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    • Thankyou for this little gem ... similar intermittent symptoms I'm well familiar with, but this workaround is not a concept I'd ever met 🙂

    • With FS2004 for 19 years 150+GB with addoon sceneries and aircraft, own panels mods, own uploads and so on, so quite familiar with logistics But one always learns (or does not listen:)

       

      What I did routinely was saving my own flights (different airports, seasons, weather, aircraft) AS DEFAULTs. Quite convenient, since the next time firing up FS, I was where I wanted to be flying the aircraft I wanted to fly........OK. BUT jumpinf from one default flight to another, I often encountered weird things like sudden shut downs, restarts, and mainly unable to shut FS down, since it was always restarting. Also the aircraft flight dynamics seem to be changing from flight to fligh. But I learned to live with it.

       

      Until I heard few times ALWAYS START WITH THE DEFAULT FLIGHT!!

       

      Must say that since I filnally listened and always start with the default Cessna in Seattle and then go to my saved flight, the problems ARE GONE. The FS runs like a whistle and my saved aircraft always behaves as when I saved it. True, there is one more step to get on my plane from Default Cessna but it is worth it!

       

      I never again save another flight as a default! and ALWAYS START WITH THE FS DEFAULT FLIGHT!!

       

       

       

      • Like 1
    • Hmm, interesting it mentions turbulence. So you can have permanent localised areas that have turbulence if you want? 

    • Great info, is this similar for FSX?

    • If you can't find thermals for your desired area, you can create them manually if you want to.  Here is the contents of an XML file from the FS2004 SDK that creates a thermal area in the Morton, WA area when compiled using the FS2004 BGLComp (in the BGLComp SDK).  First the description:

       

      "MORTON RIDGE
      =============
      The Morton Ridge lift box is located ~2 miles to the SE (hdg 125 from the Strom airport) at the east end of Riffe Lake (lat: N46 28.94, W122 11.28).  For lift to be generated, there needs to be surface wind set up at ~20kts, from ~240 degrees."

       

       

      <?xml version="1.0" encoding="ISO-8859-1"?>
      <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd" >
      
      	<!-- RidgeLift Morton WA -->
      	<SceneryObject lat="46 29.15" lon="-122 10.85" alt="50" pitch="0" bank="0" heading="240" altitudeIsAgl="TRUE" imageComplexity="SPARSE">
              <Trigger
                  type="WEATHER" triggerHeight="3000.0">
      
                  <Vertex biasX = "-1000.0" biasZ="-1000.0"/>
                  <Vertex biasX = "-1000.0" biasZ="1000.0"/>
                  <Vertex biasX = "1000.0" biasZ="1000.0"/>
                  <Vertex biasX = "1000.0" biasZ="-1000.0"/>
                  <TriggerWeatherData
                      type="RIDGE_LIFT" heading="240.0" scalar="0.75"/>
              </Trigger>
      	</SceneryObject>
      </FSData>

      Just change the lat and lon values for your area and compile.  If you want to change more than that, there is info in the BGLComp SDK doc file about that.

       

      Here is a sample XML file that sets up 3 thermals.  Description:

       

      "CHELAN THERMAL
      ===============
      The Chelan thermal is located just SW of the Chelan Mun airport (S10). The exact location is a butte located at the following lat/lon: N47* 48.33’ W120* 1.64

      Slew up at Chelan Mun and over to the lat/lon. Start thermaling just above the butte. Work your way up until the lift stops.  From there you can fly south to the Waterville airport and you will find another thermal that starts at about 6,500 feet. The exact location is N47* 39.22 W120* 3.35.

      You can continue south toward Pangborn Meml (KEAT) and there is a thermal located directly over the airport that begins at or about 5,000 feet. The exact location is N47* 23.91 W120* 12.94’. that begins at or about 5,000 feet. The exact location is N47* 23.91 W120* 12.94’.  From there you should have enough altitude when the thermal tops out to cross the mountain range south of Pangborn Meml and land at Bowers (KELN).

      It’s best to setup a flight plan and have the waypoints in the GPS. It’s a great flight that’s fun and challenging."

