[MSFS2024] Airship Industries Skyship 600

I few other things i would like to add to my comment above that I’ve come across.

I think as of right now the best way to get started it’s to select your departure location and spawn in as ‘Grounded with engines ON’ as I’ve seen several comments with users having trouble getting there bearings while ‘Grounded with engines off’.

The blimp checklist is very long, and with an absence of a ground crew and a ground chief that the checklist asks you to communicate with, it’s best to skip this process for now.

PLEASE NOTE – Spawining while airborne

Something I’ve noticed right away about spawning in while while airborne is that the Skyship already starts with everything in the ‘Auto’ positions as I noted in my first comment which means the very first thing your going to do is start falling out of the sky.
To add to that, I had mentioned that the TRIM is useless, and remains so, however, when spawning in while airborne TRIM WILL BE SET TO -140%
This adds even more downward push on top of you already falling from the sky.
You will have to make the adjustments I listed in my first comment AND you will now have to make a trim adjustment on top of that.
AND to add a little more salt to the wound, the Skyship will spawn in while airborne “WITH LANDING GEARS UP”
It sounds silly but hear me out.
This isn’t something you’ll notice until you actually land as when you spawn in while airborne you will see your wheel in is normal fixed position. The shyship wasn’t designed to have a retractable landing gear and you can see that just by hitting your landing gear keybind. BUT BUT BUT… when you earth your skyship for landing you will see immediately that your wheel goes right through the ground (this needs a bug fix)

I’d also like to make a comment on SLEW MODE.
I saw that another user here had mentioned using slew mode to maneuver on the ground. I think this is a great idea to make up for the lack of a ground crew BUT I’ve noticed a serious bug UPON EXITING SLEW MODE.
For me it’s seems as though there is a 40% chance while EXITING SLEW MODE that my airship will get torpedoed at 90mph in whatever direction my nose is facing. Maximum speed, maximum engine rpms.
I let out an audible yell the first time this happened.
My only guess is that since a blimp is never truly grounded slew mode is trying to give you enough forward momentum to keep you in the sky, except in this case where our intention is to stay on the ground.
So for those who plan on using slew mode, do expect this to happen.

I think there are only a few more tidbits of things I can mention, but for now I’ll continue to see If I come across anymore practical information to add.

Until next time, Safe travels all!

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Roger, I misunderstood you.

Re. slew issues: are you in the habit of slewing down before exiting slew? This has been a habit of mine, going back literally decades to the FS2K era, as any slight change in altitude due to moving across topography could have the sim thinking you mean to be airborne. So, if I am slewing to reposition on the ground, I always slew myself down before leaving slew, just to make sure.

I agree with a lot of the points made above, some other observations.

This aircraft does not appear as an “Airship” simobject, it appears as an “Airplane” when self evidently it is not.

Is there an emergency valve as all airships have an emergency gas vent valve in case of overclimb.

Will this/balloons get a more detailed description of the physics model as per those elluded to in many dev briefings over the last few months.

Why doesn’t the CFD simulation work on this aircraft properly?

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I cant get any data out since the aircraft is encrypted. There was a comment made by I think asobo about unlocking default aircraft depending on the developer.

I think absolutely everything is encrypted at the moment due to it all being streamed. When they finally let us properly download content after they open up the marketplace there might be unencrypted stuff for people to play around with.

One thing that gives me a bit of grief is that opening any one of the ballonet valves seems to dump all of them, per the vertical ball gauges. They all go to zero.

If the fan is filling the ballonets, then the balls rise slowly, which seems normal and correct. But the next time I pull a ballonet valve to open…poof, all the balls drop to zero. That seems really unlikely given the massive volume of the ballonets. Makes it really hard to understand what’s happening.

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Yah there is nothing intuitive about it.

What I’d expect to happen is the higher the pressure in the ballonet, the heavier that end of the blimp should be. Also the pressure should stay where you leave it.

You should be able to pull the lever to add pressure, release it and it should stay there, and then pull the lever to release pressure then center it then the pressure should stay where you left it. Maybe the pressure would change slowly over time to simulate leakage from the air valves.

