Jump to content

Meerkat

Members
  • Content Count

    250
  • Joined

  • Last visited

Everything posted by Meerkat

  1. The problem with wrong textures on airport building exists NOT only with REX airports - I don't have this addon and since the installation of buildings HD I get strange roof textures and side textures resembling shopping mall windows on many airports. If screenshots are needed I will search.
  2. Bump! Also, there should be a fix for the airport buildings that have wrong textures after Buildings HD installation - it was mentioned elsewhere that it's recognized and must be patched.
  3. I think Dominique got it. I yesterday checked if my Turbine Duke behaves nicely and had to lower the condition lever from flight to ground idle to prevent the aircraft from rolling with throttle at idle. Must have to do with the settings of my standard flight (piston engine) - if you change the A/C to turboprop it's just not the right settings. It would be a good idea to set up a real "cold an dark" standard flight.
  4. Thanks a lot, Scott - 4k seems a bit too much for me too, even the needed 4 GB on the SDD could be used better for other scenery files. So, would it be possible to choose already during installation which max. resolution one wants to have?
  5. Hi Nick, surely there's a house that looks like that, from which the photo was taken. But it seems unlikely to me that all 1-2 storey houses in the region C should look the same. Furthermore, a huge garage door at two adjacent sides of a house (one example in dabbas first screenshot) looks ridiculous. As I wrote above, this is until now my single critcs of this otherwise great product.
  6. Hi Nick, aside from the special problems of dabba, I would like to see the autogen sheet bldc2.dds fixed, as the textures for small houses in this sheet are all nearly the same strange garages, creating very repetitive looking neighbourhoods - dabba's first and last screenshot shows it, and you even have one showcase screenshot in https://orbxsystems.com/forum/topic/175175-buildings-hd-requested-areas-and-more/ I like the whole buildings HD package very much, but this one texture sheet does not match your otherwise high quality standard. Kind regards
  7. I started with FS2 on an Amiga 500 - there was even a printed handbook with aerial charts (which I didn't have as we guys were swapping game disks ). It was fantastic - cities were yellow, all other land green, majour roads white lines, and yet I was happy when the runway came in sight after an IFR flight (which was the only educating and funny thing you could do then - VFR flying first became interesting when ORBX stepped on the scene).
  8. Now that's a nice case of a Hi-Jack-ed thread
  9. Hi @BokChoy, try the attached aircraft cfg and air file of a modified Angelfish. It simulates a variable pitch screw - reverse thrust is achieved by changing the prop pitch (CTRL + F2) to negative values. Larry - many thanks for this little boat! I hope you don't mind. Navigating a simulated motorboat without reverse thrust through Amsterdams "grachten" channels is just a pain, and now I started to really appreciate the efforts that were put into TE Netherlands. Visiting a harbour is just best done on the water. Angelfish_with_reverse.zip
  10. Fascinating and scary at the same time! The slow motion cabin footage of the crash had the highest goose bump factor. And hats off to the highly professional crew.
  11. I have to apologize, as I was wrong about not seeing the HD trees. After comparing screenshots with the HD texture sheets I'm now convinced that everything is OK. This closer look revealed that even the thin blue lines at the edge of the trees (seen by others too) have gone now - might have been a shader or driver issue.
  12. Hi Mike, I also have the impression that some "HD trees" I see in P3D 4.4 are not really HD. It seems to me that the installer unpacks the files to several subfolders in ORBX\Scrips\FTXtreesHD, but then some don't get copied to scenery\global. For instance, all FTXAU_*.dds files in the latter folder have a size of 174 kB while the files in the ORBX\Scrips\FTXtreesHD\ORBX_AGN_new folder are 700 kB large. Also, the ORBX_EU_AGN_TREES.bgl in Scenery\global\scenery is from 12.04.2013 while the one in the ORBX.. folder is from 21.03.2015 and a little smaller (which makes sense as the removed some geometry in the trees HD product). In my opinion, someone from the ORBX staff should have a second look at this.
  13. After extracting the files with the cryptical names from the loacal backup of trees HD I found the following: - among the 136 files there are 18 which are no texture files (maybe model files for the trees? - one of them even crashes my ) - there are 17 dds files of 2796328 bytes each (containing a grid of 4x4 trees in a 2048 px resolution), some of them seem to be the HD versions of ORBX_NZ_AGN_Trees and ORBX_EU_AGN_Trees - there are 93 dds files of 699176 bytes each (6 containing a grid of 4x4 trees in a 1024 px resolution, and 87 containing single trees etc.). There are, however, several of these files residing in the ORBX\Scripts\FTXTreesHD\ subfolders. Especially the 2048 px files can be found in the ORBX_AGN_new subfolder. Are these folders activated and used by the P3D scenery engine?
