Manual
Manual
INTRODUCTION BULLETIN
Copyright © 2013-2024
FlightFactor™ StepToSky ™
All Rights Reserved
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Copyright © 2013-2024
FlightFactor™ StepToSky ™
All Rights Reserved
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THE TEAM
We would like to thank all our testers and the avsim.su site for providing some of the sounds.
THE MODEL
This model has been created to resemble the real Boeing 777 in operations and aerodynamics. Almost all real
systems have been simulated. Our standard for operational simulation is the FCOM. This means that everything
contained within the standard Boeing FCOM has been already or will be simulated. Some manipulable objects in the
cockpit have been modified for use within the virtual cockpit environment. For example, the baro setting
manipulator in the real aircraft is a twist and hold knob; in the simulation, it has been replaced with a simple knob.
Some other knobs have been modified in a similar way.
The model is equipped with a virtual first officer that can be controlled via voice. Refer to the voice control section of
this manual for details. The virtual first officer will be able to set the MCP, manipulate all main levers (e.g., flaps),
and, if needed, push or rotate any knob in the cockpit.
The model also includes a voice interaction module with four characters: captain, first officer, ground crew, and the
cabin crew. These characters imitate the work of a real airliner crew to give users a fuller experience in terms of
“flying an airliner”.
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The package you have received contains a folder called DOCS. It contains manuals and instructions on operations
and procedures for this aircraft. We urge you to read all the provided documents carefully prior to using the model.
This will help you avoid unnecessary frustration and will most probably negate any need for support usage. If you
still run into trouble, feel free to contact us.
Technical Support system: https://tickets.flightfactor.aero, before sending tickets please read the terms_of_use.txt
in the DOCS folder inside your plane and/or the terms of use page on our website:
https://flightfactor.aero/terms_of_use
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MODELS PACKAGES
INSTALLATION
With the download you should have received a key number, which is to be used to activate the model. You will be
asked for the key upon first usage of the model.
The key is supported for X-Plane 11 and X-Plane 12 (up to the current stable version).
The key will work three times for the same computer. If you require an extra key, please contact the support.
When you have successfully activated your product you will be prompted to reload the aircraft. Use the Developer
menu on the top and choose the option Reload the Current Aircraft And Art.
PC ONLY: Please make sure you have the following Microsoft C++ Redistributables installed.
Please install Visual Studio 2015, 2017, 2019, and 2022 Redistributable Package (x64)
https://aka.ms/vs/17/release/vc_redist.x64.exe
To install the model, extract it into a folder of your choice. We suggest that the folder name contains no non-unicode
characters.
Upon first usage a window prompting you for your key will appear. If you have downloaded the model through
the X-Updater, the key field will be filled automatically with the key you have used in the updater.
Otherwise, copy the key from your confirmation email and paste/type it into the window.
Then press activate.
Several liveries are offered for free with the model. Many more are available on the org store for 1$ a livery.
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COMMANDS (1-sim/comm)
There are some custom commands we made for you. We strongly suggest you use those instead of some regular XP
commands. They will work better with the model.
Use the following command to get full information about a clickzone. Point the mouse on a clickzone and see the
info in the log and in your clipboard. Useful for cockpit builders.
1-sim/MH/getZoneInfo (Get the clickzone information (clipboard))
DATAREFS (1-sim/output)
In this list you will find datarefs useful for cockpit builders. For example, 1-sim/output/radio/rightStby will show the
readout of the right radio panel standby window. Most of these, all except the MCP datarefs are string type.
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TOOLTIPS
Most things in the cockpit and in the EFB will have a tooltip. By default, the tooltip will appear in the left corner and will do so on Right
Mouse Click. Tooltip location as well as the mouse button to be used can be customized in the options menus. Sometimes the FOs voice
will help you when you press something on the EFB which doesn’t work because of a prior action required from you.
Functionality
Some functions in the manual might be unavailable in the first versions released, especially in beta versions. Note that please.
VR CONTROL
Generally, there is nothing you need to do to set up VR control in this plane. Plugin your controllers, launch the sim and go to VR mode.
You can now use your controllers’ triggers to manipulate buttons (reach and click or beam), rotate knobs (reach and click on either side
of the knob or bean to it), manipulate the yoke and livers by grabbing them.
Some buttons may have a “special operation on them” (e.g. push in the volume controls on the radio panel, set the altitude selector on
the MCP to the nearest 1000 feet etc ). To use these, you need to set up one of the buttons on your controller to Special Opt (Emulate
mouse double click) found in the custom command window.
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HIDDEN CLICKZONES
There are several clickspots placed around the cockpit for your
convenience.
Each EFIS display has a clickspot on the bolt or the light sensor as
shown to activate the appropriate popup. The CDUs have such
clickspots on the light sensors. The EFBs – the right upper bolt.