I’m leaning more towards its either buggy or not set up realistically.

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I really appreciate how detailed and well made the Skyship 600 in FS24 is. They did a great job on the cockpit. This is easily the most detailed airship made for a flight simulator ever.

Its weird that in all the years I’ve played flight simulators not one single developer first party or third party has chosen to make an airship.

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I remember some freeware for FS9 and FSX. There was a Graf Zeppelin that went with the Golden Wings mod in FS9, and a USS Macon for FSX. Pretty sure there was a freeware Goodyear Blimp as well. There’s also the payware LZ-129 Hindenburg by Redwing for MSFS 2020.

I made a bunch of freeware airships for X-plane back in the day. They don’t even have proper cockpits.

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yes you are right-airships are or have been very few in flight sims…i myself am also a big fan of them and have always dreamed of them…it would be nice if the included skyship would work correctly at some point…cold an dark doesn’t work,pre fligt check doesn’t work either… boarding at cold and dark doesn’t work either…the mast car should be ready for use after landing…and the air valves including the analog display should also work correctly…then the airship would be perfect and one of the most exciting aircraft in this simulator…I hope so much that everything will be improved…

and when everything works, a Zeppelin NT or a WDL Blimp would be the icing on the cake… :slight_smile:

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I’m not surprised after reading this thread that I can’t get flying in this new class of aircraft. I am struggling with the drone classes as well. I can fly helos in DCS no problem, so that’s not the issue.
Are the new moderns ones really this complicated in real life?
I watched the FlightFX demo session, and it was informative, but we need some good tutorials.

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Hello all, I’m back again to give everyone some new findings and to revise on a few things i originally posted.

First off, happy holidays and a happy Thanksgiving to everyone.

We’re all now 2 weeks into fs24 and I’m sorry to see anyone still having trouble with the Skyship. To my surprise fs24 had a much better launch than I was planning on in my opinion, especially after watching my other favorite franchises have abysmal launches and life cycles up til now. Fs24 has been a breath of fresh air for me.

3080ti and 32gb of ram on my main rig and I’ve only had 1 crash to desktop since launch. I also haven’t experienced my blimp doing a summersault while spawning in and while I think this is really funny I know it’s got to be frustrating.

I still prefer to spawn in with ‘ready for take off’ but i also do cold starts, i stay very far from spawning in ‘airborne’ as I’ve stated in my earlier comments that you need to basically save yourself from falling out of the sky when spawning in airborne.

I have a seen a few new videos on yt on the Skyship and even a basic tutorial and while I think this is great stuff I’m still seeing problems with those who are flying and while I appreciate those putting in the effort to make the videos, there is some info that seems wrong, but not on purpose. So I’d like to give you the answers to your problems

And before I start I just want to add that I’ve only figured this out by working with the airship as it’s been programmed into fs24. I just want to convincingly fly my blimp around, I’m not concerned about the true to life in-and-outs, I’m making due with what I have to work with.

  1. DAMPERS
    TL;DR 1- UNLOCK BOTH DAMPERS

I think this is the #1 problem everyone is having right from the get go, I covered it in my very first comment but I want to go over it again and that is the DAMPERS which are right above you in the cockpit. When you start up in any condition: airborne/ engines off/ ready for take off - these are set in the AUTO position and this is just a no no at this point.
I am thoroughly convinced just from playing around with all combinations that UNLOCKED DAMPERS are the only way your going to get the most use out of the Skyship. I saw in 1 video the speaker had mentioned at that you want 1 damper unlocked and the other in auto??? And this is also present in the take-off section of the checklist which I’ve gone through over and over again. I’ve tested it myself more than once just to be sure, and if 1 is locked and the other is open your either point nose up gaining altitude or nose down losing altitude, and there is no balance point. This just adds an extra step when you already have your air valves to do this for you.

