of hardware - very soon after we make this update available to you, we will also be releasing the updated Hardware Interface which brings compatibility with the full complement of the Skalarki hardware suite. We have been promising this for awhile and we are quite excited to make it happen! If you look at the detailed changes and improvements log that I am adding below, you will notice that we're continuously adding and improving FMGC logic as well. We made several improvements regarding VAPP logic recalculations, fuel prediction fixes, a fix for TROPO entry causing predictions to be lost, as well as several FG fixes, such as protection logic improvements. We are still working on some more major fixes, more notably among them are some shortcomings in HOLD logic as well as adding OFFSETs which are two of the often discussed items in the FMGC. We are hoping to have more on these in coming releases. For those of you who fly online, we have updated our AOC logic to follow new VATSIM protocols and we fixed some connectivity issues when users were on non-English Windows setups. You will also find that D-ATIS now checks/pulls FAA source as well. For the failure-minded among you, there were quite a few fixes in several failure conditions. For example, the aircraft will now correctly switch to DIRECT LAW with FLAPS 2 instead of Gear Down, when all 3 SEC computers are failed or off, as Gear Down digital signals are not carried over when all SEC computers are off, so the system has to rely on FLAPS 2 conditions to switch to direct law instead. A small fix, you might think, but one that indicates the level of detail found in the product line (this one was a favorite of mine as it involved spending quite a bit of time inside the Schematics manuals and configurations - thanks Sam!). We also fixed a small issue where the AIRAC cycle was incorrectly reported on the MCDU - most years have 13 cycle releases, but last year was a fun exception with 14. This condition will not reoccur for "quite a long time" and it's now fixed. For those of you using our PANEL STATE logic in the MCDU, you will find it has been extended: Customers will now find a new AUTO DETECT state listed under the DEFAULT STATE options page on the MCDU. This mode will allow the aircraft to detect if the simulator is loaded on the runway, in which case the aircraft will load ‘Engines running’ – or at a gate/on stand, where the aircraft is loaded ‘Cold and Dark’. It was a feature brought in primarily for testing purposes – but we considered it beneficial to our customers too. Please note that this system relies on your Runway.bin being up-to-date. On a separate note, I'd like to mention that I am now the proud owner of a HP REVERB G2 VR set (which I fully recommend for those of you who feel the need to spend 800 Euro on a whim!). I find the product very solid - it introduced me to a world that is full of possibilities and opportunity in how flight simulation will evolve from here (but also showcased some glaring omissions from P3D itself, like the absence of proper VR controller handling, unless I am missing how they are connected / working in the sim - please feel free to tell me in a separate forum post). I mention this purchase, so as to inform everyone that we also fixed the issue where a large white rectangle would appear in front of the VR virtual cockpit - this was due to our cockpit light sensor which we now made transparent so as not to block your view while in VR. A small fix, but a good one at that! The complete log of fixes and improvements follows below. I would also like to mention that work on the Concorde-X continues - I mentioned in our previous announcement that it "will be released this coming year" - please replace the "will" with "may" as life in general sometimes might not agree fully with our planning strategy, just so that expectations are not set in a way that people become upset and disappointed. Rest assured that our priorities have not changed and we're still working very hard towards its release. On a closing note I'd like to take the opportunity to mention that the Covid pandemic has taken a toll on everyone. While I am among the very fortunate ones (so far) to not have experienced any direct loss of life in immediate family or friends, there have been several people in my immediate circle who caught the bug and it was very distressing to go through this ordeal. Please continue to exercise caution and care in how you protect yourself and those around you and, if you have that ability, please vaccinate. If not, mask wearing and distancing helps a lot! I am not going to turn this note into a political one, but health and safety should always be above any political opinions and beliefs. Please - please! - take care of yourself and family! We also like to wish everyone a Happy Easter (ours is coming in May, but there are quite a few of you celebrating next week)! As a way of saying Thank you, as always, for your support, here are a few new images of our product family for your viewing pleasure! ----- 2D Panels Flap placard spds now correct on F/O side 2D panel now draws BRAKE FAN only when installed ACP Fix for 2D and VC knob lighting in test model AOC Updates to follow new VATSIM protocols VATSIM Connectivity with Non-English Windows fixed Fix for Lat/Lon points on FPLN uplink D-ATIS now checks/pulls FAA source ATSU Uplink optionally omits SID/STAR CVR Updated test logic DMC SD F/CTL page fix for THS fluctuations Alternate law detection logic fix EFCS SPD BRK DISAGREE with SEC1 off now appears SEC 1+2+3 FAIL/OFF now causes DIRECT LAW with FLAPS 2 Effects Contrails tweaked for night time EFIS FD engage on ADIRS align ELAC Logic improvements for FG loop control Fix for stick input during flaps movement Elevation model Fix for memory leak above certain altitudes Engines / FADEC CFM Engine start logic updates (IGN and FF) IGN FAULT START message logic improved (IAE) IAE EEC ARINC output fix for BMC fault conditions External model Inner wing fairings gaps fixed Wing metallic textures updated Logo light texture updated Various improvements / fixes External lights Fix for beacon / strobe logic issue which caused lights to freeze sometimes FAC Fix for VLS when BUSS is active Flight Model Spoilers correctly dump lift on ground FMGC FM: PAGE PERF DES now allows spds up to .82 Mach VAPP logic recalculation improvements Fix for Fuel predictions Fix for TROPO entry predictions lost issue Fix for PERF TO page CHECK TAKEOFF DATA message conditions CHECK TO DATA message conditions corrected SET MANAGED SPEED message logic improved XXX IS DESELECTED message logic added PERF APPR page data entry logic improved FG: AP 1+2 INOP / CAT2 conditions logic tweaked Protection logic improvements Automatic speed protection logic improved FSL Config Check for DirectInput if any joystick axis detected Small fix in airframe parsing logic logic for Direct Input requirement when TCA hardware used Glareshield Chrono button logic tweak for right-click/release functionality Input Controls Added all input axes in FSL Input Controls dialog Brakes Rudders Spoilers Flaps Thrust levers Tillers Fix for crash when joystick was being set up the first time sometimes Fix for axis detection to now use relative movement (1.5% change now used) Gate Controller logic fixed for engines off scenarios AP DISC logic tweak Null zones / slopes consideration for single-sided axes (brakes) ISIS Improvements in timer logic (NEW ISIS) ALT flag logic corrected MCDU Fix for LAT/LON printing when minutes at 59.95+ User options Single/double digit entry now considered Tonnes or Thousands of Lbs. User options Added EXT CTRL GSX page for control over GPU Panel States SEAT BELTS / NO SMOKING off on Cold & Dark state New "AUTO DETECT" Panel State added Fix for loss of flaps / slats conditions Fix for cabin/cargo/eng oil temps on GPU/C&D states Panels Added popup ISIS and DDRMI (disabled by default need to edit panel.cfg) Radio Management Panel Fix for Seat Selection control of VHF1/VHF2 knobs SFCC dual hyd loss prevents halfspeed flag from turning true G+B HYD FAULT further logic improvements ALPHA LOCK logic improved Sounds AEVC and DUAL INPUT sound infra improvements Fix for sound disappearing briefly on VC view change SSTU Dual flight stick support added Virtual cockpit Added animation to AP DISC buttons Speed plackard now shows proper speeds for all variants depending on MTOW RESET BTN text clipping fixed Various gaps fixed Virtual Reality Tweaked sensor transparency to make it invisible while using VR devices
    121 points
  5. Hello everyone, I am happy to announce that our latest update (v5.0.1.160) for the A320-X, A319-X and A321-X for P3D v4 and v5 (64-bit) is now live and available through our download page. This is a maintenance update which fixes a few issues identified since our last public release, which I will include at the end of this note. More importantly, you will need this update installed because... We are now happy to announce that we are pushing the boundaries of desktop flight simulation even further with the release of our A320X-SL and A321X-SL for Prepar3D x64 (v4 / v5)! Built on entirely new visual models – the A320X-SL and A321X-SL bring the latest technologies to flight simulation – including an electronic flight bag suite, accessible not only from within the virtual cockpit, but also from any external device using a web browser, adding a completely new dimension to the simulation experience. Equipped with a whole suite of tools available in the palm of your hands, the EFB not only increases situational awareness within the simulator but also allows for tasks such as flight planning, performance calculations and communications to be conducted without leaving the virtual flight deck. Furthermore, the EFB can be loaded onto any external device using a web browser – such as what you can find on Apple, Windows or Android tablets, for an increased immersion experience! The newly released aircraft carry an extensive list of changes to its predecessor – a completely new fuel system modeled on the newer ‘jet-pump’ design – new Fuel Quantity Indication Computer and Fuel Level Sensing Control Unit components, Flight Warning Computers and SDAC updated to F9C standards. New ELAC L97+ computers featuring Load Alleviation Function and Anti-Aileron Droop. Updates to the Flight Management Computers – including a new ‘Jump Ahead’ feature for skipping down route. With a combination of range, capacity and increased performance thanks to the sharklet fins – the A321-SL is the ultimate airframe in our A32X series. Practice short-field operations in the Greek islands with the newest A321X-SL title from Flight Sim Labs, and experience the thrill of getting a 90-ton aircraft out of a tight spot! New custom sounds, animations and lighting effects differentiate the Sharklets from our other titles, both inside the cockpit / cabin as well as outside, with new LED lighting. Differences that collectively, create the immersive simulation experience our customers have become accustomed to. Particular attention has been given to the subtle differences in aircraft handling – increased lift generated from the 2.3-meter sharklet fins will see you out-climbing the rest of the Airbus fleet. They also extend the range and performance of the aircraft, making it ideal for short field operations. The Flight Sim Labs Sharklets aircraft represent the latest effort in simulating a modern-day airliner – now you can experience the thrill of flying some of the most popular airframes in our skies today. As a way of saying Thank You, as always, for your support, here are a few images of our newly released products for your viewing pleasure! A320X-SL: A321X-SL: and some inside shots: and... on to the next one: Update notes for v5.0.1.160 (that very few people will read now ): ATSU Updates for LBs option CIDS Updated / Improved logic External model / Virtual cockpit Cabin lighting improved Fix for beacon lights in P3Dv4 Various small fixes FMGC FG: Updates for Go around logic FSL Configurator Fixed case where corrupt registry settings would cause crash Improved logic to handle airframes Added error logging FWC "Dual Input" pin programming now persistent IDG Temperature logic fix Input Controls Tweaked axis detection logic MCDU Payload page fix User options - FWC dual input option now persistent SFCC Issue with slat angle reporting fixed
