tgibson_new
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Posts posted by tgibson_new
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Because you didn't do the work to learn how and create them, of course. :)
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Does this package make changes to any of the cfg files (terrain.cfg, etc.)? If so, that could be the cause of the re-modernization.
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Have you loaded the ADE/AFCAD file into one of those and checked that the runway is actually there?
If it is, I would try saving the file in that program (after making a backup!) and see if the runway appears in the FSNav database. Even if the compile screws up something else, you can always replace it with the original file after it's in the database.
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I assume you mean the original QANTAS 707-138. Here's a picture of the original livery:
https://simviation.com/hjg/aircraft2/boeing/b707-138/b707-138_qantas_1959_138_vh-ebf.jpg
There are two later liveries available as well.
You can download them from the Historic Jet Group (HJG):
https://simviation.com/hjg/downloads.htm
Click on 707-120, scroll down to the 707-138, and download the Base Pack and the livery(s) of your choice.
Hope this helps,
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Drawcall Batching really became common with the introduction of FSX; I don't know if it has any effect in FS9 (I've never seen anyone test that). So most people back in FS9 days dealt with LODs for frame rate improvement.
While the main purpose of MCX is to convert models to other formats, Arno has added lots of other features that allow one to add or subtract LOD models, remove certain parts of objects, and merge objects together into a single object. So it's pretty flexible at this point.
Finally, I don't think that MCX can change the bounding box of FS9 models (although I've never tried), and anyway I think it requires the separate MDL file that is then compiled directly into a library BGL file using a tool like Library Maker. MCX will always (?) recompile MDL files upon Export, and thus any tweaks would be lost. It can Export the MDL file from a library BGL file, though, for tweaking later.
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BTW, you can do some editing of objects using ModelConverterX, but only for personal use without the author's permission.
The only other thing I could think of would be to make the bounding box bigger using MDL Tweaker, but if crash is turned on for that object you will run into it way before you actually hit it.
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Re: concrete vs asphalt - all that does is make the connections to asphalt taxiways a little cleaner, nothing else.
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Have you tried maxing all the scenery sliders in Options to see if any of those have any effect?
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I don't have the modified DLL file, but here is a previous post showing how the edits work:
Changing Friction values in the FS2004 sim1.dll
Simon
External
Since: Oct 26, 2006
Posts: 4
(Msg. 11) Posted: Fri Oct 27, 2006 7:08 am
Archived from groups: per prev. post (more info?)
In my previous post details this fix I got the decoded values in the
example tables wrong. This should be correct.
Below is a post I did to another forum. It tries to explain about
The behavior on rollout seems to be caused by a lack of friction for
sideways movement, (skid friction).
Note! I have only done limited testing on this. It seems to make cross
wind landing rollout better, I think it helps with the tendency to
rotate left or right on engine start in some big twins, not sure about
this but it seems better. I may try increase the friction later. It may
also fix the tendency to weathervane on high speed taxi in strong
Based on some work I found on a German Web sit, See my post on Oct 23rd
at 12:30, I have found the following fix.
First you will need a HEX editor, I use XVI32, this is freeware
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm
The fix requires you to edit SIM1.DLL in “Flight Simulator 9/Modulesâ€
Make a copy of SIM1.DLL and put it in some other directory. If you
leave it in the same directory FS9 won’t load.
Open SIM1.DLL with XVI32. Scroll down to the line which has 48CBA in
The values in that line are shown below. The interesting area is in
red. I have shown the entries for Wheels on Concrete and Asphalt. There
So, Change E17AE43F to AE47F13F. This does concrete.
For Asphalt go to the line 48CBA and repeat the above.
48CBA 00009999A93FC78424880000007B14AE47C784248C000000E17AE43FC784
48CBA 00009999A93FC78424880000007B14AE47C784248C000000AE47F13FC784
What this fix does is to change the skid friction from about 1.785 to
about 1.875. The actual numbers in SIM1.DLL have a lot more decimal
If you want to try different values the following may help.
This is a bit techie so if you can’t sleep it may help.
The numbers you are dealing with are called Single precision floating
point, (32 bit). When displayed in Hexadecimal, (Hex), each pair of
characters forms a single Hex character, (Byte, 8 bits). This is
important when you use the Web site to translate Decimal to single.
To translate the numbers between Decimal and Single Hex I use
Decimal to Single Hex http://babbage.cs.qc.edu/IEEE-754/Decimal.html
Single Hex to Decimal http://babbage.cs.qc.edu/IEEE-754/32bit.html
Be where! In the above Web site the Bytes are reversed. So in XVI32,
where you have E17AE43F, you must enter it as 3FE47AE1 on the web page.
When you convert Decimal to Single Hex, if you got the result 3FF147AE
you must put it in XVI32 as AE47F13F.
Using my fix above as an example, I entered the original Microsoft
value, (in reverse) 3FE47AE1 into the Single Hex converter. This gave
the Decimal answer 1.7850000. I wanted to increase it a bit so I
guessed at 1.885. I entered 1.885 into the Decimal to Single Hex
converter and go the answer 3FF147AE. So remembering to reverse this, I
Just in case you are still awake, that’s the end of the lesson.
