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tiger1962

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Everything posted by tiger1962

  1. Further to Hossfly's good advice, some models have reflection built-in, and don't need an Alpha channel in the texture file at all. The first pic looks a model with built-in reflection AND an Alpha channel in the texture.
  2. The more add-ons you have installed of any kind, the slower the sim will start. De-activating scenery areas not required for your current flight will improve performance once the sim is running, but the sim scans through everything, de-activated or not, when launching.
  3. UTX and GEX are Ultimate Terrain for FSX and Ground Environment for FSX. Ultimate Terrain is vector graphics for accurate coastlines, streams, rivers, canals, lakes, dams, roads, rails, bridges, city parks, golf courses, industrial areas and docks. Ground Environment is ground textures for entire continents. I use them both with FreeMeshX and they all work perfectly together.
  4. I saw a Luftwaffe F-104 do a Mach 1 flypast at RAF Finningley airshow back in the '70's - it was the first and last time due to broken windows for miles around! The pilot made a textbook landing afterwards - altogether an unforgettable experience.
  5. The airframe inherent drag data for any FS2004 or FSX aircraft is in the .air file, in section "1101 Primary Aerodynamics". The third section down that list is titled "Drag (*2048) - Per Radian". The first entry in this section is the one you're looking for, "*Cdo Drag Coefficient - Zero Lift=35" (the number is for example only). To increase drag, change 35 to 40, for example, and see if that helps. Note that this will also reduce the cruise speed so you may have to increase the engine and prop power and thrust scalars in the aircraft.cfg to compensate - try changing scalar=1.00 to 1.20 for example, if this hasn't caused this situation to begin with! ;)
  6. Charlie, it's Amelia Earhart's L10E in the library here, l10eae01.zip. Pilotposer: the Cambridge gauge is a fuel regulator, the quote below is from the Amelia Earhart Electra 10E Special Wikipedia page: "Commentary by Ric Gillespie on the difference between the two telegrams (Forum, 2 February 2002): In the first telegram he doesn't address the initial climb and starts off recommending 3 hours at 4,000 feet carrying 1800 RPM and 28 inches of manifold pressure with a Cambridge setting of 073 which is supposed to yield 58 gph. Then, for the next three hours, he wants her to climb to 6,000 and back the props off to 1700 RPM and pull the power back to 26.5 inches with a Cambridge setting of 072 which will yield 49 gph. It's only after six hours into the flight that he has her at 8,000 feet leaving the props at 1700 RPM and pulling the power back further to 25 inches with the same 072 Cambridge setting for an estimated 43 gph. In the third telegram he appears to abandon this recommendation for a "stepped" six hour climb to 8,000 and instead recommend a continuous climb at a honkin' 2,050 RPM and 28.5 inches with a Cambridge setting of 078. He doesn't mention what the fuel consumption will be at these settings but it's probably on the order of 100 gph. The idea, apparently, is to get up to an efficient altitude as quickly as possible. Once there, he then recommends three hours at 1900 RPM and 28 inches with the Cambridge set at 073 for an expected 60 gph. The next three hours are 1800 RPM and 26.5 inches with the Cambridge at 072 for an expected 51 gph.
  7. I agree with Andy. For example, any of the VirtualCol aircraft will work in both sims, due to the XML .cab format gauges for both 2D and VC panels. 32-bit or 64-bit doesn't matter to XML .cab format gauges. I don't have any Milviz aircraft, but if their PC6 only uses XML .cab gauges, it'll work in FSX.
  8. Your floats are lower than your landing gear and this may be causing the crash. Here's your gear settings: point.0=1, 12.7, 0.000, -1.20, 9100, 0, 0.5187,75.0, 0.500, 1.2, 0.6, 5.0, 5.0, 7.0, 120.0, 200.0 point.1=1, -7.7, -5.2, -1.10, 9500, 1, 0.5187, 0.0, 0.500, 1.2, 0.6, 5.3, 5.3, 7.0, 120.0, 200.0 point.2=1, -7.7, 5.2, -1.10, 9500, 2, 0.5187, 0.0, 0.500, 1.2, 0.6, 5.3, 5.3, 7.0, 120.0, 200.0 Try setting the floats at the model's center line level, if it sits too low in the water you can lower them by 0.5 at a time till it looks right: point.9=4, 8.50, -9.5, 0.0, 18800, 0, 0, 0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0 point.10=4, 8.50, 9.5, 0.0, 18800, 0, 0, 0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0 point.11=4, -5.60, -9.5, 0.0, 18800, 0, 0, 0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0 point.12=4, -5.60, 9.5, 0.0, 18800, 0, 0, 0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0 If the gear is retractable, you'll need to retract it before landing on water.