    115 points
  6. Hello everyone, I am happy to announce that our latest update (v5.0.1.119) for the A320-X, A319-X and A321-X for P3D v5 (64-bit) is now live and available through our download page. This update should also fix a couple of small issues (namely, the NEW CRZ ALT rounding issue and a few other niggles). EDIT: There are some GSX related updates as well that I forgot to mention: Once loaded in on stand, click MECH HORN to setup the aircraft. This will: - Call Stairs followed by GPU on remote stands - Or Call Jetway into position - This process can take up to 20 seconds When you switch from EXT PWR to APU, if the GPU is connected, it will be removed For departure without pushback, once all aircraft doors are closed and on APU: - Press MECH HORN to remove Jetway/Stairs and Chocks For departure with pushback - if the GPU unit is connected, it will be removed before GSX Push is invoked. When arriving onto a remote stand: - The GPU and Stairs will be requested first - Once the GPU is connected and the truck is clear of the aircraft, deboarding will be invoked - This process can take up to 60 seconds Note: If EXT PWR is connected when GSX removes Jetway or GPU power, the EXT PWR source will trip Please make sure you have updated to the latest version of GSX! As always, thank you very much for your continued support!
    110 points
  7. Hello everyone, I am happy to announce that our latest updates (v5.0.1.166) for all variants of the A320-X family, including our Sharklets, are live and available through our download page. This update mainly allows compatibility with the newly released P3D v5.2, as well as several updates and fixes to the base code. ***NOTE*** YOU WILL NEED TO UPDATE FSL Spotlights to v5.0.0.3 for P3D v5.2!!! You will also be happy to know that we restored the EFB Map functionality which was temporarily disabled in our previous release. To once again receive this EFB Map functionality, you need to upgrade with today's release. For the Skalarki hardware users among you, please note that the Hardware Interface software is also updated to support v5.2 as well as the Sharklets products, fixing several small issues along the way too. Thank you, once again and as always, for your continued support! ---- Here's a more complete list of the improvements and updates that are part of this release: - Prepar3D v5.2 compatibility - Base code support logic improvements - Compatibility with Hardware Interface v123+ ACP Added logic for PA Xmit button double-click functionality External model / Virtual cockpit - Various cosmetic fixes Performance Model - Fix for DC ESS FAULT flaps / slats recognition - Fix for B+Y HYD RSVR LEAK flaps / slats position recognition Sharklets-specific ELAC - Anti-droop logic improvements Electronic Flight Bag - MAP stability fixes - MAP Rendering optimizations - Drag/scrolling functionality fixed
    108 points
  8. Hey folks. I decided to transcribe the chat BlackBox711 and AirbusFTW had with Andy and Lefteris live in the Discord. I've since cleaned these up a little and have turned them into the notes below. These aren't entirely verbatim but I've tried to be as close to it as I can. Anything where I wasn't sure what was said has not been included. I hope you enjoy the answers. Some of them shine some light on to the challenges of developing this brilliant software. Credit to @Andrew Wilson and @Lefteris Kalamaras for spending so much time answering questions, and to BB711 and AirbusFTW for hosting their streams! --- Will the EFB have a performance impact? Andy: I don't think it will have any. I didn't notice any, nor have the beta team. It will work in a browser on any external device. You can have two instances of the EFB in the cockpit. An external device can act as a third EFB. If you have another, that can act as a fourth. EFBs will be in the SL models initially. They'll come to existing products (WTF) eventually. Our focus is on sharklets publicly, but behind the scenes it's known that we are working on quite a lot, quite a few projects. Lefteris: We like to under-promise and over-deliver. Regarding Honeycomb integration: Lefteris: They have communicated with Honeycomb about working with them, but no responses from them. If anyone from Honeycomb is watching, please get in touch. Regarding PDFs in the EFB: Andy Wilson: You will be able to drop PDFs into the FSLabs folder so they then show in the EFB. Regarding performance impact of the EFB: Andy: We haven't seen any issues with FPS. A lot of work into it to make sure it didn't impact performance. We didn't want to degrade that. A lot of effort went in to make sure tablets don't affect performance. Neither I nor the team have noticed a performance hit. Lefteris: The performance of the existing product should be more fluid now. A lot of the improvements that have gone into the sharklets have gone into the 150 update. Regarding v4.5 compatibility: Andy: Sharklets will be compatible with v4.5. Lefteris: Performance is better in v5.1 though. Regarding requested features: Andy: No news about shared