The latter can also be popped-up by using the XP top menu.
The MCP panel also has a hidden clickspot on the shown bolt for TOGA
activation.
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HONEYCOMB SETUP
1-sim/comm/HC/HDG We find that the Honeycomb Bravo throttle fits this
1-sim/comm/HC/NAV model the best and thus we create some custom
1-sim/comm/HC/APR commands to make the setup easy. See our setup
recommendation here.
1-sim/comm/HC/ALT
1-sim/comm/HC/VS
1-sim/comm/HC/IAS
1-sim/comm/HC/ap
1-sim/comm/HC/inc
1-sim/comm/HC/dec
1-sim/command/parkbrake_trigger
1-sim/command/parkbrake_trigger
1-sim/comm/HC/selectorIAS
1-sim/comm/HC/selectorHDG
1-sim/comm/HC/selectorVS
1-sim/comm/HC/selectorALT
sim/flight_controls/landing_gear_up
sim/flight_controls/landing_gear_down
1-sim/comm/HC/FD1
1-sim/comm/HC/AT1
1-sim/comm/HC/AT2
1-sim/comm/HC/FD2
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REVERSER ON AXIS
Sometimes it might be necessary to set the throttle axis to have a reverser built into the curve. Please note that this feature has to be set
up in our EFB currently for both XP11 and XP12, though XP12 built in axis might work in the future.
To set this up first go to your throttle sim setup and remove all curve settings from the axis.
For XP12 it should now work. For XP11 go to SIMULATION/INTERACTION & JOYSTICK.
On page 1 you will find the option USE CUSTOM
REVERSE DETENT. Check the box
When the box is checked the RESET button on the bottom
will show the current
point on both throttle 1
and 2 axis read by the sim.
Place the throttles where you want you idle to by and click RESET. Then in-sim throttles will shift to
zero position and when you move your physical throttles below this position, reverse will engage.
Moving to zero will bring the reverser to max reverse.
Note that this will work only with separate axis for left and right throttle.
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NAVIGATION DATABASE
The model uses navigation database (AIRAC) which can be updated from Navigraph or Aerosoft.
The model is provided with the fallback navdata (not up-to-date) which is placed in the location:
<acf_folder>/data/fallbackNavdata/navdata
Please do not touch this folder at all.
To update the navdata from Navigraph FMC Data Manager, follow those simple steps:
- Open the Navigraph FMC Data Manager
- Go to the Settings and setup your X-Plane root folder there
- Go to the Addon Mappings, click "+Add" and select the “FlightFactor Boeing 777v2” as the addon
and “X-Plane 11” or “X-Plane 12” as the install path.
- It will create needed folder structure automatically
- NO Custom install path or manually creating the folders are required
- Save the mappings
- Go to the Addon List, select the “FlightFactor Boeing 777v2” addon and click Update.
FMC CO-ROUTES
Co-routes maybe loaded from the Rte Page by entering a company route name (10 alphanumeric
characters or less) into the CO ROUTE field. The route name must match a flight plan file located on your
computer excluding the file extension (for a file <TEST_PLANE.fmc> enter “TEST_PLANE”).
NOTE: You cannot load a co-route into the Active RTE (ACT RTE). Load it into the Inactive second RTE in
that case and then activate it.
NOTE: The AIRAC cycle the flightplan has been created with MUST be the same that is using by the
airplane.
Two file formats are supported. The preferred file format is the X-Plane 11/12 (file ending in .fms) but
legacy support for the FlightFactor 757 V2 / FlightFactor 767 (files ending in .flp) is also provided. All of
these options are found on Simbrief or using the Simbrief downloader for route planning.
The FMS will look for your co-route file in the following order until it finds the matching company route:
<sim_folder>/Custom Data/STSFF/co-routes/ (first for .fms and then .flp)
<sim_folder>/Output/FMS plans/ (.fms only)
<acf_folder>/data/co-routes/ (first for .fms and then .flp)
To look in a custom location you can set the environment variable STSFF_CO_ROUTES on your computer
to a custom path and that folder location will be checked first before checking the above locations.
Some scratchpad messages could appear when something is wrong during loading a flight plan, the log
file will contain details about the problem in this case.
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SOUND (ENABLE/DISABLE)
FOR X-PLANE 11
When sound is disabled using this checkbox the subtitles will not work, so use the master volume slider instead
of this checkbox. Please some pay attention if you don’t see subtitles you may not understand why some
functions don’t work at the moment, in case the subtitles/sound are enabled you may be informed about your
mistakes. When you switch the checkbox to enable sound you may hear strange sounds for a while, it is an
expected behavior under x-plane 11.
FOR X-PLANE 12
This works as expected, sound is just turned on/off but it does not affect subtitles and does not have strange
sounds.
