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Posts posted by turbofandude

  1. 39 minutes ago, Rajko said:


    fix is not working because now cockpit is dark and with batteries switching on trying to start APU no response.Even I tried to load different aircraft powered up and reload 717 no success.

    In addition, no possibilities to get tablet powered up to change aircraft status.




    Fixed now as well - my apologies.

  2. The TrueGlass shader is somewhat hard to read, but one way you could do it would be to edit the v.p and/or v.t coordinates in the GS function. Although it's not the easiest solution, applying a transformation to the vertex data before triStream.append(v) call could rotate it.

    Here is a stack overflow post that explains it better: https://stackoverflow.com/questions/28124548/rotate-quad-made-in-geometry-shader

  3. Prince,

    First off, thank you for taking the time to investigate all possible support avenues. I do sincerely apologize for the delay, and to be quite honest, I don't know why or how your request sat for so long. I have personally reviewed and resolved your ticket. I've replied there as well with more information directly regarding the request for privacy. 

    Thank you very much for your patience and support. If you ever need anything, feel free to message me here. 

  4. On 9/26/2018 at 5:28 AM, VBV001 said:


    Did not had the time to do this yet, but I all wanted you to know that this issue is no longer an issue anymore thanks to

    Collin and his team.

    Again thank you Collin and the rest of TFDI for the patience and the great support.



    I'm glad we were able to get something sorted for you!

  5. Regarding VAPP, you should be able to manually edit the speed restrictions via the MCDU F-PLN or VERT REV page. If that's not working, please let me know. VAPP is also an editable field. 

    Regarding extending the centerline, you can do this via a place, bearing, distance (PBD) waypoint off of the final fix. It's entered as FIX/BEARING/DISTANCE into the MCDU (i.e. KALB/5/10).

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  6. @GerdD Our code implements a custom form of autorudder, hence we disable the default one while the aircraft is in use. We put the in-sim autorudder setting back to whatever it was when you unload the aircraft. The indication on the tablet is the one you would want to check to see if it's in use on our aircraft.

  7. The problem with SGSS has existed since release. It is a problem with Direct2D, the way the rendering engine is implemented in Prepar3D, and the way SGSS works. If I remember correctly, toggling hardware rendering in the Addon Manager will allow use of SGSS. The reason no other aircraft so far have this problem is because they don't use the same rendering technology (Direct2D). I believe the Aerosoft Airbus does use it, if I remember correctly - do you have that aircraft?