@LeMaestro und @Artur
welche vpn Anbieter könnt ihr empfehlen?
@LeMaestro und @Artur
welche vpn Anbieter könnt ihr empfehlen?
also mein download geht un gar nicht mehr weiter...
Aber 3/4 hab ich schon mal ![]()
bei mir geht auch alles
und ich hab meinen key noch net bekommen...boah...MMOGA ![]()
wo um himmelswillen kann ich den den Predownload starten? hab bei MMOGA einen Key gekauft, den ich ja wohl erst zum 14.4. gesendet bekomme
EDIT: selbst gefunden:
ZitatDie Keys für die PC-Version von GTA 5 werden in Kürze verschickt. Informationen zum Download erhalten Sie zusätzlich zu Ihrem Key per eMail.
Nachdem Sie Ihren GTA 5 Key erhalten haben, können Sie ihn hier aktivieren. Dazu müssen Sie sich in Ihrem Rockstar Social Club Konto anmelden, oder ein neues Konto erstellen.
Nach der Eingabe und Aktivierung des Key-Codes können Sie mit dem dort verfügbaren Setup-Tool die PC-Version von GTA 5 herunterladen.
Sie können sich jetzt schon Ihr Social-Club-Konto erstellen, um bereit für den Download zu sein, sobald Sie Ihren GTA 5 Key erhalten!
Ging ja auch eher um den Joe Moser Gedächtnisflug
Danke
1 Top ![]()
Edit: bin gespannt wie viele "BOX"en einschweben werden ![]()
Hab den key ja bereits schon gekauft und konnte gta4 auch auf "full" spielen...ich denke das wird scho...
Heute Abend gleich mal anfangen zu laden ![]()
ist das preload über steam oder wie oder wat ?
der KuMi hat mal wieder wirklich Spass gemacht und Hut ab vorm ATC, ganz Klasse gemacht ![]()
AEA6P - 21:55
CFG294 - 21:56
BER737M - 21:58:58
NAX108 - 22:01:07
BER310 - 22:02
TUI9XE - 22:05
CFG824M - 22:05 (offline gelandet)
RYR4M - 22:08
BER7648 - 22:11
CFG209 - 22:13
RYR401P - 22:15
BER3402 - 22:17
N721UF - 22:20
IBB511 - 22:23
PRY001 - 22:24 go around and Flusi crash...
PRY1124 - 22:29
RYR6BV - 22:34
HB-LUP - 22:37
D-IDRT - divert to Ibiza
unterwegs aus GOOY
RFE - Charles de Gaulle [TimeLaps]:
http://forums.flightsimlabs.com/index.php?/top…-news-and-more/
ZitatAlles anzeigenHi all,
it's been quite some time since our last update. That is entirely my fault - I've been so busy with managing development, that I could literally find no time to put a semi-solid (and coherent) update together. I am actually not surprised to see that this is cause for concern for all of you regarding the future of the A320-X: I'd like to assure you that there is no reason for concern, and I'll explain why:
In the past months since we started our beta team selection process (and how overwhelming that was! we received many hundreds of requests in a few short days), we have been diligently working towards completing the product, but as you can so clearly tell, we ran into some delays. We are aware that this is something you already know, but today I'll actually give some more detailed information of the reasons behind the delays, which are primarily two-fold:
1) The Flight Management Computer System.
Our previous endeavor, the Concorde-X, was a mostly analogue aircraft. Sure, there were tons of dials and gauges, but those are mostly mechanical and the computer logic behind them is of the 'if-then-else' variety. The complexity of its systems was largely found in the early versions of Fly-By-Wire and autopilot logic, however the bulk of the difficulties we faced with the Concorde-X had to do with hacking into FSX to ensure the flight dynamics were correct at supersonic speeds, plus the fuel balancing logic that the virtual flight engineer has to deal with, since, contrary to the real aircraft (with its three-person flight deck), the simulator is usually flown by a single person and the workload would be too high otherwise. On top of this, because of, and thanks to the good folks at SimuFly, we did not have to write one of the complex systems on the Concorde-X at all, but simply use an existing one: the CIVA INS. This predecessor of today's modern flight management systems was already available in the market, so all we had to do was integrate it - the time savings were very considerable!
In the A320-X, the entire Flight Management Computer System (FMGS) had to be developed from scratch. As many of you know if you've had the opportunity to read any of the manufacturer's manuals, the FMGS is one of the least documented systems in the entire aircraft - not coincidentally, because its technologies are used by other aircraft manufacturers as well, so its secrets are very closely guarded. This, tied together with our continued desire to be as close to real as possible (no 'corner cutting' so to speak), meant we needed to work backwards from the documentation that actually does exist out there - and that is the ARINC 424 source database with the documentation that comes along with it. As such, we chose not to go down the expected path that most of our competitors follow (i.e. a subset of the leg types which would not be extensible in the future), but do it properly, designing and developing what is there as correctly as possible. This, of course, inevitably meant that we misjudged its complexity. Our initial expectations of "a few months of development", tied together with a couple misfires in design and development approach (bound to happen when documentation is so lacking), meant we were led back to the drawing board more than once, thus falling behind on our target dates. We know - this is truly frustrating to you. I am quite sure though that you understand it's even more frustrating to us: We cannot wait to show you the quality level of our lateral/vertical management and flight plan predictions now, when compared to the real aircraft (and in some cases, how equally incorrect they are, in both ours and the real thing). We are not quite finished yet, but we are now happy with the progress we've been making and our alpha testers will very soon be able to have a version in their hands which (had they not been gagged by our NDA) they would be itching to show you.