  1. TRIM
    TL;DR 2 - SET YOUR TRIM TO +45% (Up)

I want to correct what I originally posted about trim being useless. It is not useless and I was very wrong. Upon further inspection of my elevator fins there is a tiny trimmable flap on the elevator fins. Go into 3rd person and zoom in on your tail and you’ll see it for yourself. On spawning in your trim will be either 0% / 7% or in the case of spawning in airborne it will be -140% (WHY???)
So right when you spawn in your trim is in an odd place. Zoom in to your tail and set it to 45% (Up) and you will see it become flush with the rest of the fin. Unlike your airplanes you won’t notice much change with the trim unless you give it large changes. If you really want your skyship to point up while using your trim you’ll start noticing the changes at +75% - +100%. And the more you go to 0% you’ll find your skyship wanting to point downward which is pretty confusing. With that being said - just use +45% trim.

  1. TAKE OFF
    (No MORE tldr. Read this v v v v )

I’m sorry ladies and gentlemen, but I’ve had a good amount of laughs over this one. From watching videos on yt to observing others in multilayer in real time, everyone gets 80ft of the ground and just falls to earth right after. So here’s the answer to your question, so you no longer have to awkwardly pull your yoke back as far as you can to keep yourself from making a hard impact on the ground.
And this is also another reason why you want you DAMPERS UNLOCKED.
While grounded what you want to do before you take off is first make sure your BALLONET FANS ARE ON (they are 2 switches located right above you in the cockpit and are labeled as such) Then open either air valve #1 or air valve #2. Both of these give the same effect and one does not work better or worse than the other.
Look at your pressure gauge box to your left and it should read like this—

MFB: 0 / MH: 2.0 / MAB 2.0

Whether you are in 1st or 3rd person view you will see your blimps nose slowly rise to a point and stop. It will not rise enough for your rudder fin to hit the ground. This is THE take off position. You want to follow up by setting your VECTORS to 45 degrees upward. (You should re-bind your vertical vector movements, the Skyship does not have horizontal vector movements.) Otherwise on the left side of the yoke you will see 2 small switches where your thumb would go, those also control the vector up/down. Pull back on your yoke just a little bit and go full throttle. Your skyship is going to take off vertically and it WILL NOT start nose diving, I promise :wink:
Your blimp will remain mostly level for the first 300-400ft and then the nose will start to tip upward. When this starts to happen you can begin bringing your vectors back to 0% and you will continue to gain altitude.
Also, your throttle goes through 3 different detent stages: watch the little arrow above your rpms in 3rd person. 1st stage is just above idle 2nd stage the arrow will be above the 30 and the 3rd stage is full throttle.
Once I’ve reached and airspeed of 43knots I set my throttle to the 2nd stage which is when the little arrow is above the 30 on the rpm meter. This maintains the airspeed of 43 knots the whole time. This is our cruising speed and throttle power.
I like flying anywhere from 800ft to 1200ft.
If you think any info I’ve given is wrong up to this point i would suggest you fly to 2000ft so you can test things out at a safe altitude.

  1. CRUIS’N (cruis’n world, anyone???)

Now that we’ve reached a height that we are comfortable with, it’s time to level out.
In 1st person view look up towards your Dampers and then look over to right right, above your co-pilot. You’re going to see a small meter. It’s a white rectangle with black numbers and a little ball. This is going to show you how level your blimp is during flight and whether you are pointing slightly upward or downward, make sure you check on it if you are unsure of your blimp being level in the sky.

If you haven’t already, bring your throttle to the 2nd detent stage, (arrow above the 30 in 3rd person) the rpms will be over 3000 and you will be traveling at an airspeed of 43 knots, for now we will work with this speed.

What you want to do is have both air valves #2 and #3 set to open (pulled all the way down)
OR You can also use both air valves #1 and #4 set to open. Both give the same effect and one combination is no better or worse than the next.
(Or if you really want to be silly just pull all 4 down into the open position)
Your pressure gauge should read as such:

MFB: 0 / MH: 0.6 / MAB: 0

After using this time and time again I am convinced this is the perfect setting for cruising.
However, I’ve watched others who fly this blimp set their air valves to a closed position, which would bring all 3 gauges to a pressure of 2.0 meaning all 3 will be in the middle. After testing it myself, it is clear as day that you will continue to gain altitude while also moving forward when all valves are closed and the gauges are at 2.0.
Set them as I described and the blimp will remain level. It will rise a bit and fall a bit as it travels through the wind. Pay attention more to your altitude meter and dont be quick to react to your veritcal speed going up or down. Again, like a boat floating in water, your blimp will rise and fall a bit. If you find yourself losing more altitude then you would like, set JUST YOUR AIR VALVE #1 OR #2 TO OPEN, Just as I described in the take-off section, your nose will point up and you will gain altitude again.

