ATIS support in multiplayer.

#1
In all of my multiplayer flights then one thing that has bugged me every time is not knowing which runway is active without flying low over the airfield and either looking for a windsock or "Shift+Z" for wind direction. Since we always use real world weather (updating) the conditions could drastically change and preplanning is sometimes not enough. With ATIS being active and current during a multiplayer flight my confused wingmen, and myself, can be "directed" to the proper runway.
 
#2
Amen to that.... I agree 100 %. And while we are at it, how about the option of leaving the AI flights active so there is traffic into the area. It might take too much processing power at LAX, ORD, DTW or New York area but flying GA into Podunk, Kentucky or Harbor Springs, Michigan could use a little traffic.

Al
 
#3
Al FR-153 said:
Amen to that.... I agree 100 %. And while we are at it, how about the option of leaving the AI flights active so there is traffic into the area. It might take too much processing power at LAX, ORD, DTW or New York area but flying GA into Podunk, Kentucky or Harbor Springs, Michigan could use a little traffic.

Al
I seem to remember FS2000 or FS98 having ATIS for the multiplayer sessions. I miss that feature. As for AI during multiplayer, how would the controllers control the AI?
 
#4
Actually, it shouldn't be extremely difficult. The AI aircraft have a flight plan that they follow, which is stored in the game.

The session info screen would need the ability to clearly identify AI aircraft and have the aircraft display it's flight plan.

The controller would need a pop up to supply some limited number of requests to the AI aircraft to change 1) Altitude 2)Speed 3) Heading 4) Runway 5) Go Around. Changing the actual flight plan would be a slightly more complex feature.

The other approach would be just to display the flight plan including the intended runway, and let the controller deal with vectoring multiplayer flights around the AI aircraft.

Although in this case, it would be nice if the controller could change what the active runway is, as the game (ATIS) uses inappropriate runways.
 
#5
Going back to the original question - ATIS information is available in multiplayer sessions. If you lookup the ATIS frequency for the airport (try airnav.com), and tune your radio to the listed frequency you will get a voice and text ATIS notice.
There is one "bug", in that you only get the information for airports that were within 50 miles of your start point, or the last point since you refreshed scenery. I have the F12 button programmed to refresh scenery, which I do when I get within 50nm of my destination, then I tune into the ATIS frequency to find out wind conditions and the runway the AI thinks is active.
It would be nice if FSX controllers in multiplayer could actually change the active runway that ATIS reports.
Evan
 
#6
I know that you can get the ATIS in the tower mode on multiplayer, therefore a tower operator could put his microphone next to the speaker for the whole session while holding down the Caps Lock key, and hey presto ATIS :D. (Without the text and audio quality).

You'd have to turn off the volume for everything in fsx except the one for ATIS.
 
#7
Going back to the original question - ATIS information is available in multiplayer sessions. If you lookup the ATIS frequency for the airport (try airnav.com), and tune your radio to the listed frequency you will get a voice and text ATIS notice.
There is one "bug", in that you only get the information for airports that were within 50 miles of your start point, or the last point since you refreshed scenery. I have the F12 button programmed to refresh scenery, which I do when I get within 50nm of my destination, then I tune into the ATIS frequency to find out wind conditions and the runway the AI thinks is active.
It would be nice if FSX controllers in multiplayer could actually change the active runway that ATIS reports.
Evan
That is absolutely correct. Just refresh the scenery and you are good to go.
 
Top