2) The electrics and wiring network.
Late last summer we elected to improve the aircraft electrical system significantly. The details for this are purely technical and don't lend themselves to be described in this update, but it was a necessary step to take so that we could ensure there would be no need to change the networking code any time soon to allow for a professional level simulation (i.e. Prepar3D). This was a difficult decision as it meant pushing our release schedule even further into the future, but it was also a necessary one because it would allow extended features to be supported in our professional product line. In fact, most of you have probably seen me give a speech on how detailed the old version was - the improved one is even more so, but with detail comes complexity and we needed to make those improvements to ensure the system would be robust and stable in the years to come.
This work has since been completed and we're done with its integration. Sure, there are going to be small bugs to be ironed out during beta, but we are very happy with the underlying implementation and confident that the almost 24,000 wire connections that we've routed into the product are correctly placed (no, we can't reveal how or why, I am sure our competitors would love to know!). In fact, we were done with this rework in end-January, but we could not be 100% certain until all the system computers and components were in place and running properly.More good news:
While this development (and the ensuing struggles) has been on-going, the graphics team has been hard at work with getting visuals fine-tuned. While any images (and videos) we publish before the product is released are considered "work in progress", we have declared our external model and virtual cockpit "code-complete" and all the work that's been going into them is bug-fixing and improvements.
Also, the delays in the FMGS and the electrics rework gave our alpha team an opportunity to hand-fly the aircraft in all manual modes and fine-tune its behaviour to a level that (I am told) is far beyond what's expected in entertainment sim products, in fact it's comparable with (or surpasses) professional-grade simulations (but I am not going to repeat this - so please keep it in confidence
).
The road ahead:
We know most of you would love to see some concrete dates when we plan to have the A320-X in your hands. For reasons I've stated many times before, we will not do this, however we have set internal deadlines that we're trying very hard to keep, in order for our product to enter beta phase. What I can say now is that we've not only NOT given up on the A320-X, but in fact we've been working 12-14 hour days for quite some time to get it done. You have heard me promise before (and it's a promise I intend to keep at all costs) that I will publicly announce when the beta process starts. Until then, we've started making some promotional videos to wet your appetite and allow you to see (a little bit at a time) what we're working so hard to deliver. We know it's not enough (it's NEVER enough!) but we hope that you will accept the first one together with our apologies for our delay and our heartfelt thanks for the continued support you keep showing us all this time!
ZitatAlles anzeigen
[url='http://www.fsdreamteam.com/forum/index.php/topic,11796.msg90253.html#msg90253']New Couatl 3 - Public Beta
« on: April 02, 2015, 09:29:57 PM »
Hello to all,Fsdreamteam has been hard at work during the last month, in a complete rewrite of the Couatl scripting engine, so we are now releasing it as a Public Beta version to get some feedback on it. Most of the work has concentrated on mainly one thing: performances and reliability. Here's a list of all the changes we made to the engine.
- Both the Addon Manager, and the Couatl engine now use the latest MS Visual C++ 2013 compiler so, compared to the 2005 version we used so far, it means that we'll enjoy 8 years of compiler evolution and optimization. And, the reliance on a more updated and supported runtime library will probably result in better compatibility with all systems and other software.
- The Couatl scripting engine now use Stackless Python 2.7 as a language, compared to the 2.5 used by the previous version. This also results in much better optimizations, a faster interpreter, and less bugs related to the language itself.
- The Couatl engine now uses the wxWindow 3.0 GUI system (compared to the 2.8 we used in the previous version), which result in better-looking widgets and more updated code in general.
- Both the Addon Manager and the Couatl engine now feature a Taggant signature which should result in much better compatibility with antivirus products. The Taggant signature is an industry standard that has been designed to reduce the incidence of false positive alerts reported by antivirus programs.
- The Couatl program will not detect running processes that do global hooks anymore, which means no more "addonExecutable integrity compromised" error that appeared when used together with some 3rd party programs.
- The "Restart Couatl" function now supports FSX:Steam Edition
- Many minor fixes has been made to improve reliability in unusual conditions, like adding comments in the scenery.cfg or handling of quotes in the couatl.ini file, etc.
Since this is a very significant update, we would like to hear your feedback about it before making it official, so it's possible to TEST IT in advance, without being an automatic update yet. To update to the latest Couatl version, download this version of the Stand-Alone Addon Manager installer:
http://www.mediafire.com/download/r73d1…erX_couatl3.exe
This will update your existing installation to the Couatl 3 engine, without any need to reinstall other FSDT products.
Since this installer is using a testing URL for the download of the new set of files, the existing installers are not affected. This means, if you download or just run an installer you already have for any FSDT product, it will still install and download the existing Couatl 2 set of files.
We'll be using this setup in the transitional Public Testing phase, until we'll get more feedback about it, so if there are any issues with the new version, you can always revert to the previous version, by uninstalling the "Public Test" version of the Stand-Alone Addon Manager from the Windows Control Panel, and reinstalling the standard version which is still linked in all the Products pages.
http://www.fsdreamteam.com/forum/index.php/topic,11796.0.html
warum wirds dann nicht generell mit eingebaut...ich meine die "Nachfrage" dafür ist doch da, bzw der Realismusfactor steigt doch damit zugleich...