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    • I don't think that's how mips work. Each grade of mipmap is just a smaller, lower-resolution copy of the base texture in an image. Just as different areas of a single-file aircraft texture are mapped to different parts of a 3d model, so different areas of a mipped texture file are mapped to different distances.   That is to say, each draw distance will use a different part of the mipped image.   If there are no mips, the high-res base image is used at all draw distances so you effectively get full texture detail right out to the horizon.   Image editing software such as DXTbmp doesn't show the whole set of mips in one image but mostly they would look like this:   Unpipped texture used at all distances:   Mipped texture. Larger file but easier on the graphics memory because for distant objects, the graphics hardware doesn't have to load the large hi-res image, just a small blurry version:                                               I strip the mips from all my aircraft textures because high-resolution modern PCs, graphics hardware & drivers, and monitors don't really need them. (As an aside, I also convert them to 32-bit as I sometimes edit them and each hard save of a compressed image degrades it). Stripping them makes the file slightly smaller. (Decompressing them makes them bigger...) The fundamental resolution of a modern monitor is good enough that -- mostly -- the sparkling and the moiree pattern just don't happen. Modern processors and memory don't struggle with the high-res, unmipped textures even when handling hundreds of them at a complex airport with heavy AI.   In the past I've also stripped them from other textures but occasionally came across problems so I leave those as the developer made them.   D
    • alanmerry,   From your reaction above and especially from your "Mip Maps unticked" remark I conclude that you structurally remove scenery/texture Mip Maps wherever you can ??? Does this not defeat the very purpose of Mip Map technology, i.e. that your scenery items/objects are only visible at short distances and that they suddenly/unrealistically pop up when you approach them ? Quite some of my own (airport/airfield) scenery objects keep popping up at such short distances, even although I have structurally added Mip Maps to all their textures ???   I use the same softwares as you evidently do but I ONLY "untick Mip Maps" for my flyable aircraft textures because firstly, these then remain somewhat smaller and secondly, they are never viewed from longer distances.   Keep the comments coming guys because this thread is becoming more and more interesting !!   Regards   Hans    
    • Hello JMIE, by looking at the image you posted, it seems like your nose gear is still a bit off the ground. You can use ACM to locate each tire precisely on the tarmac. On that particular aircraft, you should have only 10 contact points, one for each tire, unless the extra points are crash damage on the engines. wing tips or fuselage. In that case, they should be renamed "scrape"points in ACM. With a little patience you should be able to get your flying machine straightened out in no time!
    • You give me the idea. It is clear that it's a question of trial and error. Changing the static_cg_height from the original 9.862 to 18.862 rise the aircraft to the position it must be. Enclose picture. Thanks you all for your kind advise and cooperation.
    • Sorry, I just got back from Mars and I may have missed some critical detail, but if I might put in my two cents worth.... Have you tried Aircraft Container Manger? This free program allows one to see what could be going wrong with your aircraft and correct things like contact points, without a whole lot of guesswork. It sounds like this could be of benefit to you. It is available here -simviation.com/1/search?submit=1&keywords=aircraft+container+manager&x=17&y=7
    • Only the first three lines concern you here, leave the others untouched.   In the example given, you need to adjust the vertical position, e.g.: point.0= 1.000, 82.930, 0.000, -9.350, 1181.102, 0.000, 3.349, 78.000, 0.500, 2.500, 0.500, 15.000, 15.000, 0.000, 0.000, 0.000 point.1= 1.000, -3.341, -12.000, -11.383, 1574.803, 1.000, 2.188, 0.000, 1.072, 2.500, 0.498, 17.000, 17.000, 2.000, 0.000, 0.000 point.2= 1.000, -3.341, 12.000, -11.383, 1574.803, 2.000, 2.188, 0.000, 1.072, 2.500, 0.498, 17.000, 17.000, 3.000, 0.000, 0.000   These will be different for every aircraft, those figures are the distance between the defined centre-line of the aircraft and the ground. It sounds like you need to reduce the figures in your aircraft (not this example!) by a couple of feet - start there and fine tune. Re-load the aircraft after saving each change.   Only when you have that perfect, you may need to finely adjust the following: static_pitch =  static_cg_height =    Getting this right takes patience, but the results are satisfying.   John
    • Wouldn't just be easier to download a different 787-8 and delete this one?
    • Useless....can't open it!
    • This is the aircraft.cfg Thanks aircraftcfg.pdf
    • It looks like down. What I did is to modify as your suggestion. But remaining the rest of contact points from 6 to 21 as they are. if I delete such contact points the image enclosed remains equal. I suppose that contact points from 6 to 21 must be also modify. Don't you? Thanks  
    • jmie,   What I need to be able to help you is the name of your complete and originally downloaded B787-8 file, which contains it's dedicated model folder, air file, at least one complete texture folder and it's complete dedicated aircraft.cfg file I need to be able to see in external view, the aircraft standing on it's wheels (or floating), while at the same time having the same aircraft's aircraft.cfg file visibly available. Only then can I edit the contact point section in order to stop it from "floating" or sinking into the ground, etc. This is because it remains a so called "trial and error" activity and is not the same for, e.g. B787-8s with different model/texture files.   Regards   Hans  
    • Contact points should look something like this:          //0  Class                        <0=none,1=wheel, 2=scrape, 3=float>         //1  Longitudinal Position        (feet)         //2  Lateral Position             (feet)         //3  Vertical Position            (feet)         //4  Impact Damage Threshold      (Feet Per Minute)         //5  Brake Map                    (0=None, 1=Left, 2=Right)         //6  Wheel Radius                 (feet)         //7  Steer Angle                  (degrees)         //8  Static Compression           (feet)  (0 if rigid)         //9  Max/Static Compression Ratio         //10 Damping Ratio                (0=Undamped, 1=Critically Damped)         //11 Extension Time               (seconds)         //12 Retraction Time              (seconds)         //13 Sound Type         //14 Airspeed limit for retraction     (KIAS)         //15 Airspeed that gear gets damage at (KIAS)          [contact_points] point.0= 1.000, 82.930, 0.000, -9.350, 1181.102, 0.000, 3.349, 78.000, 0.500, 2.500, 0.500, 15.000, 15.000, 0.000, 0.000, 0.000 point.1= 1.000, -3.341, -12.000, -11.383, 1574.803, 1.000, 2.188, 0.000, 1.072, 2.500, 0.498, 17.000, 17.000, 2.000, 0.000, 0.000 point.2= 1.000, -3.341, 12.000, -11.383, 1574.803, 2.000, 2.188, 0.000, 1.072, 2.500, 0.498, 17.000, 17.000, 3.000, 0.000, 0.000 point.3= 2.000, -63.540, 0.000, 1.827, 787.400, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5.000, 0.000, 0.000 point.4= 2.000, 5.000, 28.720, -6.739, 787.400, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6.000, 0.000, 0.000 point.5= 2.000, 5.000, -28.720, -6.739, 787.400, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9.000, 0.000, 0.000 max_number_of_points = 21 static_pitch= 0.000 static_cg_height= 9.862 gear_system_type=0  
    • I flew to Dothan Alabama KDHN to get pictures of the terminal building is there anyone who will be willing to make me a detailed terminal building for that airport that basically all I really want is just the terminal building that is all but if you want to do the whole airport that is fine too. Also if you make the scenery you have my permission to use my pictures to make the scenery to add on flightsim as well.   Robby 
    • A Look Around Barcelona at Dawn, just a quick tour. If you want to see the larger picture [CLICK THE PIC]. Hopefully, you enjoyed these images, your commentary is always appreciated...Darryl  
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