cockpit. There is a list of features that we’ve been working through over the years. ATSU was first. EFB was second. More features are listed for development. We do listen to feedback and we’ll keep at it. Regarding liveries: Andy: Range of liveries will be available upon release. Around 25-30 liveries available. Regarding release news and pricing: Lefteris: We are working out some interesting ideas about the pricing. Andy: Projects are being worked on in the background. When we have more news to share, we will. Work is underway on those projects. Lefteris: The project with more fuel has not been revealed. Regarding new MCDU features: Lefteris: Step altitudes/holds etc not ready for sharklets, but they are coming. We have heard a request for an application to install updates and it is also on our radar. Regarding wing effects and lighting: Andy: The wing condensation effects haven't been updated. The lighting has. The strobes, on the A320 sharklets, at night time you'll notice the strobe light from the shark fin will have some glare on the VC. It was a design flaw in the real aircraft. They fixed it by adapting strobe blockers a few years later, which they put on the wing to deflect the beam. You can either add those as an option because we figured if it annoyed real pilots it might annoy virtual ones. You can drop the blind behind the captain's / FO's seat to also mask out the glare, too. I personally like the glare at nighttime. The ethos is that we try to capture every little detail because that makes the immersion. Will there be an A320 NEO and are there plans for an MSFS release? Andy: Are we doing an A320 NEO? I am going to say no comment Andy: If there was contact from Asobo, we would be under an NDA which would prohibit us from disclosing any information. I'm going to have to say no comment again, I'm afraid. AirbusFTW: NDAs mean that even if we wanted to say more, we can't. Andy: The first thing that happens when you work with another company is that you're hit with an NDA. Lefteris: You can't even say if you're under an NDA. Regarding the map overlays such as traffic and weather: Andy: Traffic is hooked into the P3D AI system. It doesn’t pull it from VATSIM or IVAO. One of the benefits is that you can see the aircraft moving around in real time. You can see aircraft taxi around in real time. There are small details we have implemented. Map overlays, the rain and thunder icons are greyed out in Blackbox’s stream because Blackbox is not flying in real time. Radar overlays would be shown in real time, so you’ll see weather in real time. The EFB came into its own with the event where people flew to see Santa. Could see everyone in the hold. You really notice it with the WTF because it’s something you miss. Especially with the taxi markings on the EFB. VATSIM velocity will reflect in the EFB too because if they’re being injected at higher speed, they’ll be reflected in the EFB. Regarding performance calculations and if the Satdome makes a difference: Andy: We work very hard and closely with professional crews and we’re always updating the performance routines and it allows us to go in and change airfield data. We can hard-code obstacle gradients. We are always playing around with the performance tables. The satdome doesn’t affect the CG but it does affect the fuel burn. It’d be something that an airline would recognise over several hundred cycles. We’re just doing one type of satdome. As fleets in the real world mature, there’s no reason why we wouldn’t stay in line with that. At the moment we’re releasing with what you’re seeing. Lefteris: We did discuss this with Margerita. We put in an option where the satdome could be moved. Locations could be changed. But we’re not 100% sure so I’ll get back to you on that. Regarding the EFB coming to the Wing Tip Fence model: Andy: A321 and A319 will get the EFBs as well. It’s something we’ve always done. New products first, then we work their way back into older titles. At the moment, our plates are pretty full for the immediate future going forward. We’re not looking to update the wing tip fence in the next few months because we want to push forward with the exciting products we’re working on. At some point, is the final answer. Regarding the anti-droop function on the wings and the sharklet coding process: Andy Wilson: The WTF is on ELAC93 and the Sharklets have ELAC97+ -- it's modelled as components. The sharklets have the EL97 wired in. Regarding these features, it's not going to be an overnight change. It requires going in and rewiring the entire aircraft. When we first started writing the sharklets code, we started with the fuel system. It's just a mesh of relays and wires. They needed recoding and repinning. When we finished it, it was throwing up errors. The Flight Warning Computer was just going mad. The version we had, F3B, just wasn't programmed to work with the newer system the sharklets used. That took a few months. That's 18 months down the line. All these things that you think might be simple coded changes aren't that easy to change. At some point we need to have a cut-off because you can just go on forever. There are so many minor differences between these airframes. Lefteris: The Flight Warning Computers have over 3500 sheets of coding programmed. It's about 300 or 400 pages of updates. Will the sharklets have the halogen lighting too as an option? Andy: One or two operators are running sharks with halogen but the majority are LEDs so that's what we're going with here. Regarding future plans: Andy: We’re not answering questions about A330/A350/A380. They really do take months of investigating, analysis, market research and understanding what resources are available to us. It's based on months if not years of research into these titles. We've said all we can say. We are working on