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Note widget might undergo changes and additions and might not appear exactly as on this page in the future. Its
functionality however and its scope will remain the same.
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PHILOSOPHY OF CONTROL
This model has 3 different ways to control the outside processes, for example calling for loading, opening doors,
deicing, pushing back, performing maintenance etc. Those three ways can be used at the same time and their usage
depends on what you are comfortable with and the level of realism you want.
The upper menu: In the main sim menu, you will find the FlightFactor 777
submenu, which includes all the main options and functions you need to control the model
and to prepare the flight. This menu will work by “magic” and will make things
appear and disappear at your will.
The EFB: All the same actions are available in the EFB under AIRPLANE, SIMULATION and other menus, but the EFB
functions will require some setup from you. For example, in order to call for the fuel truck, the captain needs to use
the ground interphone. The EFB quick action keys will make the call for you, but in order for those to be available,
you will need to establish communications with the ground crew first.
The CDU: The highest level of realism is achieved when using the pedestal CDU3 for crew communication and
requests. In real life, the pilot will make a call using the interphone system to either the cabin or ground crew and
request services. This can be done in this model by pressing the calls in CDU3 and choosing the phrases from the
CDU screen. The conversation may contain questions from the crew which will be displayed on the CDU screen.
There are several ways to use the systems around the airplane, loading and flight prep. As described above, use the
XP top menu for quick “magic like” commands. Generally, the philosophy is the following. There are four characters
that interact in the flight. Captain, First Officer, Cabin crew and Ground crew. The captain is the user, the FO will read
and/or do the checklists and can offer voice and text tooltips, can act using the voice control feature. The other two,
ground and cabin crews are to be interacted with. The main way to do so is by comm system CDU3 control. To talk to
the cabin crew, use the cabin interphone to talk to the ground crew (connection though is assumed).
To be able to communicate with the cabin crew, all the user needs is
to establish communications. This is done automatically on the first
call to the cabin saying “hello”. As soon as this is done, the cabin crew
integration will be available. Both through CDU3 and EFB.
To be able to communicate with the ground crew, you need two things.
First, for them to be near the airplane and second, to establish
communications. To call for the ground crew use the top menu
Captain > request ground personnel or the EFB Captain’s command
page. Then use CDU3 to establish communication.
To call a station you need to set you audio panel to the MIC to the
correct MIC. Use CAB to talk to the purser and use GND for the ground crew. The upper menu also has a quick
establish comm option!
Upon landing at an airport, pull to the gate and shut off the engines then call the ground crew to approach in a
regular way (in this case the FO will call them over the radio) and then establish communications.
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CREW COMMUNICATION
Primary communication is done through CDU3. Press CAB INT. Then select the appropriate microphone on your side
audio panel (FLT or CAB) and click on the person you want to talk to. Purser will be available immediately, but
ground will become available only after you call ground personnel to approach. This can be done though the EFB
CAPTAIN’S COMMANDS page or the upper menu. Say “hello” to each to enable all services.
Sometimes the crew will call you, to let you know something is wrong, to tell you
that a maintenance action is required or that a process has been completed. When
you hear the call chime, look at audio panel and press on the blinking mic. If you do
not do so, after several chimes (set in the EFB options) the call will go to queue. You
can always call them back by selecting the queued station (see example on the left).
Once a call has been initiated, whether it’s a callback
or a regular call, either party can hang up, using the
END CALL prompt.
In the example to the right, you can also see that some ground items
are green, this indicates that they are already in use, and selecting
them again will ask the ground crew to remove them.
When you are in contact with the crew, you will see the
following icons in the right corner
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In some cases, the crew member will refuse to do what you ask. This is in most
cases because it is impossible in the current situation. In many cases, the first
officer will tell you what is missing. Sometimes he will not – figure it out by
yourself.
NOTE: technically crew communication is not required to use this model, some
features depend on it and we encourage you to use it. If you don’t like the synthetic voices, turn them down in the
SOUND menu and read the subtitles.
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A NOTE ON WEIGHTS
Because this model allows for variable cabin and cargo configurations, as well as has a changing weights of
equipment, oil etc. the operational empty weight of the plane will change on configuration. XP doesn’t take this into
account and thus the empty weight of the aircraft in XPs airplane configuration menu will be incorrect. We urge you
to use the EFB to set up the airplane and not the native XP window to see the correct weights.
