Starting-up and Shutting-down R22 manually in FSX or P3D could be tricky. Here’s my checklist (not for real flying, of course):
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Aircraft
268: Sunglare Effect
Not sure how many of you knew about this Sunglare Effect tweak I recently found on YouTube as well. Picture below explains the result without me saying much about it.
The tweak is good for both FSX and P3D. Download link can be found from the description of the author’s video.
To me, Continue reading
266: Run Through Checklist Interactively
Perhaps many of you knew about it already, Voice-activated Checklist allows running through checklists via voice command. This interesting stuff I only found recently on a Youtube video by Paul Endersby, who is the author of the utility.
Latest version is v0.5 and it comes by default with the A2A C172 Trainer Checklist. Continue reading
260: C172 Sound Enhancement

Sounds of my default C172 SP have just been replaced by some more realistic alternatives I recently found on FlightSim.com. 
Although the Soundpack by Christoffer Petersen of Turbine Sound Studios/TSS was created for FS2004 in 2007 and there’s a dedicated payware version for FSX, the freeware still works great on my C172 both in FSX and P3D environments.
As files in the soundpack are called differently, they must be renamed accordingly (basically taking out “TSS” from the filename) before they can be used to replace the default sound files. Continue reading
253: My Cockpit View Switcher

During the testing for my Cockpit View display, I needed to switch back and forth numerous times between the Normal View and the Wide View. And the files involved with the necessary changes are:
- fsx.CFG
(Prepar3D.CFG) - Cameras.CFG
- aircraft.CFG
To avoid confusion while making changes to these files directly, I instead created two additional copies from each of them and named these new files the “-Normal” version and the “-Wide” version accordingly:
- fsx.CFG, fsx-Normal.CFG, fsx-Wide.CFG
(Prepar3D.CFG, Prepar3D-Normal.CFG, Prepar3D-Wide.CFG) - Cameras.CFG, Cameras-Normal.CFG, Cameras-Wide.CFG
- aircraft.CFG, aricraft-Normal.CFG, aircraft-Wide.CFG
Then, I could separately Continue reading
252: My Cockpit View 2014 Update Part 2

Although my cockpit display has already reached the widest possible angle from the aircraft.CFG settings (InitialZoom=0.3 and WideViewAspect=False) stated in last post, I still couldn’t help asking myself in the last two months if it is possible to further widen it. The longer I flightsim with the setting, the stronger desire I want to expand the cockpit-span angle.
No doubt, the cockpit view (aka Normal View) from above configurations is giving quite a prominent result than the one from my previous single 30-inch monitor set up. However, it is still comparatively narrow because the horizontal field of human eyes could reach up to 180 degrees or beyond even though the effective range is about 70 to 120 degrees.
Solution, obviously, could only be sought from changing the WideViewAspect from False to True. And surely the prerequsite of keeping the glare-shield true to scale remains unchanged.

251: My Cockpit View 2014 Update Part 1

With the three 27-inch monitors in place, I’ve been able to bring up a glare-shield of the Cessna 172 panel that matches the size of 41 inches (105 cm) as if in the real cockpit. To achieve the result, I set InitialZoom=0.3 in the Virtual Cockpit of the aircraft.CFG, and WideViewAspect=False in either fsx.CFG or Prepar3D.CFG.
This creates the widest scenery display in front of the wind-shield from my 8040 x 1440 monitor-combo, without the appearance of distorted scenery objects towards the edges on both ends (see image below).

Followings are the Camera Definitions for my C172: Continue reading
249: Tame the Rudders Update 2
Really don’t have much to update lately since I’ve been spending most of my flighsim time in finetuning various aspects of the new P3Dv2 platform based on my previous FSX experience.
Yes, P3Dv2 is now my core simulator as it no doubt excels FSX in many features once it is set up properly.
Regarding the pedals, I found lowering the overall Flight model in Realism to medium level would further enhance taxi-maneuvering without hampering the realistic rudder experience I had on the real airplane.

248: Tame the Rudders Update 1
The rudder pedals in simulation are really hard to tame. Followings are the updated settings for the brake and rudder axes that I have further reduced, in coordination with the rudder_effectiveness set to 50% as described in Post 242.