  1. HOVERING

When I want to enter into a hovering position I first lower my throttle to idle and then position my vectors all the way up. At this point I will have set my 2 chosen air valves to the closed position.
You can’t fully close air valve #1 without it going back to the auto position. However, CLOSED and AUTI both have the same effect. when you’re air valves are set to closed you will now see the pressure as such:

MFB: 2.0 / MH: 2.0 / MAB: 2.0

This is our hovering setting and it works a couple of ways. Read closely.
As your airspeed reaches the low 30s into the 20s down to 0 - ALL AIR PRESSURE WILL DROP TO ZERO IF YOUR BALLONET FANS ARE OFF. This will cause you to very slowly GAIN altitude.
Watch closely as you switch your ballonet fans to ON. YOUR PRESSURE WILL RISE BACK TO 2.0 and you will now start to slowly LOSE altitude.
If you find yourself losing more altitude then you are comfortable with, add throttle (full throttle is way to much, keep it nice and easy).

I don’t know the in-depth specs but we need to keep in mind that while this particular airship is lighter than air, it is also about 5 tons, more or less. So with all of that momentum it takes MINUTES for it to eventually come to an airspeed of ZERO while in the air. So if there is an area you want to hover over you will have to plan a couple of miles in advance to get it how you want it once you reach your destination and this also goes for landing which is the final part.

  1. LANDING

Once you have the hang of hovering, landing will start to seem much easier. The idea is it take it slow and be patient. We are not aiming down at an airstrip and bringing the blimp down on the runway at 40 knots to bring it to a stop. Your nose is going to go right into the ground and your crashing, and I noticed this is another big problem people are having. Ideally you want to take off from a large clear space and land in a large clear space. Usually the grass fields that are scattered throughout the world.

Basically your going to want to get into a hover well before you reach your landing destination. If your moving too slow and are too far from your landing zone then instead of leaving your vectors pointed directly up, point them forward a bit to gain some speed and then point them back up as to not gain to much speed, remember that we are trying to maintain the blimps momentum at this point.

If you are too high off the ground you will want to point your vectors ALL THE WAY DOWN. They will aim slightly back and your blimp will be pulled down to earth while also allowing down your forward momentum. But don’t over do it on the throttle and do not go full throttle as this is where most people crash. You may want to do a bit of full down vector and then back to full up vector to maintain your downward speed. If you find yourself losing altitude too fast, point your vectors all the way up and add throttle as needed. Go slow, and be patient. It’s rewarding to land gently.

End.

So this wraps up how I fly my Skyship 600. It started off very sloppy on day 1 when i didn’t have a clue what was going on, since then my goal has been to add finesse to this blimp and get rewarding, non awkward, non amateur flights.

I started with clear sky flights so get the hang of it and then moved on to adding more clouds and wind. I’ve flown in nasty rainy/windy weather as well. It’s hard and inconvenient, and it’s easy to see why a blimp shouldn’t be operated in that weather. But as a little challenge, i gave it shot and while it wasn’t easy, and I’d probably pass out irl from being thrown around in a storm. I was still able to fly and land. I stand by what i said in earlier comments that this airship is capable, and while it does have some obvious minor bugs, it is in no way broken. My first 50 hours of fs24 were dedicated soley to this blimp, and so will be my 50 hours.

Also, everything I’ve written here and in my past comments has only 1 purpose and that is so YOU, the reader, can have as much fun flying this blimp as me. And I expect these overly long winded comments to make professionals out of all of you.

