FIRST
REMARK: if you want to
record your own sounds,
YOU MUST ALWAYS KEEP EXACTLY THE SAME NAMES FOR THE .wav
FILES!
SECOND
REMARK: when initializing
the panel, Flight Simulator checks that ALL
FILES ARE PRESENT. IF ONLY ONE IS NOT PRESENT,
the panel will not be loaded and Flight Simulator will
display an error message.
The sounds start to play
about 10 seconds after the panel has been initialized -
just the right amount of time for your co-pilot to get
himself settled down comfortably in his armchair!
1
MOVING PARTS
All the noisy switches
have sounds attached to them and you will hear the
clicks whenever you move them. The list of these
switches includes the parking brake, the flaps and the
gear handle. You will also hear the famous CREW
CALL, NO SMOKE and SEAT BELT
signals at initialization.
2
COPILOT
You have a
COPILOT with you and he informs you regularly
about many important events during the flight. You will
hear him speaking in your right speaker
since he is seated at your right. What does he do?
1 - He reports the
manoeuvring of the PARKING BRAKE ,
SPOILERS , FLAPS, GEAR
POSITIONS and the AUTOPILOT
switches. He calls out V1, VR and
V2 and Take Off
, Landed .
REMARKS
:
Most of the time,
only the SET ON position of switches is confirmed to
avoid playing a lot of SET OFF sounds simultaneously
when one is set ON.
At initialization you
will hear the famous touuuuut! you often hear in
aircraft, to tell you the sound package is ready.
2 - He reminds you to
set the ANTI ICE switches if you forget
them before take off, and reports when the aircraft
reaches 10000ft, 15000ft
and, finally, cruise altitude
are reached.
3 - When requested to,
he will recite the CHECKLISTS you ask
for.
4 - The
DIGITALIZED COCKPIT VOICE : alerts you when
some incident occurs such as WINDSHEAR
, or too deep PITCH , BANK
ANGLE or GLIDESLOPE. You will
also get FLAPS ALERT if you increase
engine power while taxiing and your ground speed rises
to more than 25 without the flaps being at least at the
10 position. In addition this voice will, during an
approach, report when the altitude above ground is 2500
ft, 1000ft, 500ft, 400ft,
.40ft, 20ft, 10ft and will end
by saying minimus (depending on which minimum value
you have selected).
5 - If a FS flightplan
is active in the FMC, a 4 bells gong
alerts you when you arrive less than four miles
from the next WAYPOINT and a
1 bell gong sounds when the aircraft
changes to the next waypoint and also when
CRUISE ALTITUDE is reached.
6 - Of course, the
Co-pilot also reports if any FAILURE
occurs with ENGINES, PITOT, VACUUM, and other devices.
In the case of the engines: he tells you, when an engine
starts or stops, if any failure occurs and if the OIL
TEMPERATURE is over 115.
3 BEACONS
:
Passing an airport
beacons results in 3, 2 or 1 bips, according to whether
it is the OUTER , MEDIUM
or INNER beacon.
4
GPWS
The GROUND
POSITIONING WARNING SYSTEM is, of course,
included and you will hear the digitalized voice telling
2500, 1000, 500,
.50, 40, 20, 10. But you will never
hear 10 in a 747, the cockpit is 17 feet above the
ground!
5 SUPPORTED AIRCRAFTS
The following aircrafts
are supproted:
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MANUFACTURER
|
TYPE
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FLAPS CONFIGURATION
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BOEING
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737
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UP 1 2 5 10 15 25
30 40 |
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777
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UP 1 5 15 20 25 30
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747
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UP 1 5 10 20 25 30
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CESSNA
|
172
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UP 10 20 40
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182
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UP 10 20 40
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208
|
UP 10 20 40
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DOUGLAS
|
DC3
|
UP 1 2 3 FULL
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BOMBARDIER
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LEARJET
|
UP 8 20 40
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BEECHCRAFT
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BARON
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UP 15 30
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KING AIR
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UP 20 40
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MOONEY
|
BRAVO
|
UP 8 33
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|
In fact, all
aircrafts are supported from the smaller to the big 4
engines jets. The only restriction is the flaps
positions. The flaps positions are strictly depending on
the aircraft and the gauge has no way to detect the
possible various flaps positions. If you install the
package in an aircraft other than the ones listed above,
you will NOT hear the copilot saying the flaps position.
That's all !!! All other
functions will be operating.
ON REQUEST WE
CAN ADAPT THE PRODUCT TO OTHER AIRCRAFTS.
6
SOUND LEVEL ADJUSTMENT AND CHCKLISTS
You can adjust the sound
level using the small button and make play the
checklists one by one:

7
SEVERAL SOUNDS PLAYED AT THE SAME TIME
In some particular and
very few cases, several sounds are be played all
together simultaneously. This occurs when one only
switch operates to modify several functions. We will try
to enhance this problem in future versions.