First assign the following command to your keyboard (we suggest to ctrl + c / cmd + c) “Get the clickzone information
(clipboard)” or 1-sim/MH/getZoneInfo – now when you hover the mouse over any clickzone and use the above
command, its information will be copied to your clipboard (and printed in the log.txt).
pushrotary mcpSpdRotary
1-sim/command/mcpSpdRotary_rotary+ MCP AP speed selector inc
1-sim/command/mcpSpdRotary_rotary- MCP AP speed selector dec
1-sim/command/mcpSpdRotary_push MCP AP speed selector
The first line is the type of clickzone and its identifier. The following lines are the commands associated with the
clickzone and their descriptors. Some zones will have a single command (e.g. button, trigger) some two (e.g. rotary)
and some tree (e.g. rotary that can be pushed)
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VR CONTROL
Unlike other models for XP we do not use the traditional manipulators. The model is set up to automatically work in VR using the “trigger” or “laser”
function on the VR controllers. Basically, anything you can do with a left mouse click will automatically work in VR by “shooting” at the clickzone
(left/right for rotation).
For more control here are some commands you will need to set up:
We suggest you assign the following to the thumstick or another type of mini-joystick on your controller. These will give the elusion of pulling,
pushing in and out etc. For these to work, please select the INTERACTION/THUMSTICK FULL CONTROL option.
1-sim/MH/WheelIncPlus (Multifunctional RIGHT: Rotate right/push/click (Emulate mouse wheel positive rotation and click))
1-sim/MH/WheelIncMinus (Multifunctional LEFT: Rotate left/push/click (Emulate mouse wheel negative rotation and click))
1-sim/MH/WheelIncUp (Multifunctional UP: Rotate right/push/click (Emulate mouse wheel positive rotation and click))
1-sim/MH/WheelIncDown (Multifunctional DOWN: Rotate left/push/click (Emulate mouse wheel negative rotation and click))
The “smart trimmer” command can be used both in VR and not. The idea is to trim the airplane using a single button while controlling the yoke. In
real life, this is done by the left (or right for the FO) hand while controlling. What the command will do is assume that you want to trip down while
pushing and up while pulling.
1-sim/MH/trimmer (Smart trimmer (stab trim while controlling))
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VR CONTROL – example
Here is an example of our suggested setup – for a rift controller. Use similar setups for different controller types.
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THE EFB
The EFB is your main way of controlling the model. It has two
functions: first it is the EFB of the real airplane with utilities
available to the pilot, e.g. airport map or a document reader.
Second, the EFB is your way to set up, choose your options,
save and load situations etc. for the model itself.
The main menu of the EFB is your entry point into the setup
system. You can return to this menu by clicking the physical
button on the EFB rim. There two EFBs in the model and you
should use one of them (on the side where you are flying
from), however, both are operational. All the utilities will work
separately and independently on both EFBs, however, options
pages will be synchronized.
AIRPORT MAP
The airport map application is your airport taxi guide. It is
basically the full FlightFactor Airport Visual System inside your
airplane. This is a full equivalent of the well known on-board
airport navigation system (OANS) and provides taxi and airport
route planning assistance.
PERFORMANCE
Here you will find the FlightFactor 777 performance calculator
which helps finding the reference speeds, runway lengths and
assumed temperature for derated takeoffs.
BRIEFING
This is your flight briefing, connecting to sim-brief this
application will allow you to view all the flight details from
points, alternate airports, weather, NOTAMs, winds aloft and
more.
NAVIGRAPH SERVICES
This is a page where you will enter you credentials for all
Navigraph services. E.g. charts, sim-brief
TERMINAL CHARTS
This application allows you to view Navigraph terminal charts
inside the EFB. As BRIEFING this application requires an account with Navigraph and a login must be performed prior
to usage.
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DOCUMENTS
The documents app allows you to view pdf documents and
images inside the EFB. Both user documents and those
provided with the model can be viewed.
VIDEO
Is not available at the moment
PILOT UTILITIES
This section contains several helpful pilot utilities like unit
converters, calculator, stop watch and others found in the real
Boeing EFB.
LOADING SERVICE
This is a shortcut to the loading service page, where you can
load the pax, cargo ….
SHORTCUTS
there are camera shortcuts to place the camera in predefined
locations inside and outside the aircraft
INITIALIZE FLIGHT
Use this before starting a flight (including on turnaround), use
CLOSE FLIGHT which will appear at the same place upon flight
complication. This will ensure correct operations of all crew systems
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Enter your SimBrief username and press GET DATA FROM SIMBRIEF button. If the
username is correct and SimBrief has an actual flight plan generated, you’ll be able
to access briefing information through the BRIEFING button. Upon successful
briefing fetch, this page will show general flight information (time/date, captain’s
name and flight number) to validate if flight information is actual.
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Shows ICAO flight plan data. Shows information about planned fuel.
SIMULATION
General options pertaining to the flight setup, Here you will find sound options and volumes,
failures, pilot…. this pertains to airplane and crew sounds
This allows the user to change the configuration Here some graphical and effects can be tuned for
of the cabin seats and classes the user comfort
These are the ground operations options There are several versions of the interactive
including pushback checklists in the FlightFactor 777, here you can
customize it
This is the situation save/load menu. One can Options pertaining to equipment choices for the
save, load ones situation and set up standard aircraft are found here
situations
This is the subtitle options, change the way they
look and where they are presented.
