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FS2004 Posts
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chris_eve 10
Thankyou for this little gem ... similar intermittent symptoms I'm well familiar with, but this workaround is not a concept I'd ever met
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beroun 17
With FS2004 for 19 years 150+GB with addoon sceneries and aircraft, own panels mods, own uploads and so on, so quite familiar with logistics But one always learns (or does not listen:)
What I did routinely was saving my own flights (different airports, seasons, weather, aircraft) AS DEFAULTs. Quite convenient, since the next time firing up FS, I was where I wanted to be flying the aircraft I wanted to fly........OK. BUT jumpinf from one default flight to another, I often encountered weird things like sudden shut downs, restarts, and mainly unable to shut FS down, since it was always restarting. Also the aircraft flight dynamics seem to be changing from flight to fligh. But I learned to live with it.
Until I heard few times ALWAYS START WITH THE DEFAULT FLIGHT!!
Must say that since I filnally listened and always start with the default Cessna in Seattle and then go to my saved flight, the problems ARE GONE. The FS runs like a whistle and my saved aircraft always behaves as when I saved it. True, there is one more step to get on my plane from Default Cessna but it is worth it!
I never again save another flight as a default! and ALWAYS START WITH THE FS DEFAULT FLIGHT!!
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JSMR 18
Hmm, interesting it mentions turbulence. So you can have permanent localised areas that have turbulence if you want?
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PhrogPhlyer 94
Great info, is this similar for FSX?
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Tom Gibson 16
If you can't find thermals for your desired area, you can create them manually if you want to. Here is the contents of an XML file from the FS2004 SDK that creates a thermal area in the Morton, WA area when compiled using the FS2004 BGLComp (in the BGLComp SDK). First the description:
"MORTON RIDGE
=============
The Morton Ridge lift box is located ~2 miles to the SE (hdg 125 from the Strom airport) at the east end of Riffe Lake (lat: N46 28.94, W122 11.28). For lift to be generated, there needs to be surface wind set up at ~20kts, from ~240 degrees."<?xml version="1.0" encoding="ISO-8859-1"?> <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd" > <!-- RidgeLift Morton WA --> <SceneryObject lat="46 29.15" lon="-122 10.85" alt="50" pitch="0" bank="0" heading="240" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="3000.0"> <Vertex biasX = "-1000.0" biasZ="-1000.0"/> <Vertex biasX = "-1000.0" biasZ="1000.0"/> <Vertex biasX = "1000.0" biasZ="1000.0"/> <Vertex biasX = "1000.0" biasZ="-1000.0"/> <TriggerWeatherData type="RIDGE_LIFT" heading="240.0" scalar="0.75"/> </Trigger> </SceneryObject> </FSData>
Just change the lat and lon values for your area and compile. If you want to change more than that, there is info in the BGLComp SDK doc file about that.
Here is a sample XML file that sets up 3 thermals. Description:
"CHELAN THERMAL
===============
The Chelan thermal is located just SW of the Chelan Mun airport (S10). The exact location is a butte located at the following lat/lon: N47* 48.33’ W120* 1.64Slew up at Chelan Mun and over to the lat/lon. Start thermaling just above the butte. Work your way up until the lift stops. From there you can fly south to the Waterville airport and you will find another thermal that starts at about 6,500 feet. The exact location is N47* 39.22 W120* 3.35.
You can continue south toward Pangborn Meml (KEAT) and there is a thermal located directly over the airport that begins at or about 5,000 feet. The exact location is N47* 23.91 W120* 12.94’. that begins at or about 5,000 feet. The exact location is N47* 23.91 W120* 12.94’. From there you should have enough altitude when the thermal tops out to cross the mountain range south of Pangborn Meml and land at Bowers (KELN).
It’s best to setup a flight plan and have the waypoints in the GPS. It’s a great flight that’s fun and challenging."