  14. Hi Holger, is it true that FTX Trees HD does only install 39 veg_*.dds files in the scenery\global\texture folder? There are altogether 174 veg_*.dds texture files in this folder, so only a minority gets replaced? The reason I ask is that I have some annoyingly ugly (low res and very dark, especially sticking out from greater distance) tree textures that appear in some rural areas of FTX GES, where otherwise the autogen trees are very convincing and unobstructive. I suspect these to be old default textures. My treesHD installation is for P3D 4.4 and an older FSX on the same drive. After changing some settings in FTX central (unchecked "search for files locally" and installing treesHD with option "create local backup") I found that it comprises 36 MB of 136 zipped files, while the complete 174 veg_*.dds files in my scenery\global\texture folder AFTER installation of treesHD only amount to 10 MB when zipped. There MUST something be missing.
  15. Scary clouds! Is this with ActiveSky Cloud Art?
  16. #1 looks best, but you can further improve it. Play with the haze and Rayleigh scattering effects, they will add depth. Imho also cloud lighting can be improved. I could PM you my settings if you are interested.
  17. Oh yes, and please consider also runways, taxiways, tarmac and roads. It would make a huge difference seeing shining sun reflections on wet asphalt compared with the dull and uniform gray we have now. Just saw this and it looked convincing: preview from a competitor - hope you don't mind.
  18. Did you update to v. 4.4? After I did update, I had strange texture problems at Hawaii that I only could resolve by reinstalling OLC NA. Maybe it's worth a try, as it's a fast an nearly painless process in FTX Central. Just delete the appropriate text files in the \ORBX\User Documents\Versions folder. Good luck!
  19. Scary! Looks like impact after 1 second.
  20. Hi JV, this reminds me of the not too realistic looking vector roads in the FSX/P3D world. Some 1-2 years ago I had a forum conversation with Holger about more plausible widths and textures for the roads. Is there something in the making now or planned for the future? Cheers Markus
  21. I had some severe irregularities after updating client and content, too: head switch of the joystick didn't work, spring textures were loaded in december, texture resolution setting in the config got lost. Also, remember to restart after switching off the speed trees. After deleting the prepar3d.cfg, controls\standard.xml file etc. and some restarts things got sorted. If this doesn't work for you, additionally delete the terrain.cfg and start FTX central to rebuild it. Also, a forced migration of the lclookup (in FTX central under tool) could help.
  22. Hi YoYo, if you write to LM, add me to the rant. I think most simmers don't care about these blueish edges. If I'm wrong, we may share some exotic graphics settings that produce these edges.
  23. Hi Chris, thank you for this nice software and your kind words. With coordiante offset I meant the distance (in arc seconds or other unit) between the dots that a bright star or planet is composed of. If that could be adjusted one could experiment until the right compromise between "don't want to see pixel arrays on screen at normal zoom factor" and "brighter stars should be a bit larger" is found which depends on the pixels per inch number of the display (. Generally, I don't need larger groups of pixels. Furthermore, I found that your design of pixel groups (for instance, three pixels in a line instead of a triangle) could be improved a bit. But for now, I have a stars.dat that looks nice on my display (however, without planets, as these would require doing the manual adjustments every few days again..). As for your sim running on Cryengine - is there any sneak preview available? I'm very curious. I only found some older posts in the Cryengine forum, but alas, nothing new an no working download links. Best Regards Markus
  24. Hi teecee - did you try this one? My adjusted stars.dat from an older thread on stars
  25. Hi folks, after a lot of manual corrections in the raw file generated by AutoStarX I managed to get something reasonably well resembling the visible night sky (without planets). You are able to recognize constellations, the brightest stars are eye-catchers, but the overall brightness is not so high that stars are visible well before sunset which I found annoying. In the attached file there are the same number (some 9000) of stars as in default which is realistic, because stars of magnitude 7 are normally not visible to the naked eye. Try it out, have fun or delete it if not. Cheers, Markus stars-dat.zip
×
×
  • Create New...