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The Space-Glider The Space-Glider (February 2000, experience not real for me: Simulated in X-Plane only) Read this chapter before attempting Space Shuttle landings in X-Plane if you want to live! What do you think the first rule of flying a glider is? Think about it. The first rule of flying a glider is: "Never come up short". When you are bringing a powered plane in for landing, if you think you are not quite going to make it to the runway, it is no big deal.. just a add a bit of power to cover the extra distance! Gliders play by a different set of rules, though: There is no engine to provide power, so when setting up your landing, you must always have enough altitude and speed to be able to coast to the airport, because if you guess low by even one foot, you will hit the ground short of the runway, crashing. Now with the Space Shuttle, it is certainly true beyond doubt that it has engines. I think this safely establishes that the Space Shuttle has engines. The problem is FUEL. No.

New FSX rig - Need advice - The AVSIM Forums - Page 2 Because of current system loads, we are allowing only a few unregistered guests online at the moment. Please check back later when system loading has reduced and we have removed this restriction. Thank you for your patience. We suggest that you take this moment to register. You can register by using the link below. LevelD Simulations After years of development, the Level-D Simulations group is very excited to present to you their representation of the 767. You will not find another representation of this aircraft as complete and detailed as this release. From the full Flight Management System, through the Autopilot capable of CAT III automated landings, and all the other systems and sub-systems, you will be able to experience this aircraft with stunning attention to system detail. Tracing its roots back through the 767 Pilot in Command series of releases for FS2000 and FS2002, their release for Microsoft Flight Simulator X (FSX) and Microsoft Flight Simulator 2004 (A Century of Flight) contains many advancements and features. So make sure you check out the previews by clicking the links in the FMC above. Level-D Simulations works to bring you the highest possible level of simulation for the Microsoft Flight Simulator platform.

FSX/P3D Software and Hardware Guide | Kosta's Flight Simulation World Hello everyone. This guide has two sections: the Software Guide and the Hardware Guide. Please scroll down for the Hardware Guide. It has been on purpose left in one piece. Version updated 25. *P3D – has not been extensively tested, but has been confirmed that some tweaks work, and most of the document can be applied over P3D (ONLY APPLICABLE to version 1.x, NOT v2.x). “*” after each tweak explain what it does/doesn’t do for P3D. I’ve been a member at many forums in past 10 years, helping users in their FSX setups and the questions that pop up are usually often very similar. Many wonder why I have no problems with performance, so I also wanted to share my settings and also explained a bit why I set it like I set it. And before you ask: no, I am not getting 30fps in every situation, I also fly heavies, and I have sometimes FPS below 30s and I then do have stutters occasionally. The numbers you are seeing in each of the tweaks are my own settings. 1.x has no reflections: Let’s get going:

model2flight OrbiterSim | FAQ | Acronyms | Add-ons | Screen Shots | Orbiter Tutorials | >>Developer From 3D Model to Space Flight This tutorial is for anyone who would like to build their own 3D Model for Orbiter. It was written for those who know absolutely nothing and need a place to start. Therefore it is intended to be the very first step toward bigger and better things. Follow the instructions below and you will have your very own model flying in Orbiter in a matter of minutes. First off this is not a tutorial on 3D modeling so don't try to create anything in particular at this time. Part A. 1. 2. 3. Use the straight path tool (Front View) and draw straight lines like so Lathe the drawing into a 3D object, use the settings pictured here It should come out looking like this: Next we need to rotate the model so it's facing in the right direction for flight. Go to the menu bar and select Edit, then select Rotate | Rotate custom Then, Set x-axis = 270.00 Part B. 4. Part C. 5. 6. 7. Related Links:

FlightGear FlightGear Flight Simulator (often shortened to FlightGear or FGFS) is a free, open source multi-platform flight simulator developed by the FlightGear project since 1997.[3] The commercial products Flight Pro Sim, Pro Flight Simulator, and others, have been found to be direct copies of old versions of FlightGear. They are not endorsed by the FlightGear project.[4] History[edit] FlightGear started as an online proposal in 1996 by David Murr. He proposed a new flight simulator developed by volunteers over the Internet as alternative to proprietary, available simulators like the Microsoft Flight Simulator. Enthusiastic development of newer versions for several years resulted in progressively more stable and advanced versions. Software[edit] Simulation engines[edit] The simulation engine in FlightGear is called SimGear. Currently only one terrain engine is used, TerraGear. Flight Dynamics Models[edit] Flight Dynamics Models (FDM) are how the flight for an aircraft is simulated in the program.

NAVData Altea Aerospace DisplayLink DisplayLink operates worldwide with offices in the United States, the United Kingdom, Poland, and Taiwan.[3] The company is privately funded and to date has raised $75 million in financing from venture capital organizations Atlas Venture, Balderton Capital, Cipio Partners DAG Ventures and DFJ Esprit.[4] Company history[edit] DisplayLink was founded in 2003 as Newnham Research by Dr. Quentin Stafford-Fraser and Martin King.[5] The Newnham Research team invented NIVO (Network In, Video Out) designed for low cost thin client computing over Ethernet networks.[6] The company referred to these thin-client computers as network displays. In 2006, Newnham Research launched its first commercially-available product in partnership with the Kensington Computer Products Group: a USB 2.0 universal laptop docking station designed for the retail market.[7] In November 2006, Newnham Research renamed itself to DisplayLink, a name that better described their display connection technology.[8] Technology[edit]

Orbital Operations Manual - Aligning, Syncing, and Docking with a Space Station Getting Started A russian translation of this manual is also available. Translation provided by Yuri Kulchitsky (Kulch). This document is © 2005 - Jared Smith. You are free to translate this article as long as a link is provided to this document. If you contact me, I will provide a link to your translation. Download the PDF version of this manual by selecting the PDF icon below: This tutorial will guide you through the process of Aligning, Syncing, and Docking with a Space Station. Requirements: Orbiter - Space Flight Simulator 2005 A ship that is in orbit. In the Orbiter Launchpad, select the Parameters tab and enable Orbit Stabilization, deselect Nonsperical gravity sources, and if you are in a ship with limited fuel or thrust, deselect limited fuel before beginning. This tutorial uses the default Delta Glider to dock with Orbiter's default International Space Station (ISS), though most any spacecraft and space station with a docking port will work. First, some terminology: Overview

FSX, SLI, Antialiasing, DX9 and virtual cockpits - The AVSIM Forums Because of current system loads, we are allowing only a few unregistered guests online at the moment. Please check back later when system loading has reduced and we have removed this restriction. Thank you for your patience. We suggest that you take this moment to register. You can register by using the link below. Access to the AVSIM site is free and it is very easy to join.

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