<?xml version="1.0" encoding="ISO-8859-1"?> <FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd" > <!-- Thermal Chelan --> <SceneryObject lat="47 48.35" lon="-120 1.83" alt="200" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="3000"> <Vertex biasX="-1500.0" biasZ="-1500.0" /> <Vertex biasX="-1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="-1500.0" /> <TriggerWeatherData type="THERMAL"></TriggerWeatherData> </Trigger> </SceneryObject> <!-- Thermal Waterville--> <SceneryObject lat="47 39.24" lon="-120 3.32" alt="1000" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="3000"> <Vertex biasX="-1500.0" biasZ="-1500.0" /> <Vertex biasX="-1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="1500.0" /> <Vertex biasX="1500.0" biasZ="-1500.0" /> <TriggerWeatherData type="THERMAL"></TriggerWeatherData> </Trigger> </SceneryObject> <!-- Thermal KEAT--> <SceneryObject lat="47 23.91" lon="-120 12.40" alt="1000" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="SPARSE"> <Trigger type="WEATHER" triggerHeight="4000"> <Vertex biasX="-1800.0" biasZ="-1800.0" /> <Vertex biasX="-1800.0" biasZ="1800.0" /> <Vertex biasX="1800.0" biasZ="1800.0" /> <Vertex biasX="1800.0" biasZ="-1800.0" /> <TriggerWeatherData type="THERMAL"></TriggerWeatherData> </Trigger> </SceneryObject> </FSData>
Note that both these files are already present in the default scenery and do not need to be added.
An explanation of the XML code from the SDK - you can ignore the Fuel Trigger stuff.
This element is used to add a trigger to the scene. Triggers are used to define regions in the world that will cause an event when the user’s aircraft enters that region. Triggers can presently be used to specify refueling stations and weather areas (like thermals or ridge lifts). To aid in the construction of scenery using triggers, it is possible to make them visible in the game by setting ShowTriggers=1 in the [SCENERY] section of the Flight Simulator .CFG file. Set ShowTriggers=0 to stop highlighting the triggers. This element is allowed to contain other data and should not be terminated with ‘/>’.
<Trigger
type=”WEATHER”
triggerHeight=”3000”>
<!-- Trigger data -->
</Trigger>
Attribute
Description
Acceptable Values
type
Type of trigger
REFUEL_REPAIR or WEATHER
triggerHeight
Height of trigger. Primarily used for weather triggers.
Non-negative floating point number
The object types allowed within a Trigger are:
Fuel
This element is used to specify fuel availability for a Fuel Trigger. This element is not allowed to contain other data and must be terminated with ‘/>’.
<Fuel
type=”100”
availability=”YES”/>
Attribute
Description
Acceptable Values
type
Type of fuel
73, 87, 100, 130, 145, MOGAS, JET, JETA, JETA1, JETAP, JETB, JET4, JET5
availability
Fuel availability
YES, NO, UNKNOWN, PRIOR_REQUEST
Vertex
This element is used to specify a point along a poly-line that is the outline of the base of a trigger. This element is not allowed to contain other data and must be terminated with ‘/>’.
<Vertex
biasX=”33.44396446”
biasZ=”12.72089861”/>
Attribute
Description
Acceptable Values
biasX
Bias along latitudinal axis in meters
Floating point number
biasZ
Bias along longitudinal axis in meters
Floating point number
TriggerWeatherData
This element is used to specify a weather setting for a trigger. Weather triggers can be used to create thermals and ridge lifts for gliders and areas of turbulence. This element is not allowed to contain other data and must be terminated with ‘/>’.
<TriggerWeatherData
type=”THERMAL”
heading=”270.0”
scalar=”.70”/>
Attribute
Description
Acceptable Values
type
Type of weather data
THERMAL, UNIDIRECTIONAL_TURBULENCE, DIRECTIONAL_TURBULENCE, RIDGE_LIFT
heading
Heading vector applied to weather data
0-360 floating point
scalar
Scalar value applied to wind speed that is used to generate lift and turbulence.
Floating point number between 0 and 1.0.
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