Jump to content

f16jockey_2

Registered Users
  • Posts

    1,431
  • Joined

  • Days Won

    1

Everything posted by f16jockey_2

  1. Take the three fuselage textures and make a copy of them. Rename the copies, adding the letters OP, like this: HS748_FuseA_t.dds -> Copy and rename the copy to: HS748_FuseAOP_t.dds HS748_FuseB_t.dds -> Copy and rename the copy to: HS748_FuseBOP_t.dds HS748_FuseC_t.dds -> Copy and rename the copy to: HS748_FuseCOP_t.dds Wim
  2. fuel_flow_scalar is a multiplier. Pounds/hr or kilograms/hr depend on the aircraft. If a given aircraft consumes 1000 lbs/hr (454kg/hr) with fuel_flow_scalar at 1.00, it'll consume 1100 lbs/hr with a fuel flow scalar at 1.10. So for that aircraft, every 0.10 units of fuel_flow_scalar represents 100 lbs/hr of fuel. For every aircraft this will be different. Wim
  3. You'll have to the same thing with BOTH b707_b1_t.bmp (nose) and b707_b2_t.bmp (tail), or there will a very noticable difference indeed. The result will become brighter, that's true. Less coloured, I dunno. A matter of taste I guess? Wim
  4. Almost there. In DXTBMP make sure everything in the Mipmaps settings is unchecked as shown. The alpha layer should be entirely WHITE, except for some windows (as shown above). Also remember, if you transfer from a DDS in stead of a BMP, you have to flip it before saving. Safest is to export/import from a BMP. Wim
  5. Think I found it. "707 Travolta Qantas by Ed Knapp" for CS Legandary 707 [FS9]. Could reproduce the translucent gear bay doors and solved it by replacing the alpha layer in b707_b1_t.bmp and b707_b2_t.bmp. With DXTBMP open the above files from a working texture folder. Export their alpha layers to somewhere you can find them (eg desktop). Then open the same files in the faulty texture folder with DXTBMP, import the previously saved alpha layers and save as BMP DXT3. BEFORE AFTER IMO the purpose and use of the alpha layer has changed from FS9 to FSX. Wim
  6. Not the correct link. This is a blue-striped/white tail aircraft. Nothing red as in yr pics. Wim
  7. What livery are we talking about? A download link to the texture would be useful, or the site where you got it from. Wim
  8. a) in the FS9 texture folder, retain ONLY the below texture files (BMP, or DDS if you decided to convert them) b) add a texture.cfg, with following contents: [fltsim] fallback.1=..\texture fallback.2=..\texture\night fallback.3=..\texture\spec fallback.4=..\texture\bump Wim
  9. Just one. Not the 1st time I do this btw. One takes a carrier-based aircraft known to work with the Accel carriers, ex. Dino's Goshawk. Calculate the relative positions (hor+ver) of both launch_bar_pivot and launch_bar_lug vs the nose wheel contact point. In the Viking file, look for the nose wheel contact point, do the inverse math of the above to get both launch points, and done. Wim
  10. This basically works (the contactpoints being all in the negative was a bit confusing): [launch_assistance] //Nose Gear //point.0=1, -21.00, 0.00, -7.50, 2000.1, 0, 0.6349, 46.8, 0.8000, 1.5, 0.5100, 10.0, 10.0, 0, 260.0, 260.0 launch_bar_pivot = -19.80, 0.0, -4.37 launch_bar_lug = -20.20, 0.0, -4.43 It may need a bit of tuning to keep the nose wheel down while launching... U does nothing. I arms lauch assist and blast deflector launches Wim
  11. There's no initial and no target altitude in your "formula", so it's doomed to be wrong. The rule of thumb is 3 Nm travelled per 1000ft of descent. But for some types of jets I found 4 to 1 more realistic. Take notes of your mistakes, and apply the corrections in yr next flight. Wim
  12. Fair enough, point taken. I never use the default flight planner, as the alternatives (Simbrief, LittleNavMap, ...) are so much better. So I never encountered that problem. Wim
  13. Slew controls differ from the normal flight controls. You probably cleared them, and need to reassign. Wim
  14. Imo the AC is meant to be flown from the Vc, and what you see from the ZD panel is how it’s designed. Some ways to find out: - grab the panel on the border with yr mouse, and move it up. See what it gives. - check the main_background.bmp in yr panel folder with Paint or similar. See how big it actually is. Wim
  15. https://www.flightsim.com/vbfs/showthread.php?329588-Sound-Issue&p=2147705#post2147705 Wim
  16. ??? Great, but the relevance escapes me... Wim
  17. In Windows: Go to Control Panel, open "Sound", click on the "Communications" tab at the top. Choose the "Do Nothing" option, and click OK. Wim
  18. Could be wrong, but IMO that's for selecting menu options (eg the ATC Menu). Wim
  19. +1 Sound= doesn't matter for the selection screen, but if it points to an invalid entry, you'll have no sound of course. The best and easiest way is to check for differences between the [fltsim.x]-sections that show in the selection and the ones that don't. Wim
  20. NL-2000 V5 is for P3Dv4+ For FSX NL-2000 V4 is recommended. I use it as well. But not the photoscenery, just the airports. Wim
  21. What's odd about that? 17.5 million people live in Chile. Their native tongue is Spanish. Wim
  22. Can be, meanwhile you have no doubt installed FSX SP2 or Acc.Pack. Do as MrZippy suggests, change the propdisk texture. Wim
  23. I do this one AI aircraft folder at a time. When the troubleshooting has concluded, the panel folder gets deleted. OTOH a) when I'm troubleshooting AI, I don't care about flying b) AI aircraft mostly have very distinguisable "manufacturer" entries, like "FAIB", "AI Aardvark", ... c) AI aircraft would be my only entries with a question mark as thumbnail Wim
  24. When I get clueless about AI Aircraft, I tend to add a panel folder to them. That way you'll see them appearing in the Aircraft Selection Screen (or not), thus eliminating certain errors or guiding you to them. Wim
×
×
  • Create New...