something that does take more fuel, it starts with an A3! And it's not the Concorde. Time will show what it is that is going on in the background. And people are saying A330 confirmed, I didn't say that! The Jump Ahead feature: Andy: Jump ahead is something where you can go through a list of your waypoints and you can select it. It'll populate the data in that page with where the aircraft would be, it'll then allow you to jump ahead to that waypoint. It’s a really good feature to jump through your route, or if something happened with your sim and you had to restart, it's a system we used in testing but it's something we thought our customers would enjoy too. It came into its own with a group flight. P3D crashed. The group carried on flying. I could then jump ahead and carry on with the group flight. Lefteris: Please don't use the jump ahead on VATSIM, unless you’ve had a crash! Regarding new failures: Lefteris: Blackbox and I were talking and I think he was doing some sort of landing gear failures, like a gear door failure, and I think these are in the new update and they work. Blackbox711: And also the engine start issues are implemented, which is cool. Lefteris: Gear door failure also results in more fuel burn. Any EIS plans: Lefteris: To retrofit EIS1 would be a huge undertaking right now. It's an entirely different system. Short answer is no. Regarding the time it’s taken to code the Sharklets addon: Andy: Sharklets development started early summer 2019. It's been a project where we've learnt a lot about the aircraft. We initially thought a couple of wingtips and fuel burn. But it turned out not to be the case. It's a tip of the iceberg job, once you look under the water you realise there's a lot more going on. It's not just figuring that data out but working out how to get that on to people's desktops. Lefteris: There are other products that are introductory products. But we're about detail. We're victims to that detail. Regarding the level of detail: Blackbox711: It feels like I’m at work, because the EFB is so lifelike. It’s what I would use every day that I fly.
    87 points
  9. Hello everyone, I am happy to announce that our latest update (v5.0.1.169) for the A320-X product family for P3D v4 and v5 (64-bit) is now live and available through our download page. This update brings compatibility with Prepar3D v5.2 HF1 which was released a couple days ago. As always, thank you very much for your continued support!
    85 points
  10. One step closer now: The product family is now updated to v151.
    61 points
  11. Hello everyone, I am happy to announce that our latest update (v5.0.1.115) for the A320-X, A319-X and A321-X for P3D v5 (64-bit) is now live and available through our download page. This is a compatibility update to bring the product family up-to-date with Prepar3D v5.1.8.26742. As always, thank you very much for your continued support!
    57 points
  12. Hi everyone, After our pre-release note on September 6th, I am very happy to now announce that our FSLabs Control Center, our new utility which allows easier management of our product family and simplifies tasks such as installation and uninstallation of FSL aircraft, liveries, airline packs and utilities (e.g. FSL Spotlights), is now available for download to all our customers! Its primary aim is to allow for a one-stop update facility for our product line and improve the customer experience by providing micro-updates and rollbacks without the need for individual installers or long downloads, allowing our customers to update their entire product line with a few simple clicks. Multiple simulation platforms are supported and a search facility for official liveries is provided to allow for a quick selection and installation of your favorite airline colors. It features an 'Update All' simple, one-click update function which allows streamlined downloading of any new available updates for all the customer-installed products, rather than having to download individual installers each time we update our product line. There is also a bulk uninstall feature which allows the customer to uninstall all products at once, so that license keys are once again deactivated and ready for future use in preparation of hardware changes or replacements with no need to contact support to request license reactivation. Apart from the stable public release channel, a provision is made for an "experimental" channel as well, whereby the customer can, at their option, choose to be part of our upcoming open testing channel, whenever available. Last, but not least, the opportunity to enter optional items such as your Hoppie ACARS logon and Simbrief username is available through FSL Control Center, as well. As you make your way through FSLabs Control Center, we would love to have your feedback in the newly added FSL Control Center forum - go through the FAQs and User Guide you will find there and feel free to let us know your first impressions as well as any issues you might find. As always, we thank you for your continued support!
    52 points
  13. Hello everyone, I am happy to announce that our latest update (v5.0.1.116) for the A320-X, A319-X and A321-X for P3D v5 (64-bit) is now live and available through our download page. This update should fix a performance issue noted in P3D v5.1 and also allows the installer to properly detect older P3D v5.0 versions. Note that we anticipate another update once Lockheed Martin release their P3D v5.1 hotfix in the coming days. As always, thank you very much for your continued support!
    47 points
  14. Gents- this thread has run its course. If you have specific issues, please post in another thread in appropriate forums. Thank you for entertaining us for so long with this one until the Sharklets had released! Enjoy them now! We'll see you in the virtual skies!
