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Posts posted by turbofandude

  1. 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. 

  2. 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!

  3. 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).

    • Like 1

  4. On 8/8/2018 at 5:16 PM, GerdD said:

    and what´s gonna happen if flight ends up with a crash?

    I'm not sure I follow you. If you need autorudder, enable it in the tablet.

  5. We agree - it only "changes" it while the aircraft is in use. It puts it back as you had it when you shut down the sim or change to a different plane (or, at least, it should be).

  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?

  8. 1.) Yes, our FIX page is limited.

    2.) What cost index, weight, and altitude were you at when you saw this? That does sound awfully low for standard descent.

    3.) It is likely incorrect - I will review and correct it as much as possible. The engine startup sequence has always been a sticking point due to how our systems are coded.

    And an eyebrow-free model is something we have considered. It may still happen, I just can't promise when.

  9. @Shomron Koush This DEFINITELY sounds like an issue with SimConnect or the sim. The lack of thrust makes sense because our FADEC likely can't read the engines properly either, so it thinks it's already maxed and won't increase the throttle. Would you be able to schedule a TeamViewer session with me to take a direct look? If so, please PM me.

  10. This is actually an oversight, really. We only implemented the force persistence save option to help us with debugging. We don't have a formal system for loading custom panel states (but we probably should add one).