Post by Travis on Feb 4, 2015 16:53:14 GMT -5
Hello Captains,
We're pushing out a "mostly bug fix" release of FSCaptain 1.6.2 this week, so I'd like to give you a report on the state of what will be FSCaptain 1.6.3.
Nothing really goes "as planned" in such a vibrant environment, but we're making good progress on what we want to have ready for the next release. 1.6.2 will contain a few bug fixes and new interface items (and one new minor feature we will describe later), so if you have any items you would like to have addressed in 1.6.3, please email us (using the link in my signature as a guide) or post here in the Forum.
We are planning to have a 1.6.3 Public Beta Period to begin around the Ides of March - March 15th 2015. If this planned date changes, we will publish a revision accordingly.
For 1.6.3, Dutch is progressing in implementing the items needed to allow for "Contract Flights." We've mentioned this recently - and we aren't ready to give out more details just yet - but when it debuts, each Captain who "opts-in" to making Contract Flights will find that on a specially determined occasion, a Contract Flight will be offered as part of the regular "List Flights" function. A Captain who chooses to accept an offered Contract will be given the details of a "contracted mission" to perform with the Captain's chosen aircraft for a "contracted fee". There may (or may not) be a given time limit or weight limit or distance limit imposed... but the choice to accept a Contract (or to refuse it) will always be up to the Captain.
I've started the implementation of "Hazard Pack Brakes" which currently will fail your brakes and apply gear damage if you have applied Parking Brakes while on the ground at a speed in excess of 20kph. Subsequent versions of FSCaptain will model brake temperatures for all aircraft which do not expose model-driven brake temperatures.
Next, last month we went through several weeks of reworking some core elements of both "Flight Planning" and "Configuration / Override matching" to fix some problems in assigning airports with water runways to amphibious aircraft. And in doing so, we came across fixes for other items such as allowing flights to military airfields & airfields with numerical IDs.
In doing so, I decided to revise the airports database that FSCaptain has used over the past few years to include data that would allow Captains to identify individual airfields as "private use airfields" in order to allow a new feature for FSCaptain - Respect for Private Airfields. How this will work is simple enough. If a Captain launches a flight from a "public use airfield," no private use airfield can be the destination or alternate. My reasoning is that it's not feasible to launch a commercial passenger flight from an American Hub Airport to "Farmer Bob's Two Mile Long Gravel Airstrip" is it? But if you want to fly from "Farmer Bob's Two Mile Long Gravel Airstrip" to "Wolf Pack Thirteen's Hunting Lodge Helipad" for a fee, then why not?
To support this, we're using data obtained from the FAA to cover USA airports, while allowing the possibility of data from other "Governing Aviation Authorities" as well as Captain-entered data. So if you want to designate any given airport as "private use," for your flights you would easily be able to do so by editing a simple text file.
We are planning to use more FAA airport data in future builds of FSCaptain. We have the ability to use data from other "Governing Aviation Authorities" - whether such data would be able to be collected automatically or manually.
There will likely be tweaks to Ground Service items as well as some Runway Contamination updates too, depending on any feedback from 1.6.2.
Finally, 1.6.3 may include an introduction to a new as-yet-unmentioned optional feature which will encourage Captains to keep a comfortably safe altitude....
All of these changes to FSCaptain are designed with a single purpose - to make a more professional simulator environment for all Captains to engage with.