    45 points
  15. And yet... he is still able to fly them... how much does that tell you about him?
    42 points
  16. Hi Danny, yes the plan will be to allow streamers to continue flying the sharks and also allow our beta team to discuss/share screenshots. Right now the teams are focussed on the release path, a complex and intricate phase of the project cycle and one that requires a lot of care and attention to deliver a successful product launch. Something we pride ourselves on - and that our customers have become accustomed to.
    39 points
  17. Greetings all! Having seen several people questioning the speeds being generated by the miraculous new FSlabs performance system i figure id spend some of my many hours of waiting to go back to flying to explain what is an incredibly complex topic in just a few paragraphs(yeah right!). For those who dont know me i was lucky to fly the 320/321 for 16 years with 5 years on the 330 in there as well these days on the 787. I also ground instruct teaching stuff like performance and all the other topics initial Airbus guys learn before they hit the fleet so in short i know a little or just enough to trick people into thinking i do know about all this rocket science stuff. What has changed or more appropriately what is this optimised perf stuff all about? In short in the past and anyone who has done perf on a 727 for an ATP exam will know that V speeds came from a weight that was the either the maximum uplift or the current weight based off the runway surface available the Take off run available or TORA. So by definition speeds where tied to weight and weight was tied to runway length so only runway length determined speeds. Longer runway higher speeds shorter runway lower speeds. First restriction Runway Length As time went on regulators imposed a climb restriction on single engine perf (one engine out) to ensure all the punters would survive an engine failure at V1 not to then only be killed hitting the hill at the end of the runway. They came up with the requirement that the aircraft on one engine must be able to climb at 2.5% minimum until single engine acceleration altitude. Second Restriction Obstacle based Climb Performance. As time went on airport designed and runway design changed incorporating overrun areas and in many countries fly over areas known as clearways. Aircraft could use these to meet the runway length calculation as long as they could be airborne by the end of the physical surface and reach 35'(15' in the wet) by the end of the "clearway". This distance is called the take off distance available or TODA. Likewise they could use the stopway to stop in the event of a V1 rejected take off this distance including this stopway area is called accelerate stop distance or ASDA. Third change clearways and stopways. So in short performance calculations got a lot more complex and generally only big airlines with dedicated performance departments could benefit. Time goes on and computing power etc becomes cheaper and as is does more airlines want to take advantage of the extra weight you can use. At the same time manufacturers realize that taking off at minimum V2's from very long runways using only a fraction of the length increase risks significantly so the concept of overspeeding is developed. What is overspeeding? Well simply it means you use that huge runway to get the aircraft to a much higher speed than you would use worked out off a balanced field length. It does two two things. One is ensure if you have a failure at V1 the aircraft is in the best energy state(highest speed) so that is climbs better AND by needing less rudder handles better has less drag and CLIMBS BETTER. All this stuff requires huge computer power to work out the tables used by airlines to work out the numbers they see day to day. By now being able to use ASDA instead of TORA far higher weights can be uplifted and aircraft can operate far more efficiently read make more money by carrying more punters.. So how does this all work in the sim world? Well up until now many performance calculators you would of seen and used are "balanced field" calculators and none of them incorporate obstacles. Somehow the FSlabs team have built a new perf calculator that incorporates ALL of these things for the first time yes it even looks at P3D terrain obstacles in determining weights. The flip side of this is that in the past you saw nice consistent speeds with them going up as weights increased and down as flap settings increased. Welcome to airline operations 2021 style where speeds, flaps and most values are no longer consistent. By using extra runway to improve energy state ie higher V speeds expect to see speeds at Cfg1 and 2 the same, occasionally 2 will be higher occasionally 1 will be higher. If you photograph airliners ever wonder why they all take off in around the same area even though the weights vary massively? Simple performance work backwards from the critical obstacle at 2.5% gradient to work out where on the runway the aircraft MUST be airborne by to ensure clearance. Then from that point the calculators derive flex values and V speeds to ensure on reaching that point you are airborne. By using all available runway on every take off means weight makes little difference in speed calculation. The aircraft is held on the ground to a speed FAR in excess of what would be used using balanced field speeds. Again ensuring energy, control etc. Rule 1 there is NO CONSISTENCY! So check your data every time ie take off weight, config, flaps. A couple of examples using the real performance calculator to show we are not just making this stuff up lol. Firstly a take off at Sydney Runway 16R one aircraft at 77000Kg the second at 70000Kg note the lighter aircraft has higher V