SIMULATION/GENERAL
Here you set up the pilots name (will be used) This is the time factor used for all physical
processes. E.g. loading of passengers
SIMULATION/GENERAL/MAINTENANCE
In this model we are simulating a lot of maintenance processes that one would encounter in
the real airplane. Oil, filters, pressure, air etc. can and will run out and require attention.
Here you can choice the level of attention you are willing to give to these processes.
FULL MANUAL – in this case you will be responsible for both monitoring and performing the
maintenance, you will need to call each maintenance vehicle and command to start the
maintenance process.
AUTO-CALL EQUIPMENT – in this case you will be responsible for both monitoring and
performing the maintenance, but all you need to do is call for the appropriate maintenance
action and the equipment needed will be called.
PER SYSTEM – in this case you will be responsible for monitoring the maintenance but once
you go to the appropriate page in the maintenance menu of the EFB the process will be
offered performed for you. The ground crew will perform the checks and will report to you
via CDU3.
FULL AUTOMATIC – in this case the crew will be responsible for monitoring and fixing the
issues. You only will have to wait for them to do so. Remember, maintenance takes time!
NONE – in this case no maintenance actions will ever be required, all consumables will be
reset each flight.
Detailed description of the nuances of the maintenance system will be in the last section of
this manual.
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ABSOLUTE – in this case you will appear outside the airplane on the airfield. With doors
closed and no stairs. You are expected to use the upper menu to call for the stairs and then
to walk (using they keys) into the airplane. You can also press the 3D cockpit key ones the
stairs are there and you will be teleported to the cockpit in a few steps.
CONNECTED – in this case you will in the cockpit and the GPUs will already have been
connected. This is a typical way to find a full flight simulator during training or indeed the
actual airplane. In this case all you need to do is press the GEN buttons to power up.
READY – this is actually a typical way to find an airliner in you home airfield. The
maintenance crew came and powered up the airplane for you, they usually do some checks
etc.
Remember, in order to talk to the ground crew, you need to establish communication, the
same with the cabin crew. Also, to get ground services you need to call for ground
personnel. This can be done in 3 ways discussed further. If you use the READY option
communications with ground crew and the call for them will have already been made.
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EMIRATES STYLE – same as 3-class but with Chose the number of rows for the first class
capsules for the first class 1-2-1 + 2-3-2 + 3-4-3
Note, your choice of cabin configuration will not only allow a different total
number of passengers to be loaded but also change the operational empty
weight of the aircraft
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SIMULATION/CARGO CONFIGURATION
Note, your choice of cargo configuration will not only allow a different total
cargo weight to be loaded but will also change the operational empty weight
of the aircraft.
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SIMULATION/AVIONICS
Choose the type of small displays used in the This will make all the configuration warnings not
cockpit. E,g, for COM cancellable
This will switch between ISFD and the three This will turn on the synthetic voice aural alert on
classical standby instruments. Please note that
engine failure
this option requires a reload to take effect.
This switch will enable the Runway Awareness This option will make the TCAS system have all
and Advisory System with auditory and visual options of version 7 tcas standard
alerts
This option will connect the pilot response alert. It
This will eliminate all airfields with runways
will alert the crew if no action is taken in the cockpit
lower than this length from the avionic displays.
in 25 min.
Show ground personnel 3D models Animation of the equipment will be “fall from
above”
This determines the location of the pushback This will show a semi-transparent panel of tug
tug ones called. MANUAL SIDE requires the user instruments on the screen while pushing back
to navigate the tug.
This determines the camera used while pushing This will limit the tug speed – for safety
the plane
This option will replace the stairs for a gate, the This option will make it possible to crash the tug,
user should choose this depending on the stand into the plane!!
SIMULATION/SUBTITLES
Chose the duration of subtitles on the screen This changes the number of subtitle lines visible on
after the final character finished talking the screen simultaneously
This options Make the subtitles history available
to the user. To access the history hover the
mouse over the subtitles chosen placement on
the screen and use the mouse wheel to scroll.
SIMULATION/INTERACTION
Set the way you interact with the cockpit Use thumbstick for full control in VR
(see later pages)
Choose which button activate the interaction This option is for those who fly with the mouse
(active only for protected interaction types) crosshair OR fly with a joystick without yaw
axis.
If enabled:
Make all clickzones protected On ground, idle:
- Both aileron and rudder inputs are taken
The thrust levers in the cockpit will be blocked from the roll axis OR crosshair horizontal
at their last position upon AT disconnection. movement.
Use physical levers, mouse drag or mouse During takeoff / landing GS>45kt:
wheel on the clickzone to synchronize the - Rudder inputs are controlled by roll axis OR
levers and regain direct control. This is done to crosshair horizontal movement.
avoid a sudden jump from AT lever location - The system automatically assists by pointing
to your physical location the ailerons in the direction of the wind. This
is to keep wings level on crosswinds.
