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f16jockey_2

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Posts 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. The tail section, (not the tail itself just the rear end) is much brighter and less coloured.

    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

  3. unfortunately, it has had the adverse effect of turning the texture from HD to low-quality and blurry.

    Almost there.

    In DXTBMP make sure everything in the Mipmaps settings is unchecked as shown.

     

    7OrsLMV.jpg

     

    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

  4. Think I found it.

    "707 Travolta Qantas by Ed Knapp" for CS Legandary 707 [FS9].

     

    oroLgvm.jpg

     

    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

     

    4aPhnvI.png

     

    AFTER

     

    JSbRmPM.png

     

    IMO the purpose and use of the alpha layer has changed from FS9 to FSX.

     

    Wim

  5. a) in the FS9 texture folder, retain ONLY the below texture files (BMP, or DDS if you decided to convert them)

     

    cn7Pvco.png

     

    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

  6. How many attempts did it take until you found that one?

    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

  7. 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

     

    l38gVzU.png

     

    Wim

  8. I usually start my descent about 130 miles out at 1500 fpm

    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

  9. I don't use those aero.sors waypoints myself. So I don't know the exact effects they cause.

     

    I decided not to when I saw the waypoints cause problems with default flight planner.

     

    See the caveats listed here. In the arao.sors FAQ. Note paragraph 5)

     

    https://aerosors.freeforums.net/thread/5/faq-answers-related-navaid-updates

     

    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

  10. 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

  11. Maybe check the following in the aircraft.cfg:

    1. Check the [fltsim.x] headings increment in number, otherwise the first will be the only one to show
    2. Check the sim= line matches the name of the *.air file (without the .air suffix)
    3. Check the model= refers to a vaild model subdirectory (and that has the necessary files in it).
    4. Check the panel= refers to a vaild panel subdirectory (and that has the necessary files in it).
    5. Check the sound= refers to a vaild sound subdirectory (and that has the necessary files in it).
    6. Check the ui_manufacturer= reads to the heading you are looking for the aircraft under

     

    John

     

    +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

  12. I've just noticed that the landing page for the NL scenery shows the V5 version of the scenery. If you place the mouse cursor on the Downloads menu option you will see options for two previous versions that are available - V4 and V3 special Edition. Both have far lower system requirements...

    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

  13. 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

  14. Seems like there's nothing wrong with the flight plan but a problem with the aircraft. I haven't got a clue what that might be ...

    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

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