  9. Silly, it's what the Coastguard helicopter crews do for rescue missions: Plight - a dangerous, difficult, or otherwise unfortunate situation.
  10. The "landing" closest to the bar was purely coincidental; the charge sheet reads: "Typing while flying". :p
  11. There's an XBox Marketplace too. I've used the Steam Store and Steam Workshop myself and I agree it's much quicker and less hassle especially if you need to re-install for any reason - I think of it as the DLC installation method. My question is, is it possible to download files from a 3rd party online freeware library or payware store directly onto an XBox and install them into the game? If not, I doubt that Microsoft would allow add-ons from anywhere to be installed into the PC version when the XBox version would be limited to the XBox Marketplace only - their intention is that FS2020 will help them to conquer the console market with their new XBox after all.
  12. It might not have solved the problem, but Chuck's on the right track here - there are some missing entries in the aircraft.cfg file. I've noticed that there's a [direction_indicators] section, but there should be four other sections to go with it for a fully functional autopilot: [altimeters] altimeter.0=1 altimeter.1=1 [airspeed_indicators] airspeed_indicator.0=1 airspeed_indicator.1=1 [direction_indicators] //1 Type: 0=None, 1=Vacuum Gyro, 2=Electric Gyro, 3=Electro-Mag Slaved Compass, 4=Slaved to another //2 Indicator number of slaving indicator if Type = 4 direction_indicator.0=1,0 [attitude_indicators] //Type: 0=None, 1=Vacuum Gyro, 2=Electric Gyro attitude_indicator.0 = 1 attitude_indicator.1 = 2 [turn_indicators] //Type: 0=None, 1=Electric Gyro, 2= Vacuum Gyro turn_indicator.0=1,1 //Turn AND Bank Replace the existing [direction_indicators] section with all of the above sections and see if there's an improvement.
  13. I agree Mark, in particular the FSW business model - remember that? Also, Microsoft's latest statement mentions working with "3rd party Content Developers", what do they mean by "Content" exactly? If they meant scenery, aircraft, weather, AI and ATC, surely they'd have said so? In FSW, "Content" turned out to be Missions, and Dovetail released a Mission Creator pretty quickly, but were very reluctant to release an SDK for any other elements. I know nothing about XBox, so I've no idea how 3rd party add-ons created for the PC version could be installed into the XBox version, or vice-versa, except as DLC. Is it possible, is there an existing XBox game where this is happening already?
  14. The air gets thinner and colder at higher altitudes and this decreases the indicated airspeed. There should be a TAS (True Air Speed) readout on the MFD or PFD screen. If not you can calculate your true airspeed with this online calculator: http://indoavis.co.id/main/tas.html
  15. Thanks FHM, any clues you can dig up will be much appreciated.
  16. Great link Mark, thanks!
  17. I thought of Flight because the second screenshot here: https://fsi.microsoftstudios.com/media/ is taken from the cockpit of the Icon A5, which was one of the default Flight planes.
  18. At this stage it DOES look like a plane game to me. It's MS Flight with whole-world satellite scenery (from Bing Maps?) and 3D autogen generated by Azure AI, in a similar way to FSEarthTiles, which certainly does look amazing. It'll be available on PC through the XBox Live network for a monthly subscription fee, so it's unlikely that an SDK will be released, although it's very early days yet and anything could happen...
  19. Jorgen's right, Steve's DX10 Fixer works very well indeed, here's an example: Hopefully you can see the cloud shadows on the landscape, and some patches of sunlight on the instrument panel. That big post in the foreground is a TV transmitter, one of several local landmarks I've installed or ported over from FS2004. This one would only show the white transmitter parts at the top, the tower part was invisible which looked weird. I converted the textures from DXT1.bmp to DXT1.dds and the tower now appears as it should. DX10 Fixer also gives slightly better frame rates too, I'll never go back to DX9 mode now.
  20. They'll be back in 2021, and so will you.
  21. 240 downloads

    FSX Delta Airlines Airbus A220-300. Fictional Delta repaint for the payware Virtualcol Airbus A220-300. Includes FSX Select Aircraft menu thumbnail and simple install instructions in the ReadMe file. By Tim Wright.
  22. Excellent CRJ, there's many a true word spoken in jest...
  23. The good reason for the omission of the 505 section is that 505 is for piston engines, and the Starship is a turboprop. You'll find the turbine engine data in 1501.
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