This will allow the user to overpower the During flight:
autothrottle by moving the physical thrust - Aileron inputs are taken from roll axis OR
levers while the AT is on crosshair horizontal movement as usual.
Chose when to show the throttle “ghosts” - Rudder is not controlled as the aircraft is
equipped with turn coordinators in normal
This will allow the user to overpower the law.
autopilot by moving the physical yoke while the
AP is on Reduces / Boosts the intensity of braking when
pressing “Hold brakes regular” or “Toggle brakes
This will automatically turn the autothrottle on
regular effort” commands.
when the plane is loaded in the air
Note: throttle overpower in FLCH mode might change the AT mode to HOLD, if you pull the virtual in-cockpit throttle away from the commanded position by more than 8
deg. This is correct behavior present in the real airplane.
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SIMULATION/INTERACTION
With this option on, the FO will call out the button
name on the tooltip button
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SIMULATION/INTERACTION
With this option on, the crew will let the captain
know that they are ready upon start with engines
running
SIMULATION/CHECKLIST
SIMULATION/SITUATIONS
This model is equipped with SITUATION SAVE which can be managed from the SITUATION menu.
First of all, there are always 2 situations in the menu: default and last. Those can not be removed.
To save a situation simply enter the name in the SAVE SITUATION BY NAME field and press ENTER.
Then press SAVE. The situation will appear in the list above.
To load a saved situation select one from the list by clicking on it and then press LOAD.
To delete a saved situation select it and then press the DELETE button.
A saved situation can also be set as your default on airplane reload. Set this by selecting the
situation and then pressing USE AS STATE ON RELOAD.
To return to the default setting, simply choose the default situation in the list and select it to be
the USE AS STATE ON RELOAD.
NOTE: if you set a situation to be used as “default” on reload, you should remember you did so,
and not be surprised when the plane loads in a non standard state after a reload.
The OPTIONS button on this page will lead to SITUATION OPTIONS page (see next)
The training positions page will be discussed in the training section below.
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SIMULATION/SITUATIONS
This checkbox will set the the state on reload to This will load the time of day of the saved
DEFAULT state situation
AIRPLANE
AIRPLANE/DOORS
Operating the doors can be done in several ways:
• Going to the door and clicking on it
• Asking the crew (ground or cabin) through the CDU3 comm system to open the door
• Using the DOORS page
Using the buttons on the DOORS page will automatically activate CDU3 comm system and perform
the communication for you. Remember to ask the ground and/or cabin crew to perform tasks one
needs to establish communications first. This is done using CDU3 CAB INT and then call PURSER or
GROUND.
AIRPLANE/GROUND SERVICE
Ground services are needed for regular operations like loading and
boarding and for maintenance action if you choose an option where
this is required.
You may push several buttons “at once” and all the pressed vehicles
will appear as soon as possible.
To remove all the equipment at once you can use the top menu
Captain > remove all equipment button or Captain’s commands
page in the EFB with the same button.
Fill data from Simbrief is possible if the briefing has This is the page where you do your loading of cargo,
been downloaded. fuel, pax and catering
Note that this is a planning tool only and changing numbers and distribution here will not directly
affect the aircraft weight and CG – you need to perform actual loading action for that
Note, the amount of passenger influences the amount of catering that will be loaded.
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Bulk cargo
You will also see the RAMP weight, ZFW and CG in terms of %MAC, feet from the nose reference
point and as a displacement in feet from the empty weight CG.
When an article is loaded as planned, it will be marked as loaded in amber and when all four a
loaded the airplane will be considered loaded for flight.
UNLOAD button when available, will ask the crew to fully unload the article.
RETOUCH button is there for when you need to change the load of an article which has been already
loaded.
Each article requires certain things to be available for loading. Each article requires a planned
amount at least (you can’t load 0 pax!).
Note: if you do not want to manually call for ground equipment, select the option on the
SIMULATION > CREW INTERACTION OPTIONS page
Note: SIMULTANEOUS FULL LOAD is a button that will load all 4 articles as planned without the need
for any equipment.
REQUEST FUEL SAMPLE TEST will ask the ground crew to send a sample of the currently used fuel to
the lab to determine its freezing point, this information will then be sent to the cockpit via CPDLC
and you can program the FMC accordingly. This is used on polar flights mostly.
Note, when you load the entire aircraft (all four articles are loaded) a loadsheet will appear in the cockpit. Use it, or the weight summary page to see the loading details.
Further note, while the WEIGHT SUMMARY page will have (in green) the current load state, the loadsheet will contain the actual load at the moment of the loading. The
difference will be fuel used since the loading and/or any manual weight changes you make using XP menus (not recommended).