There are various other things you can change using this technique. I
have only shown how to edit the skid for Asphalt and Concrete, you can
do other surfaces. Some people have played about with brake friction
which was the subject of the German web site. Some say this is great
I think with all of these “fixesâ€, it depends on the model you are
If you try any of this I would be interested to know how you get on.
Some info on locations of things you can change:
a) Roll Friction 1.199 48cbc (recommended : 1.00 to 1.1 )
c) Brakeing coeff. 1.799 48ce8
And this is an example for the actual code for table 1, Wheels,
code:48CB8 840000009999993FC78424880000007B --> 1.199 Roll Friction
48CC8 14AE47C784248C000000E17AE43FC784 --> 1.785 Skid Friction
48CD8 249000000066666666C7842494000000
48CE8 6666E63FC78424980000007B14AE47C7 --> 1.799 Braking coefficient
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The working links are in post #15 - all previous links are broken, as he warns in his posts.
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Hi,
AFAIK you just make engine changes in the aircraft.cfg (and AIR?) files. The engines will not change their appearance.
There was an FS9 BT-67 posted by David Kolas on AVSIM for a short time, but since it was Manfred Jahn's FSX model converted without permission it was removed.
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Tried right clicking the installer and choosing Run As Administrator?
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Worth a try?
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Here you go:
//0 Class//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, 40.00, 0.00, -8.40, 1181.1, 0, 1.442, 55.92, 0.6, 2.5, 0.9, 4.0, 4.0, 0, 220.0, 250.0
point.1=1, -7.75, -8.58, -8.60, 1574.8, 1, 1.442, 0.00, 1.0, 2.5, 0.9, 6.9, 6.9, 2, 220.0, 250.0
point.2=1, -7.75, 8.58, -8.60, 1574.8, 2, 1.442, 0.00, 1.0, 2.5, 0.9, 7.1, 7.1, 3, 220.0, 250.0
point.3=2, -14.17, -47.33, 0.00, 787.4, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 5, 0.0, 0.0
point.4=2, -14.17, 47.33, 0.00, 787.4, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 6, 0.0, 0.0
point.5=2, -54.00, 0.00, 2.83, 787.4, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 9, 0.0, 0.0
point.6=2, 42.67, 0.00, -3.75, 787.4, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 4, 0.0, 0.0
max_number_of_points = 21
static_pitch=0.04 //degrees, pitch when at rest on the ground (+=Up, -=Dn)
static_cg_height=7.67 //feet, altitude of CG when at rest on the ground
gear_system_type=1 //Hydraulic
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As long as TNW doesn't come with any landclass files, that should probably work fine.
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Have you asked the question over at Classic British Flight Sim forum?
https://cbfsim.co.uk/cbfs_bb/viewforum.php?f=6&sid=81088f1b0b8c492d7c7f9d429b679535
But their Anson page only has one model, so I think that will be the answer there too.
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Hi,
First create a little icon BMP. I took one of the existing icon textures (from an addon panel, but it could be from anywhere), erased the current icon symbol, and put AP on it instead. I named mine icon_AP.bmp
Next create the XML gauge code. Here is what I used, I named it Icon_AP.xml:
Display/Hide Autopilot 777 (>K:PANEL_ID_TOGGLE)
You can use Notepad to create it, but it should end in .xml instead of .txt. It gets placed into a folder (which can contain many XML gauges), along with its BMP file. You can also put it into a CAB file, but that's not required. My XML and BMP files went into a folder called DC6pnl, located in the main Gauges folder (the folder can also be placed into the plane's panel folder if not used for any other planes).
Next you add the icon gauge to the panel.cfg file. I added mine to the main panel (Window00 in my case) in this line:
gauge75=DC6pnl!Icon_AP, 361,1065,21,21
Your gauge number, XY location (first two numbers) and size (last two numbers) will be different.
Finally, when I was adding my subpanel into this panel.cfg file, I made sure that it contained this line:
ident=777
Now when I click the icon the AP panel pops up (or goes away).
Hope this helps,
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Does this addon airport include an AFD file (AF2_, ADE, or AFX) BGL file? If so, edit it with ADE or AFX to move the FS runways, taxiways, start locations, etc. to the new airport.
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If defined in the model, there is little you can do...
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It's right in my original post - Scenery/BASE/scenery
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Hi,
Tom Gibson here.
This is way over my head, and I only have the free online version of Excel which doesn't display the map.
I have posted the link to this message in my forum, so hopefully those more knowledgeable about celestial navigation will take over.
Thanks,
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If your instruments are routinely displaying true headings instead of magnetic, I don't know of a setting in FS9 that will change that (there is a setting for true vs indicated airspeed, but that is not this).
The usual reason for this problem is an addon scenery that (for some reason unknown to me) causes FS to stop reading the default magdec.bgl file, which provides all of the magnetic headings in the world. This file is found by default in the Scenery/BASE/scenery folder.
If this is true, removing that addon scenery should fix it.
A workaround to avoid that is to place a copy of the magdec.bgl file into it's own scenery folder (i.e. Addon Scenery/Keep On Top/scenery), and add the Keep on Top folder as a scenery layer in the Scenery Library. This layer should be kept at the top of the listing at all times.
Then the headings should go back to magnetic.
Hope this helps,
Button in the Panel to open custom window
in FS2004
Posted