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Tom Gibson

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Posts posted by Tom Gibson

  1. Hi,

     

    Go to Lists/Runways, and then click on the Add XWind button to add a small fake runway.  Move it in the list where you need it, between the two real runways.  Set this runway heading 7 degrees greater/smaller than the one above, depending on the heading of the real runway below it.  Repeat until you reach the other runway, with all runways listed as being within 7 degrees of each other (or less).

     

    Hope this helps,

  2. Warnings do not cause compile failures.  Look for Errors instead.  If you cannot display the building in MCX it may be that there is something incompatible with an FS compile?

  3. The maximum compression can be determined by using ModelConverterX, assuming you don't have the source code for the model. 

     

    1.  Import the plane of interest.

    2.  Open the Hierarchy Editor, check the Highlight Selected box, and look through the parts on the left for the landing gear.  I do this in wireframe view which is the easiest to see.

    3.  When you find the landing gear (we'll use the right main gear as an example) look for a SceneGraphNode or ModelPart that uses the animation r_gear (in this case, other choices are l_gear and c_gear) and the animation type is Position.  Make sure the part/Node is highlighted as selected.

    3. On the right side  right click the word Animation and choose Edit Animation.

    4.  In the resulting dialog box look for keyframes 100 and 200 - between the two that is the maximum compression.

    5.  Take the numbers in the Y box for the two keyframes and subtract one from the other.  This would give you the maximum compression (mine is in feet, I don't know if that depends on your MCX settings).

     

    From this value and the Static Compression value in the aircraft.cfg file you can calculate the needed Compression Ratio.  If you change the Static Compression value you will also need to recalculate the Compression Ratio.

     

    As an example my flyable DC-6B has a Maximum Compression of 1 foot.  If I would set the Static Compression at 0.8 feet, then the ratio would be 1/0.8 = 1.25.  I typically set the damping ratio to 0.9 or higher (max = 1).

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  4. The only way I can think offhand of how to fix this would be to make a gauge with that area of the panel background displayed, and sequence it after the wiper gauge.  If there are any other gauges there, they would have to be sequenced after the panel background and wiper gauges.

  5. FS Repaint could also do this.  An old Abacus program, as I remember.  No longer available, I assume.

     

    And ModelConverterX can be used to view the different liveries.  The latest development version will allow you to use the green arrows to step through the various model folders, and with a model loaded you can use a drop down box to view all the liveries.  You can also switch between the FS9 external model and the VC using a drop down box.  If you load the aircraft.cfg file of an FSX or later aircraft you can do the same thing.

     

    And you can change the Options/Importer Settings/Use Conditions to VisibilityCondition and avoid that box that pops up with FS9 models to specify visibilities.

     

    Note however, that while Arno is working on it, exporting FS2004 aircraft is still not perfect, nor is conversion from FS9 to FSX (or later) aircraft.  Getting there, though!

  6. As a plane builder, there is little we can do.   If there is a Z-buffer issue it is usually parts of the plane that disappear behind the blurred props.  That we can usually fix.  Generally we have little control over whether clouds and other effects can be viewed through them.

     

    That said, using FS9 aircraft in FSX will certainly cause this issue, and can be avoided by converting the plane to FSX format.

  7. Hi,

     

    No, the gear reduction is between the engine and the prop.  When they mention a 2700 rpm prop that means engine rpm, not the rotation speed of the prop.  I.e. the constant speed mechanism limits the rpm to 2700 engine rpm.  The reason they have to slow down the prop is the tips would go supersonic at 2700 rpm and the prop would lose efficiency.

     

    Hope this helps,

  8. You would have to know what objects they are, and what textures they use.  If you know the object you can get the textures from ModelConverterX. 

     

    Then the first try would be to see if there is a night texture (_L.bmp).  If so, make it black.

     

    If no night texture, then perhaps the object is using the day texture for the night texture.  In ModelConverterX open the Material Editor, click on the hedge texture on the left, and check out the Textures section on the right.

  9. I don't see anything obviously wrong (I see 6 blades but I assume that's correct).  Have you tried using the entire AIR file of the P-47 to see if that makes a difference?  Perhaps something else in there?

  10. You do NOT remove shorelines from the default file, but instead create an EXCLUDE that prevents them from displaying in a certain areas (it excludes square by square).  Then you create shorelines of your own, if you like.  This is all done in SBuilder - look up exclude in the manual or a tutorial.

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  11. It depends.  If they are XML gauges (in a folder or in a CAB file), most gauge developers for FSX actually used the FS9 format, since it was easier to code.  There are a few things that are FSX format only and if they happened to include those then it won't work.  But there are enough that *are* compatible that I would just give them a try.

     

    But if they are .dll gauges those will not be compatible, and many "sophisticated" gauges may not be.

     

    Worth a try in any case,

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