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AIRPLANE/PUSHBACK
Once you are ready for pushback, request
it by using one of the two buttons
PUSHBACK or PULLBACK
Control the tug with the regular bank control and throttle. Use both at the same time if you have both connected separately. Putting the throttle to idle will
generate backing (like a tesla). Be sure to gain correct speed and remain in control. Use the lateral and longitude displacement indicators. Remain within the
green zone and the connection indicator will show. Use different cameras as needed.
Longitudinal displacement
Lateral displacement
The pushback system will guide you, but remember that after pushback is completed, the ground crewman needs to show you the pin. Make sure he does!
Depending on your settings he might forget it.
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AIRPLANE/CABIN CONTROL
In the real airplane cabin control is done from the cabin panel,
which at the moment is not simulated. As everything in this
model is tied into the EFB, you can control the cabin parameters
from here as well.
If at least one item on the list will have the O-number < R-number, the flight will not be dispatchable.
NOTE: this list is very big and complex, most FFS (full flight certified simulators) will not have a full list
simulated. It is our goal to bring this list to a full state but over time. The items in blue color are not
simulated. This does NOT mean that the system is not simulated, it just means that the MEL item for
this is not simulated yet.
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AIRPLANE/FAILURE CONTROL
Main failure control can be achieved from
this page. The all failure button will give
access to all failures (see next page). At the
moment of writing this manual there are
about 1000 failures programmed and their
number will grow as we add details to the
model in the future. For this reason and
convenience, the various subpages of this
menu give access to specific list of failures
dealing with a single system.
Also, many systems have life-length of components, which we call consumables. For example, tires, filters etc. will slowly decay which will eventually lead to a
failure. Set the option CARRY CONSUMABLE TO NEXT flight on the SIMULATION/GENERAL page to OFF, if you do not want this to happen.
FAILURE SCENARIOS PAGE gives you the ability to program a specific scenario for failures.
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AIRPLANE/FAILURE PAGE
A typical failure page will look like this. Each raw represents a failure that can be triggered. The
status column shows INACTIVE or FAILED and the random failure time column shows the time
in hh/mm/ss till the system will randomly fail. Remember that setting, for example, the MTBF
to 100h you are setting the average time between any two failures. That does not mean that a
failure can’t occur sooner. It just means that if you wait long enough and calculate the average
time between consequent failures you will get 100h.
NOTE: for the sake of transparency here is a more technical explanation of the algorithm: the
failures are randomized according to an exponential distribution with a mean of the set
MTBF multiplied by the number of total failures available. Furthermore, failures are
categorized into three classes: major, regular and minor. Within the set MTBF a major failure
can occur at a random event with probably 3 times smaller than regular and a minor 3 times
larger.
Each INACTIVE label on the left is clickable and will trigger the failures immediately (after a
confirmation). FAILED label is also clickable and will fix the failure.
FAILED ONLY button on the bottom of the page will act as a filter to see only the failed items
on this page.
On the top there is a search bar which allows a search based on partial entry.
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AIRPLANE/FAILURE SCENARIOS
Failure scenarios page is a tool that allows the user to create (or recreate from real life) a scenario of failure or
failures based on a number of conditions. To create a new scenario click CREATE, pick a name click ADD EVENT and
start editing it. See example to the left for conditions. You need to provide a condition and at least one failure. See
example bellow: at or above 150 kts and in 5 minutes the right aileron PCU1 will fail. SAVE the EVENT. Go back and
create more events. Once events are created, your scenario will
look like this
The pages ENGINE START, ENGINE ABNORMALS , GENERAL FAILURES etc. are specific prebuilt scenarios that
will be shown below – abnormal pages.
CB SHORT CIRCUIT is a link to a circuit breaker page where you can manipulate CBs.
Training positions is a page that allows placing the airplane in standard positions around the airfield and on
approach.
The preset failure pages (on the right) have
time/location chose bar on the top, choice of side
(in this example) below and then a list of possible
abnormal conditions. You may choose one
condition at a time. Some conditions will trigger a
single failure, some will trigger several at once.
Some will initiate a scenario of abnormal behavior
whose path will depend on your action.
abnormal but also reset all related failures, or better yet, reset ALL failures on the page above.
With updates and upgrades we will be adding more training abnormal scenarios.
Note: GROUND AND INTERFLIGHT failures are available only before the airplane as been loaded.
Note: ENGINE START failures are only available before engine start.
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AIRPLANE/TRAINING
This menu allows to load the airplane in specific training situations. First use the ICAO field to find the
airport you wish to load around, partial code will work and the dropdown on the right will offer a choice of
matching airfields.
Next choose the runway of interest from the drop down – RUNWAY.
At this point, you may use one of the big loading buttons to load the airplane in one of the standard pattern
positions or on an intercept to final – VECTORS.
