Firstyou download about 30Gbs of Aerofly, then you can fly when ever you want. Steam will try to connect to your Steam account when launching the game but it is just checking few things, not downloading any game content (unless there is an update). I've seen a lot of posts by IPACS confirming that an internet connection is not required after the download and installation. You should be able to run the aerofly even if Steam is in offline mode.
You don't need an SSD to launch the Aerofly quickly. We recommend getting a much cheaper but larger HDD. There is barely any difference in loading times and because of the background loading there won't be any loading lags while flying either.
Regards,
Jan
Yo. Now, Aerofly is working on a subscription system, on which all multiplayer projects on phones are based. Does this mean that soon (within a couple of years) Should we wait for some kind of online game with other players? Or do respected developers now have other goals?
The game and devices at the moment are not stable enough for multiplayer to be implemented imo. Hopefully future improvements in device performance and the sim itself make this possible. Physics on other aircraft would need to be simplified, similar to the AI traffic there's at the moment. With quality work, I think decent atc and multiplayer can be achieved, though it's certainly not an easy task.
With the subscription plan it would be much easier for them to include it by increasing the quota when the tech makes it simple to be joint together. That way servers (different than the stream download of maps, obviously) could be paid for etc.
I don't know when or how but are the developers planning, sometime in the future, to partner up with VATSIM? OR are they going to keep it local... I guess. Where if there was an online service, it would only be those using Aerofly FS2.
And if we do make the effort for loading aircraft models that move through the sky we can add multiple sources change from one network to the other, have the aircraft fly through the sky on AI or via multiplayer or maybe even a live-tracker of real aircraft movements. We probably won't be limiting our implementation to just one virtual network if we decide to implement this.
its is possible now, aerofly fs2021 (the same flight engine as aerofly pc) can display ai aircraft which instead of those aircraft are ai controlled, connect those moving planes with VATSIM and IVAO, if that is possible IPACS, Big fan of the flight simulator
At the moment this is not yet possible and the air traffic aircraft are flying a predetermined path. Multiplayer aircraft from which ever source are not as predictable and that would require more work on our side. But in theory we have created the air traffic system with other sources in mind such as possible aerofly multiplayer and online networks such as VATSIM, IVAO, etc.
Not sure that's usually specified for those old WWII fighters, probably all seat of the pants flying. Also, the flight sim models may not exactly match what you see on Google search. Best thing is to just test the aircraft yourself to see what its performance is. You can find the WWII training manual online.
From YouTube videos landing seems like about 110mph with flaps 1 and flaps 2 gets lowered 'over the airfield fence' with a touch down at about 95 to 100mph. The sim nose wheel is not easy to hold off, trim in PC helps!
I think the sim is prone to bounce the nose wheel with flaps 2, the gear attitude is not right at 95, perhaps getting it slower might help a bit? The possibly excessive nose gear oleo extension or possibly excessive nose oleo pressure gets the bottom of the vertical stabilisers very near the ground so the tail cannot lower all that much.
A P38 airplane is a Lockheed P-38 Lightning, a fighter aircraft that was used by the United States Army Air Corps during World War II1, the takeoff and landing speeds of a P38 airplane are:
We now have an online tool available for testing purposes. It allows you to create an airport for Aerofly FS using a web browser. If you are interested in trying it out and giving us feedback, let us know. The amount of users is limited that we can accept and we recommend you only contact us if you have done airports using FSCP in the past, the workflow is somewhat similar.
Please note, this is so far the online tool only. The resulting file you get is not the actual airport for Aerofly FS, it is required to run through a converter program on a PC computer, so for now a Windows PC is required as well. This tool is not yet published as we would first like to get some feedback with the online tool first.
Extra details: I am trying to use the Amkette EvoFox Gamepad 4. It seems to work completely fine with AF2021 but i can't change camera views in AF2022 and AF2023. I tested it across 4 phones, it yielded the same results. Stuck in the cockpit on AF2022 and AF 2023 but can change views in AF 2021.
Hi, i can't help but notice that when landing or taking off in low visibility, it seems as if the aircraft is clearly visible no matter the distance but the surroundings seem very foggy. Here is an image of AF compared to real world for getting the idea.
Hello developers. I am enjoying Aerofly with the new Vulkan compatibility. I was thinking whether you can implement Anti Aliasing to the simulator as an optional setting. Because there is a pixelation issue in the game while using Vulkan. At first, I thought it was just a problem from my side, but then I saw another person's review who had the same issue as me on another device. I think it's either Aliasing or rendering at a low resolution. Anyways Kudos on the new sim. I am not experiencing any other issues other than that.
OK, sorry I can't comment on android. I originally had problems with the change camera view (on the ipad with ios) until I worked out that the back buttons (top back buttons on the controller, not rudder paddles) change that view (on the xbox). You might try see if that works for the change of view and
OK, sorry I can't comment on android. I originally had problems with the change camera view (on the ipad with ios) until I worked out that the back buttons (top back buttons on the controller, not rudder paddles) change that view (on the xbox). You might try see if that works for the change of view and android?
Sadly it did not work. Keymapping also is not an option because there is no way to assign to the spot where the change camera lies because most of the onscreen controls dissappear when I connect to the controller
I haven't been spending time lately on the new aerofly and haven't done this yet for my latest xbox controller but with the IPAD ios15 you should be able to go into the menu and customise the controller via:
Dear developers, one key feature that was incomplete in AFS2022 was the incomplete controller support. The L1 key, that used to change the camera view in AFS2021 does not work in AFS2022. I am trapped in cockpit view all the time. Please fix this issue as using a controller to play AFS2022 will be a big Quality of Life improvement/restoration.
I have noticed a few missing features in AFS2022, one of the major ones is the controller support. Devs should add an option to assign and change keys for gamepads/controllers just like the pc version of Aerofly. Cheers.
That is true but the only difference is that if the plane points upwards, the light scales down as it goes far away when the plane points upwards. So the only thing required to be thought out of the box here is the adaptive scaling and placement of the the light texture( perhaps this happens with cars aswell since it is GTA which I am referring to, where cars are known to be pointing as well as being at places which they are not made to be there) Also for the mobile versions of Aerofly, there is no volumetrics except for the clouds (which don't react to light anyways) which is being interacted by the aircraft where one would need real lights instead of a texture to illuminate the volume. + the ground is the only thing which is required to be lit
Its user base is small and the sim is boutique and it has a very good physics model for helicopters. Like X Pane 11 it is actually certified to use in commercial sims and it is EASA approved so it can be logged as flight hours ( subject to approved hardware of course).
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