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Nothing that I know of that will add it to all existing airplanes, aka RealEngine.
Personally, the release I'm looking forward to the most out of anything by any developer is the Turbo Porter being done by Marcel Felde. His 4X DA20 is one of my absolute favorite FSX aircraft, due to the very in depth maintenance and wear n' tear simulated, and bringing this level of simulation to a PT6A will be nothing short of amazing, I'm sure.
i went to his website,saw the DA20 and the porter pages...the DA20 has been reliesed? if so..where can you get it?...looks fantastic.
Dude that would be a fantastic addon! For the engine stuff though, maybe that can just be configurable per plane? Default limits could be for the PT6, then the user could just edit to fit the specific engine type? PM me if you ever need some extra help in beta for thisBeen toying with the idea for something like this, but the result would be as generic as possible to ensure maximum compatibility between aircraft.
Engine:
The engine would start to wear out as soon as its running. Higher throttle settings would acelerate the process. No specific turbine temperature limit or other things.
Flaps:
Every flap movement and flying with anything but retracted flaps would put strain on the flap system.
Gear:
Cycling the gear wears it out as do hard landings (not entirely sure how to implement that yet). Brakes would wear out especially fast if applied for a long time.
Airframe:
Could be dependant on G load.
Maintenance:
There could be regular maintenance intervals (A, B, C check) and irregular visits to the shop should one of the above elements be worn out prematurely.
Failures:
Engine and flap failure is pretty obvious, gear failure could maybe manifest itself in brake failure or refusal of a gear part to extend. Airframe failures could be aileron or elevator or wings or so. In any case, the plane would become uncontrollable.
Finances:
To make things more interesting, a very simple financial model could also be implemented. Income would be calculated by airborne hours and passenger/cargo load and maybe pilot/airline reputation. If you have a, say, 50 seat aircraft and you're just starting out, your payload would be limited to 25 pax (or 50% of the allowed cargo), increasing as you put in more and more flight hours. You'd have to set the airplane's pax/cargo capacity manually, but the gauge would spit out an appropriate number to put into FSX' payload manager.
There are means to do the loading automatically, but as aircraft add-ons come with all kinds of payload station configurations, the manual route is the safest bet. Same for fuel and fuel tanks. The total amount of fuel can be easily tracked, but it'd be up to the user to put in the exact amount that was "bought" in the gauge.
The financial stuff thus is subject to self-discipline, but could, on the other hand, avoid frustration as one can simply put any amount of fuel into the tanks.
Balancing/configuration:
This is the worst aspect as balancing needs to be done fairly carefully to ensure that users can pay for fuel and maintenance or repairs with a feasible amount of flying or a feasible load factor. It would probably result in a configuration file that can be edited by everyone.
In any case, any aspect of this gauge would be persistent for the given aircraft by making use of the XML Config or Logger gauge/module.
So basically, you'd have an extremely simple XML-based version of FSPax/FSEconomy.
Oh well, maybe I get around to program this one day.
Been toying with the idea for something like this, but the result would be as generic as possible to ensure maximum compatibility between aircraft.
Engine:
The engine would start to wear out as soon as its running. Higher throttle settings would acelerate the process. No specific turbine temperature limit or other things.
Flaps:
Every flap movement and flying with anything but retracted flaps would put strain on the flap system.
Gear:
Cycling the gear wears it out as do hard landings (not entirely sure how to implement that yet). Brakes would wear out especially fast if applied for a long time.
Airframe:
Could be dependant on G load.
Maintenance:
There could be regular maintenance intervals (A, B, C check) and irregular visits to the shop should one of the above elements be worn out prematurely.
Failures:
Engine and flap failure is pretty obvious, gear failure could maybe manifest itself in brake failure or refusal of a gear part to extend. Airframe failures could be aileron or elevator or wings or so. In any case, the plane would become uncontrollable.
Finances:
To make things more interesting, a very simple financial model could also be implemented. Income would be calculated by airborne hours and passenger/cargo load and maybe pilot/airline reputation. If you have a, say, 50 seat aircraft and you're just starting out, your payload would be limited to 25 pax (or 50% of the allowed cargo), increasing as you put in more and more flight hours. You'd have to set the airplane's pax/cargo capacity manually, but the gauge would spit out an appropriate number to put into FSX' payload manager.