For further loading points on instrument approach use the dropdowns on the right.
Chose: STAR, APPR and then a FIX. Note, not all fixes will be offered. Some complicated crossing fixes will be
omitted.
Note: the option PRESERVE CURRENT STATE will load the airplane at the chosen point but in the current
system state rather than in a default state appropriate for the chosen position (gear, flaps, speed…).
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AIRPLANE/CAPTAINS COMMANDS
WALKAROUND
The walkaround page is a checklist and an educational tool.
Each “station” – a location where the pilot must check various items, can be accessed by
pressing on the lower right square of the location button.
The small upper square of the location button will activate the captains voice narration
reminding you what must be checked at this location.
The big checkbox button is a check for the checklist.
Be aware, if you have set the option for GROUND CREW FORGETS HATCHES and/or
INTERFLIGHT FAILURES, you indeed may find faults in your walkaround.
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PILOT UTILITIES
Here you will find several (some may be added later on) utilities for unit conversion and
various calculations.
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DOCUMENTS
The documents app provides the ability to view PDF documents and images inside
the EFB.
In addition to the documents provided with the model, it is possible to place user
own PDF documents and images into “userDocumentLibrary” folder in the model
folder.
After pressing the button IMAGES… or PDF… a selection menu will appear in front
of you, formed from the files located in the folder mentioned above. You can
choose one and view the content.
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MAINTENANCE
Recall the GENERAL OPTIONS page, where we saw the different maintenance options. There are 5
levels of maintenance and monitoring. The level you choose will not only change the need to
monitor and fix issues, but also changes what the MAINTENANCE PAGE button does. The buttons
on the left side deal with specific systems.
In NONE mode, no pages will be available and there is no need to monitor or fix anything.
In FULL AUTOMATIC mode, the pages will be unavailable, but INSTANTANEOUS FULL
MAINTENANCE button will be. There is no need to monitor as the system will monitor and fix
everything as needed. Your participation is only required to agree to the downtime. The way
this system works is, the maintenance personnel will periodically check the systems (when
ground personnel is present, and the plane is fully unloaded) and call you using the comm
system to ask for permission to do maintenance.
In PER SYSTEM mode, the monitoring needs to be done by you, but per system. The left-hand
side buttons will now act as monitors and when an issue is found, it will appear in the CURRENT
LIST OF MAINTENANCE ISSUES. From here, everything works automatically just like before, you
need to agree to the downtime and the ground crew will fix everything.
In AUTO-CALL EQUIPMENT mode, the left-hand side buttons will lead to individual system
pages where you can perform specific maintenance tasks. See next page.
In full manual mode, you will be required to call the necessary equipment prior to performing a
maintenance task.
NOTE: GENERAL MAINTENANCE button on the right is available in any mode above NONE and
will perform minor maintenance tasks that are not system specific.
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MAINTENANCE – examples of pages
The content of these pages is self-explanatory, when you find an issue ask the ground crew to fix it. Ground
equipment will be called automatically if the options is so chosen.
The communication with ground crew is to be carried out using CDU3 interphone page. You can either agree,
disagree or inquire as to the time it will take to perform a certain task. The time is dependent on your TIME FACTOR
setting on the general options page.
NOTE: Fixing all issues instantaneously is also possible at any time by pressing the RESET ALL FAILURES BUTTON on
the TRAINING PAGE or the FAILURES PAGE, or by RESTORING ALL CONSUMABLES on the GENERAL OPTIONS page.
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VOICE CONTROL
The aircraft now features voice control capability. With voice commands, you can interact with the
first officer, ground crew and the cabin crew. Control is achieved by uttering specific commands.
The virtual first officer will be capable of setting the MCP, manipulating all main levers (e.g., flaps),
and, if necessary, pushing or rotating any knob in the cockpit.
For the voice recognition system to function correctly, you'll need a microphone connected. Then,
proceed to the simulator settings and assign a key combination for activation of voice recognition
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VOICE CONTROL
Finally, select the option "use voice recognition" from the top menu.
You can hand over control of the MCP to the first officer by saying
"your MCP" or "you have the MCP". The first officer will be pleased
to set the heading, track, speed, altitude and carry out other
commands from the MCP section.
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ACARS/CPDLC
To use the ACARS and CPDLC systems, you must have an active account in the HOPPIE network
(https://www.hoppie.nl/acars/). After registering with the network, you can log in through the
interface provided in the EFB using your callsign and logon code. Please note that the choice of the
virtual network on this page must match the selection made in the settings of your HOPPIE network
account. You can access this page through the main EFB menu by clicking the EXTERNAL SERVICES
button and selecting HOPPIE SERVICES.
ACARS/CPDLC
At any time, you can view new incoming messages (NEW MESSAGES) as well as all incoming/outgoing messages (REVIEW).