25-07-2005, 04:19 PM
I know this has been discussed before, but I'd want to formalize this idea as a suggestion for a future update.
The focus of the proposal is the payload editor. It works fine 99% of all times, but there are some complex add-on aircraft that come with
their own load editor and they do NOT like being loaded by an external program like FsPassengers. When FsP is used with them, a
problem with Center of Gravity arises and they cannot be piloted adequately.
Two examples I know about are the Altitude Concorde SU3 (Concordes are always a nightmare with fuel and CoG!) and the LAGO
MadDog. It seems that creating a working FsP payload model for these aircrafts is not possible at the moment (judging by the efforts
read here in the forum). And maybe there are other "difficult" planes.
So the suggestion would be as following (actually it's only a question, I absolutely don't know if it's possible, feasible, or simply absurd):
Would be possible to have an option to make a "virtual" aircraft load with FsP? I mean, the payload editor should work exactly as it works
now, but optionally it should just "pretend" to write the weights in the FS memory, while actually the "real" load would be made externally
by the add-on dedicated editor. Of course it would be player's responsability to make sure that weights, passengers and cargo are
synchronised, but anyway the aircraft values would be used only for the flight model while FsP should continue to use its own calculated
values (so economic mode would be not disrupted).
Example: FsP says I can take only "x" passengers and "y" lbs of fuel. I could use the external load editor to match these values. If the
external editor is not happy with my settings, who cares? I could load the aircraft more or less the same way, or even in a completely
different configuration, but FsP should make its calculations with "x" and "y" numbers. The actual payload would be used only to "satisfy
the needs" of the aircraft flight model.
I hope my English is still understandable enough at this point. What do you think?
Giorgio
The focus of the proposal is the payload editor. It works fine 99% of all times, but there are some complex add-on aircraft that come with
their own load editor and they do NOT like being loaded by an external program like FsPassengers. When FsP is used with them, a
problem with Center of Gravity arises and they cannot be piloted adequately.
Two examples I know about are the Altitude Concorde SU3 (Concordes are always a nightmare with fuel and CoG!) and the LAGO
MadDog. It seems that creating a working FsP payload model for these aircrafts is not possible at the moment (judging by the efforts
read here in the forum). And maybe there are other "difficult" planes.
So the suggestion would be as following (actually it's only a question, I absolutely don't know if it's possible, feasible, or simply absurd):
Would be possible to have an option to make a "virtual" aircraft load with FsP? I mean, the payload editor should work exactly as it works
now, but optionally it should just "pretend" to write the weights in the FS memory, while actually the "real" load would be made externally
by the add-on dedicated editor. Of course it would be player's responsability to make sure that weights, passengers and cargo are
synchronised, but anyway the aircraft values would be used only for the flight model while FsP should continue to use its own calculated
values (so economic mode would be not disrupted).
Example: FsP says I can take only "x" passengers and "y" lbs of fuel. I could use the external load editor to match these values. If the
external editor is not happy with my settings, who cares? I could load the aircraft more or less the same way, or even in a completely
different configuration, but FsP should make its calculations with "x" and "y" numbers. The actual payload would be used only to "satisfy
the needs" of the aircraft flight model.
I hope my English is still understandable enough at this point. What do you think?
Giorgio