There are means to do the loading automatically, but as aircraft add-ons come with all kinds of payload station configurations, the manual route is the safest bet. Same for fuel and fuel tanks. The total amount of fuel can be easily tracked, but it'd be up to the user to put in the exact amount that was "bought" in the gauge.
The financial stuff thus is subject to self-discipline, but could, on the other hand, avoid frustration as one can simply put any amount of fuel into the tanks.
Balancing/configuration:
This is the worst aspect as balancing needs to be done fairly carefully to ensure that users can pay for fuel and maintenance or repairs with a feasible amount of flying or a feasible load factor. It would probably result in a configuration file that can be edited by everyone.
In any case, any aspect of this gauge would be persistent for the given aircraft by making use of the XML Config or Logger gauge/module.
So basically, you'd have an extremely simple XML-based version of FSPax/FSEconomy.
Oh well, maybe I get around to program this one day.
"You will probably have to fly a flight plan in FSX in order to generate income."
Like I said in my OP, something like the F1 B200 maintenance and failure module would be ideal. You would have to be able to configure to different engines though, like the PT6, or the Garrett TPE-331, or even the GE CT7One of those situations where you aren't going to make everyone happy, so it's most important to make yourself happy first.
I think that this type of addon could be broken down in two different directions. One, as you've mocked up above, obviously for commercial ops. Another direction however, might be for personal aircraft / GA. It would still accumulate costs to do repairs, inspections, fuel, oil changes... basically represent a total cost of ownership. It could even then track flight hours, and show the cost per hour. I'd get far more use out of the later, since I never really fly anything that could be considered commercial, nor do I often fly full flight plans.
One thing I always thought was neat about both the Dodosim 206 and the 4X DA20 is that there are various things that have price tags associated with them. If I recall, it's repairs that get shown a cost in the dodo, and as far as I can tell, it's only fuel that shows a cost on the DA20. Still, it would be neat to take this a step further and track those costs inside an addon.
Also, there may be a very, very small percentage of users that are like us that would find such a thing interesting.
Yeah the air hauler program looks really nice. But some of us are looking for a module that simulates the ownership of an airplane. Its all part of that never-ending quest to make FSX more realistic........
Oh the innovation out of developers like A2A and Flight1 is outstanding! Damn near rivals the progress of real world aviation developments... almost......I hear you, Ryan. I was only suggesting a look based on Bjoern's comment about "generating income," and JimmyRFR's response to that. Air Hauler's actually kind of dated, but it provides some structure if you're tired of just flying around, without having to start or join a VA. There's a new version in development, but my impression is that it's been that way for a few years with no release in sight. I think it's just one developer who happened to hit on something appealing for a niche of the community.
I have a vague recollection that something I had in FS9 tried to implement some kind of ownership cost/maintenance module. Might have been the FSD Cheyenne LS400. I don't think it was all-encompassing, but I seem to recall that it tracked flight and engine time and you had to address certain things in the associated load master app or the A/C performance would start to degrade in the sim.
I'm sorry I don't have anything more to offer for the topic other than just kind words and moral support. I think it's amazing how people much more talented at this sort of thing than I am keep pushing the boundaries of an 8(9?)+ year-old program.![]()
One of those situations where you aren't going to make everyone happy, so it's most important to make yourself happy first.
I think that this type of addon could be broken down in two different directions. One, as you've mocked up above, obviously for commercial ops. Another direction however, might be for personal aircraft / GA. It would still accumulate costs to do repairs, inspections, fuel, oil changes... basically represent a total cost of ownership. It could even then track flight hours, and show the cost per hour. I'd get far more use out of the later, since I never really fly anything that could be considered commercial, nor do I often fly full flight plans.
One thing I always thought was neat about both the Dodosim 206 and the 4X DA20 is that there are various things that have price tags associated with them. If I recall, it's repairs that get shown a cost in the dodo, and as far as I can tell, it's only fuel that shows a cost on the DA20. Still, it would be neat to take this a step further and track those costs inside an addon.
Also, there may be a very, very small percentage of users that are like us that would find such a thing interesting.