speeds completely against balanced field length calculations. Why? Well its lighter so accelerates faster and in the physical distance to the rotation point which ensures you can climb over obstacles climbing at a 2.5% gradient it can reach a higher speed! Simple..lol. So in standard conditions 77000Kg Cfg 1 V speeds are V1 150/VR 151/V2 152 flex of 54 Compared to at 70000Kg note that at a lighter weight V speeds are greater with V1 154/VR 154/ V2 155 but Flex Temp is far higher at 67. Now another example from Brisbane runway 01R this time showing how cfg at max weight makes little difference to speeds. Both these are again at standard conditions, both 77000Kg and the only difference is Cfg1 vs cfg2 Cfg 1 V1 151/VR 151/V2 153 flex 54 And cfg 2 note very similar speeds at V1 150/VR 151/V2 152 flex 54 To see now what happens in the FSlabs calculator here are two examples one thing to keep in mind is the data used in the professional calculator ie obstacles, towers etc and primarily flight patch computations will never be to the same degree of accuracy that millions of dollars funds to survey terrain obstacles and the original Airbus perf data. In fact our paper charts which we still carry for a flysmart issue which pop up from time to time vary significantly from Flysmart be very conservative figures. Cfg 1 And cfg 2 again note higher V speeds are consistent with use of optimised take off routines. Finally lets have a look at the Boeing program numbers for a 787 out of Sydney same runway same conditions at 225000Kg. Flap 5 versus Flap 15 same weight same runway etc. Flap 5 V1 165/Vr 170/V2 176 flex 46 versus Flap 15 again not most speeds at the higher flap setting are greater where on traditional methods they would be less we get V1 171/ VR 177/ V2 177 flex 45 Multiple examples that no longer are speeds related to flap or runway length so do not assume anything. To summarize then expect to see speeds you have not seen before in many cases contradicting what you are used to seeing from more traditional flight sim perf calculators almost all of which use obsolete methods to determine speed information and none have any obstacle information. Performance for airliners is an endless complex topic going FAR above my level of understanding but hopefully this explains part way as to why you may see speeds your not used to in the FSlabs and how it really does "all make sense". Cheers Dazz See you in the virtual skies! PS CHECK YOUR DATA!! PS Sorry due copyright stuff i had to pull the shots from the performance calculators used.
    36 points
  18. As of today, EDDT is no longer an airport. So yesterday I took the opportuny to say farewell to our old friend:
    36 points
  19. Hey guys- just to be a bit of a spoil-sport, do not expect the release to be this weekend... we're working on some small fixes at the moment that will need testing. As you are aware by now, the NDA has been lifted for screenshots and live streaming, however, so you can enjoy those until the release is ready.
    34 points
  20. It’s not platform locked for the sake of it. A lot of our simulation runs independently of the P3D SDK in order to deliver a number of unique features exclusive to our titles (dynamic lighting/effects/sounds/flight model). These all need configuring and testing with each iteration of the P3D platform. And due to the complexity of the simulation - it takes a few days for our teams to ensure no issues are introduced. In addition to this, our development streams are constantly evolving - and the release of a new P3D build means we need to test any updates to our code base on the new platform within our teams. So it’s a busy few days - we’re here, working weekends, to get this update out to our customers as soon as our teams are confident in the release builds (x3).
    34 points
  21. Hi, we have not run into any major issues, but as is usual after a P3D update release, we are giving our beta testers a few cycles before we release, just so we ensure we don't run into any snags. No release dates are given, but I expect no long delays - if "bad" things are uncovered however, I will let you all know.
    32 points
  22. You REALLY think I'd be adding the Sharklets as a download in the file section?
    29 points
  23. We've shown very little of our SL titles for good reason - we are not prepared to reveal our new features too early. Expect a shorter campaign promoting the A320-SL and A321-SL before release.
    29 points
  24. We are actually testing it already. Hope to get it in your hands soon (tm).
    28 points
  25. Hello guys, we all are still facing a bad pandemic, everyone of us is affected differently.The time I needed to spent at home, not able to see people, I was working on paints for our loved FSLabs Airbus or took the Airbus myself for a virtual spin around the world. It helped to spent the "prison-time" at home and it gave me a smile to see people enjoying my paints. A lot of you even donated my work which is really much appreciated! Thank you so much for that! And those donations are the reason for this topic now. I decided to donate every single penny of your donations in 2021 to a child hospice in Düsseldorf, Germany. Of course, I could just do it without any notice but I feel like you guys should know what happened with your money. It was not spent by me on pizza or a coffee but it will be spent on things for kids who are facing the death in near time and who should have whatever they need or want to have. I texted with many of you and to be transparent on those donations, you gave me the approval to link your name here. If I didn't had the approval to link you or no answer at the moment, you will just see your initials A big thank you goes to: Rob Simmons -- 15,72€ Alexander Polcher -- 5€ Holger Teutsch -- 5€ Chris Kreuzbichler (vewg.net) -- 30€ P.M -- 50€ J.S -- 20€ N.B. -- 5€ C.T. -- 15€ N.F. -- 3,21€ Thats a total of 148,93€ which found their way already. All future donations will be transferred as well. Thanks again for all your support! And of course: paints will remain free of charge for you to enjoy them! Stay safe, Marvin
