Hi all, If you desire an improved climb capability, use my connected plane.cfg file. As I published in another thread, FSX, as somé of you know, has incorrect IAP use when calculating pushed at altitude. Inverse Air flow Pressure Proportion is used, instead of Inverse Surroundings Density Percentage (the way FSX/P3D calculate thrust vs altitude). To reduce a lengthy story short, if the max CN2% will be kept at, say, 100% N2 vs altitude in thé coding for aIl altitudes, the actuaI thrust you'Il generate in thé game is abóut 70% of what those engines would really generate at about 40,000 ft. For this reason I've utilized a press scalar of 1.3 - so at altitude you should generate about true world drive. Of program this indicates at ocean degree you'd anticipate to create 130% of the real world press. It means you should takeoff with 94% D1 as your maximum rather of 99% N1. Until Carenado corrects the FDE, this is certainly an simple workaround to obtain near reasonable climb performance, supplied you put on't 'video game' the program by using complete throttle (as I mentioned, maintain a utmost of 94% In1 when consuming off and you should become able to depart the throttles on your own until you reach cruise altitude). https://commute.search engines.com/document/d/0Bz9RuK6jIkhblZJTC1rUHNWdWc/view?usp=discussing
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There are a lot of unusual aircraft for FSX. There's a model of the Long EZ and the Pitcairn Autogyro, for instance. Those are certainly unusual, but nothing like a Concorde or spy jet. Well, those two examples aren't very informative. There are a lot of unusual aircraft for FSX. There's a model of the Long EZ and the Pitcairn Autogyro, for instance. Those are certainly unusual, but nothing like a Concorde or spy jet.
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