What controls "start up time" for jet engines?

Bill Kestell

Charter Member
Can someone direct me to what portion of the airfile (I guess) which controls the amount of "start-up time" a jet engine requires to be ready for take-off"?

I had one or two that seemed to take about a week (OK, I'm stretching that) while others are ready in a second after hitting "E"! Both extremes are undesireable. I'm looking for a nice, sensible wait time. I don't need the actual values ... just which secions and sub-sections I need to address.

Thanks:salute:
 
Bill,

From what I know Section 600 for FS98 (which has virtualy instant spool up at start in CFS2) and Section 1501 thru 1507 for FS2000 Turbine which has about 35 seconds spool up and start per engine (with the air files I have installed). I don't know if or where the adjustment is made for the start up time. Perhaps someone with more knowledge than I will chime in with more info.

O
 
CAREFUL!!!!

Hi Bill,

be careful this is the same thing I was trying to do about a month ago, that is giving a realistic spool up time for my early jet age Korean planes.

I ran into the "time warp bug", which puts you with no fuel and a sputtering engine, even if all of your tanks are 100% full, as soon as you hit the "X" key to warp to the next waypoint in any given mission. And you don't go any further from there!

It is caused by the FS2000 jet engine entry in the airfile and I learned to live with my "instant on" jets for my Korean install.

Cheers!
KH
:ernae:
 
Kelti,

Yep, no default jets came with CFS2 and hence it is my guess that this problem was unresolved for FS2000 Turbine working properly for AI (I think the same for warp). From my experience, player aircraft for CFS2 will read sections for FS2000 Turbine first if it is present, and if not then the FS98 Jet. But AI has a problem with FS2000 Turbine section as you stated. You can have both FS98 Jet and FS2000 Turbine sections in a jet air file to solve the AI problem, and CFS2 will read FS2000 Turbine for player.

O
 
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