Most days I like to do a custom departure out of Floyd Bennet field in Nyc. I follow the belt pkwy east to JFK and hover around to see what other pilots are up to, then head over to Citi field stadium and watch as my Mets inevitability lose another game :frowning: after that I had just west of there to LaGuardia airport and see what those players are doing. Then go around the edge of queens back to Floyd Bennet where I started. So maybe I’ll see some of you pilots up there some.

If you’ve gotten this far I appreciate you taking the time to read through this and I know the information in here will be worth it.

Thank you.
And as always,
Safe travels all!

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Hm, I previously had the Skyship flying pretty well and was doing cross countries with it. Since yesterday though I can no longer get the engines past 2000 RPM. Anyone else having that problem?

Edit: Ah, as so often happens, I immediately found the problem. I somehow ended up with a stray mixture binding, On a similar subject though, has anyone made sense of the prop pitch indicators?

The reverse prop pitch seems broken at the moment. Im pretty certain you should be able to reverse them but you cant right now. Im tempted to create a bug report for it.

So I did some poking around looking for a POH or Checklists for the Skyship 600. I couldn’t find one but I did find a basic technical description for it. Here are some highlights I found within it and some of my personal notes as they relate to the one we have in MSFS 2024.

Skycruise Switzerland Document 6 Skyship 600 Specifications

  • Cruising Speed: … 35 kts
    Maximum Speed: … 50 kts

NOTE: the one we have in FS25 is too fast if this is the case. At maximum RPM (5000RPM) the one we have in sim can go just short of 80 knots, while in this document it says it should only be able to go about 50 knots. The red line on the Air Speed Indicator reflects this.

  • 1.1 Ballonets: One forward and one aft of the gondola. Also used for trimming
    inflight.
    1.2 Valves: The envelope is fitted with six 20" valves; two on the envelope
    equator, and two per ballonet. These valves are of mainly glass-fiber
    construction and are individually adjustable for pressure setting. They
    incorporate a fast rise characteristic providing fully automatic operation under
    normal operating conditions. A manual opening and closing facility is provided
    for each valve operable from the flight deck.

NOTE: this confirms that there are two air valves per ballonet. So the four pull handles in the cockpit are only for the two ballonets, two for the forward, and two for the aft.

  • 1.10 Envelope Pressurization System:
    Ram Air Supply: A scoop is fitted behind each propulsor to divert ram air into
    the ballonet duct system.
    Electrical Fan Air Supply: For low airspeed or large vector angle
    operations two electric axial fans (Dynamic Air type M8921N or Electro Mech
    EM613) are fitted. Each fan is individually controllable and can be switched to
    an automatic mode whereby the ships pressure is controlled by an adjustable
    pressure switch. Maximum combined flow rate provided by both electric fans
    is 1’800 cubic feet per minute, which provides for a 190 ft per minute descent
    rate.
    Automatic flap valves: are fitted to ensure correct function of ballonet air
    supply system with any combination of available air source.
    Emergency Pressure System: In the emergency event only of ballonets
    becoming full in flight and pressure in the envelope dropping below the safe
    level, a toggle is provided which when pulled opens twin fabric panels (one in
    either side of the T-chest) and permits air to be discharged directly into the
    helium space.

NOTE: These scoops are visible in the FS24 model. It also describes the purpose of the Ballonet Fan Mode switches.

  • 3.2 Propeller:
    Diameter: 54 inch
    Typ: Hoffman 5 bladed variable pitch fan HO-V 155 A-R/137 CL
    with mechanical pitch change mechanism. Blades are
    glass-epoxy-sheathed wood with aluminum alloy leading
    edge.
    3.3 Pitch Change System:
    Four propeller settings are provided:
    FC … Forward Coarse
    FMP … Forward Maximum Power
    FF … Forward Fine
    R … Reverse

NOTE: this reflects what we see in the flight deck in the FS24 model. We don’t seem to be able to control the prop pitch in the game despite this saying we should be able to. No combination of hot keys or throttle position or messing with the switches labeled for propeller functions seems to change this. Also note the dials are always in the Reverse position. This is either a bug or is incorrectly modeled.