       

       

      <?xml version="1.0" encoding="ISO-8859-1"?>
      <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd" >
      	<!-- Thermal Chelan -->
      	
      	<SceneryObject lat="47 48.35" lon="-120 1.83" alt="200" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE">
      		<Trigger type="WEATHER" triggerHeight="3000">
      			<Vertex biasX="-1500.0" biasZ="-1500.0" />
      			<Vertex biasX="-1500.0" biasZ="1500.0" />
      			<Vertex biasX="1500.0" biasZ="1500.0" />
      			<Vertex biasX="1500.0" biasZ="-1500.0" />
      			<TriggerWeatherData type="THERMAL"></TriggerWeatherData>
      		</Trigger>
      		</SceneryObject>
      		
      			<!-- Thermal Waterville-->
      	
      	<SceneryObject lat="47 39.24" lon="-120 3.32" alt="1000" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE">
      		<Trigger type="WEATHER" triggerHeight="3000">
      			<Vertex biasX="-1500.0" biasZ="-1500.0" />
      			<Vertex biasX="-1500.0" biasZ="1500.0" />
      			<Vertex biasX="1500.0" biasZ="1500.0" />
      			<Vertex biasX="1500.0" biasZ="-1500.0" />
      			<TriggerWeatherData type="THERMAL"></TriggerWeatherData>
      		</Trigger>
      		</SceneryObject>
      		
      		<!-- Thermal KEAT-->
      	
      	<SceneryObject lat="47 23.91" lon="-120 12.40" alt="1000" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE">
      		<Trigger type="WEATHER" triggerHeight="4000">
      			<Vertex biasX="-1800.0" biasZ="-1800.0" />
      			<Vertex biasX="-1800.0" biasZ="1800.0" />
      			<Vertex biasX="1800.0" biasZ="1800.0" />
      			<Vertex biasX="1800.0" biasZ="-1800.0" />
      			<TriggerWeatherData type="THERMAL"></TriggerWeatherData>
      		</Trigger>
      		</SceneryObject>
      </FSData>

       

      Note that both these files are already present in the default scenery and do not need to be added.

       

      An explanation of the XML code from the SDK - you can ignore the Fuel Trigger stuff.

       

      "Trigger

      This element is used to add a trigger to the scene.  Triggers are used to define regions in the world that will cause an event when the user’s aircraft enters that region.  Triggers can presently be used to specify refueling stations and weather areas (like thermals or ridge lifts).  To aid in the construction of scenery using triggers, it is possible to make them visible in the game by setting ShowTriggers=1 in the [SCENERY] section of the Flight Simulator .CFG file.  Set ShowTriggers=0 to stop highlighting the triggers.    This element is allowed to contain other data and should not be terminated with ‘/>’.

       

      <Trigger

      type=”WEATHER”

      triggerHeight=”3000”>

            <!-- Trigger data -->

      </Trigger>

       

      Attribute

      Description

      Acceptable Values

      type

      Type of trigger

      REFUEL_REPAIR or WEATHER

      triggerHeight

      Height of trigger.  Primarily used for weather triggers.

      Non-negative floating point number

       

      The object types allowed within a Trigger are:

      Fuel

      Vertex

      TriggerWeatherData

       

      Fuel

      This element is used to specify fuel availability for a Fuel Trigger.  This element is not allowed to contain other data and must be terminated with ‘/>’.

       

      <Fuel

      type=”100”

      availability=”YES”/>

       

      Attribute

      Description

      Acceptable Values

      type

      Type of fuel

      73, 87, 100, 130, 145, MOGAS, JET, JETA, JETA1, JETAP, JETB, JET4, JET5

      availability

      Fuel availability

      YES, NO, UNKNOWN, PRIOR_REQUEST

       

      Vertex

      This element is used to specify a point along a poly-line that is the outline of the base of a trigger.  This element is not allowed to contain other data and must be terminated with ‘/>’.

       

      <Vertex

      biasX=”33.44396446”

      biasZ=”12.72089861”/>

       

      Attribute

      Description

      Acceptable Values

      biasX

      Bias along latitudinal axis in meters

      Floating point number

      biasZ

      Bias along longitudinal axis in meters

      Floating point number

       

      TriggerWeatherData

      This element is used to specify a weather setting for a trigger.  Weather triggers can be used to create thermals and ridge lifts for gliders and areas of turbulence.  This element is not allowed to contain other data and must be terminated with ‘/>’.

       

      <TriggerWeatherData

      type=”THERMAL”

      heading=”270.0”

      scalar=”.70”/>

       

      Attribute

      Description

      Acceptable Values

      type

      Type of weather data

      THERMAL, UNIDIRECTIONAL_TURBULENCE, DIRECTIONAL_TURBULENCE, RIDGE_LIFT

      heading

      Heading vector applied to weather data

      0-360 floating point

      scalar

      Scalar value applied to wind speed that is used to generate lift and turbulence.

      Floating point number between 0 and 1.0.

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