    27 points
  26. Version 1.2

    795 downloads

    IMPORTANT: This livery requires the following download to be installed to appear as intended https://forums.flightsimlabs.com/index.php?/files/file/2940-common-files-for-fsl-a321-v501100-custom-4k-pbr-textures/. Please ensure that you have installed this required package before attempting to install this livery. This livery works with both v4 and v5. Airbus A321-321 Lufhansa D-AIDT created using a custom 4K PBR paint kit developed by @Hugo Bicho @Daniel Du Preez and @John Tavendale Features a complete overhaul of the default FSL A321 paint kit including: Custom 4K textures with accurate seam panelling, fuselage section joins and rivets Custom 4K metallic maps (PBR) with baked ambient occlusion (AO) effects Custom 4K normal maps for fuselage, engines, wings and tail Reworked landing gear including tyres and struts with custom PBR effects Enhancements to aircraft overlay textures, including PBR effects Custom dirt effects Installation instructions: Install the contents of the Common Files download located at https://forums.flightsimlabs.com/index.php?/files/file/2940-common-files-for-fsl-a321-v501100-custom-4k-pbr-textures/ using the provided instructions Drag the Texture DLH D-AIDT and Airframe Configs (if present) folders contained in this download to your {Prepar3D v5 Add-ons}\FlightSimLabs\FSLabs\SimObjects\Airplanes\FSLabs A321 IAE folder Installation is complete! Start P3D and search for D-AIDT to load the aircraft Copyright and legal: This work is protected by international intellectual property and copyright laws. Any unauthorised use, dissemination and/or distribution of the content of this download is prohibited without the prior written consent of the author. A lot of time and effort was spent creating this repaint. Please respect our work. John Tavendale - jtavendale@gmail.com Creating these liveries takes a lot of time and effort. If you like my work, why not show your appreciation with a small donation https://paypal.me/texturesbytavers Any donations are highly appreciated but never required.
    27 points
  27. Some love to the US carriers enjoy
    27 points
  28. Every time I press F5 my flaps retract
    27 points
  29. You guys need to do some meditation! Just forget about the Sharks for a minu- whoopsy!
    26 points
  30. Some Greek love
    26 points
  31. Meh. Just some maintenance...
    25 points
  32. Not sure this has been shown at all yet...
    25 points
  33. For the UK people now is a good time to start singing along to Jess Glynne
    25 points
  34. Stream the sharklets BB
    25 points
  35. @Stu Antonio Let me borrow your image for some Caption It fun to release the tension eating our brains and veins.
    25 points
  36. Been a while since I posted here Now that the SL is out we've got some work ahead to adjust the kit to reflect the changes. Here are some shots of WIP liveries while we are finalising the new changes.
    24 points
  37. My wife and me:
    24 points
  38. Version 1.0.0

    600 downloads

    !!! NOTE: READ THESE INSTRUCTIONS CAREFULLY !!! *** FOR FSL A319 v5.0.100+ ONLY *** IMPORTANT: This livery requires the following download to be installed to appear as intended https://forums.flightsimlabs.com/index.php?/files/file/2634-common-files-for-fsl-a319-v501100-custom-4k-pbr-paint-kit-120/. Please ensure that you have installed this required package before attempting to install this livery. Airbus A319-112 CFM Lufthansa D-AIBA created using a custom 4K PBR paint kit developed by @Hugo Bicho @Daniel Du Preez and @John Tavendale Features a complete overhaul of the default FSL A319 paint kit including: Custom 4K textures with accurate seam panelling, fuselage section joins and rivets Custom 4K metallic maps (PBR) with baked ambient occlusion (AO) effects Custom 4K normal maps for fuselage, engines, wings and tail Reworked landing gear including tyres and struts with custom PBR effects Enhancements to aircraft overlay textures, including PBR effects Custom dirt effects Installation instructions: Install the contents of the Common Files download located at https://forums.flightsimlabs.com/index.php?/files/file/2634-common-files-for-fsl-a319-v501100-custom-4k-pbr-paint-kit-120/ using the provided instructions Drag the Texture.DLH D-AIBAand Airframe Configs (if present) folders contained in this download to your {Prepar3D v5 Add-ons}\FlightSimLabs\FSLabs\SimObjects\Airplanes\FSLabs A319 CFM folder Installation is complete! Start P3D and search for D-AIBA to load the aircraft Copyright and legal: This work is protected by international intellectual property and copyright laws. Any unauthorised use, dissemination and/or distribution of the content of this download is prohibited without the prior written consent of the author. A lot of time and effort was spent creating this repaint. Please respect our work. John Tavendale - jtavendale@gmail.com Creating these liveries takes a lot of time and effort. If you like my work, why not show your appreciation with a small donation https://paypal.me/texturesbytavers Any donations are highly appreciated but never required.
    24 points
  39. Taking it easy on our way down to Larnaca.
    23 points
  40. We don't do April Fool jokes here. See you there
    23 points
  41. sharklets.
    22 points
  42. Some attention for the long lady aswell:
    22 points
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