8.1 Water Ballast: 450 kg water ballast capacity is provided in three
interconnected tanks mounted towards the rear of the gondola. Tanks are
integral with the gondola shell and sealed with PRC compound. Dump valves
are mounted (one in each of the two main cabin tanks) with a mean discharge
rate of 8 lbs/second each. Actuation is by means of individual Teleflex cables
from the flight deck.

NOTE: the valve handles and a ballast gauge are present in the FS24 model. No aspect of the water ballast system works. Pulling the handles doesn’t cause the blimp to become lighter, the gauge doesn’t move and no water effects appear outside. This is either a bug or isn’t modeled correctly (even though you can click and manipulate the handles).

  • 9.8 General Notes:

    Pressure manometers (standby) are located on Port side of indicator pod
    below C.B. panel:

    Forward Ballonet Pressure … Airflow Dvpts … FL4
    Helium Pressure … Airflow Dvpts … FL4
    Aft Ballonet Pressure … Airflow Dvpts … FL4

NOTE: confirming the function of the three pressure guages on the left.

  • 11 UNDERCARRIAGE
    A long stroke, twin wheel castoring unit is fitted, directly beneath the airships center
    of gravity. It incorporates a Dowty liquid spring unit incorporating damping.
    Maximum deflection: … 18 inches.

NOTE: I bring this up only beacuse the FS24 model has very unusual and unrealistic interactions with the ground. Also note it is NOT retractable. Despite the sim telling you to retract the gear in assistant tips.

  • 13 EXTERNAL LIGHTING

    13.1 All lights are in accordance with BCAR-Q.

    13.2 Navigation Lights:
    Bow light (one) … fitted to the nose cone
    Stern light (one) … fitted to the envelope-tail
    Port / starboard light (one each) … fitted to the horizontal tailfins

    13.3 Anti-Collision Beacons:
    Upper:… on top fin
    Lower:… below gondola.

    13.4 Landing Lights: Remotely steerable (electrically controlled from flight
    deck); mounted under flight deck plus a fixed standby light mounted to the
    landing gear support struts.

    13.5 Ground maneuvering light: To aide positioning of the ship during its final
    landing stages a ground maneuvering light is mounted under the gondola
    nose.

NOTE: after making sure to turn on every single light on the airship, it seems the bow and stern lights mentioned in 13.2 are missing. All the other lights are in the correct positions. You can see the bow and tail lights if you look for footage of the Skyship600 flying at night on Youtube. Also note the control knob to move the ground maneuvering light is also inop in MSFS2024.


I’ll go ahead and link the documents I found. I personally found them fascinating but I’m also in the smallest minority of aviation enthusiasts imaginable. :smile:

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Appreciate the research! I’ve been able to get enough of a hang of the thing to do a couple of cross countries of a few hundred miles, making it my highest hour-count aircraft in the sim so far. For the most part I’ve made good sense of all of it, but every now and then I can’t get the ballonets to trim unless I manually close one of the dampers. Any better word on what exactly those are doing under the hood?

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The bugs in this sim are astounding.

I chose Free Flight. I chose the Airship. I figured Moffett Field in CA would be a very appropriate place to launch an airship. I zoomed in and clicked parking space 53 adjacent to the great Zepplin hangar of the early 20th century and selected fly now.

I don’t spawn at the parking space, I spawn on the end of the runway. I click the Fly button, and the airship pivots its tail upwards repeatedly and shows this “Back on track/You crashed” screen as it does this over and over and over. Back on track? Huh? What?

We have a long way to go here with this sim…

EDIT:

Ugh, I tried it again. This time choosing the parking spot, ensuring that it is indeed selected as the Departure point and clicking Start flight. The same thing happens, I spawn on the runway and the aircraft lifts its tail repeatedly and shows this dumb Back on track dialog box.

So much for first and second impressions.

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Not that it isn’t a problem, but you can get around the cold-and-dark-nosedive problem by immediately pausing as you spawn, hitting escape, and then restart flight. Usually the aircraft settles properly on restart. About 95% of the time, in my experience. If it doesn’t work you can usually just try again. Not ideal, but it’s enough to get by in the meantime.

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Thanks for the tip.

Contrary to my frustration, I’d actually like to fly it, so I’ll give it another go.