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Larry_R

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Larry_R last won the day on April 10 2016

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About Larry_R

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  1. Thanks for the kind words Henrik, Perhaps when the weather turns cold and rainy I'll look into adapting the boats only to MSFS. If I can get over the frustration of working with MSFS that is. Larry
  2. Hello, Let me add a bit to Graham's answer above although it has nothing to do with AI aircraft. If you have the PNW Ferries installed, Orbx Central disables the default file that guides AI ship and ferry traffic (trafficboats.bgl) and substitutes a version that is identical except for routes modified or added by the PNW Ferries. If for some reason you want to use the default AI ship and ferry traffic file, disable or uninstall the PNW Ferries scenery package. This is further discussed in the instructions for the ferries. Cheers,
  3. Thanks for remembering the ferries Bert, I don't know if I will ever get to adapting the ferries to MSFS; I'm currently off in another direction. But you never know.... Larry
  4. Hello, My expertise is in AI boats, not planes but in that there has been no reply yet, take this for what it's worth. In your SimObjects\Airplanes, find the pertinent model. It may have a number of liveries. Open the aircraft.cfg with notepad. You will see entries like this example: [fltsim.1] title=Commercial Airliner Paint4 sim=Commercial_Airliner model= panel= sound= texture=4 kb_checklists= kb_reference= atc_id=I-HKSN atc_airline=Orbit atc_flight_number= ui_manufacturer="ACME" ui_type="Commercial Jet" ui_variation="Orbit Airlines" ui_typerole="Commercial Airliner" ui_createdby="Lockheed Martin" description="Commercial Airliner" Make a backup or copy of the aircraft.cfg, then delete the entire pertinent [fltsim.n] entry and renumber any remaining so there are no missing numbers. That should do it. If the sim crashes, revert to your saved original .cfg. If that aircraft is pilotable, you will no longer have that option. Cheers
  5. Hello Typically either DXT1 or DXT5 are used but note my qualification. I often can't remember exactly what I have done in a given circumstance at some time in the past. I'd suggest doing what I do when I'm not sure; open the file in DXTBMP and observe. (It's a free download and very useful.) Then you do know for sure. Larry
  6. Thanks for noticing this Jack. Ed and I decided to take the risk of making this available for v5 in spite of performance problems on perhaps less powerful machines near the seaplane dock. CAE3 Campbell River remains problematic in P3D v5 at the docks but there is hope. By the way, I've been asked privately several times if I'm planning to port the SPBs to MSFS. Ans: I have no such plans at the present, sorry. Larry
  7. Hello, The number of waves you see is a function of the information hard coded into the file that defines the shoreline and the controller effect file that the shoreline references. The easiest way for you to experiment might be to try the free Orbx Global Wave Effects that comes as an Extra with the Pacific Northwest Ferry System. They work with the latest P3D v5.1. (You can uninstall the ferries if all you want are the wave effects.) For several reasons, you have to manually add the wave effects folder to your P3D Add-ons folder but that's it. Disabling or removal is simple should you so decide. Further instructions are included. The second option is to learn how so called line controllers work in effect controller files and adjust the pertinent values. But the various line controller variables are interrelated and getting them such that they all work properly together is not that easy. Doing this does not change the default wave effect file(s) unlike the Orbx Global Wave Effects where a different method is used to create the effect for each wave. Cheers,
  8. Hi guys, The waffle pattern Nick illustrates is a result of the cell size used by the enhanced atmospherics engine. I gather there there is a limit to the size that can be used for performance reasons but I'm sure the LM team is working on the problem. If you are interested, you could play with the VolumetricClouds.cfg to see if you could make the grid less obvious. Cheers
  9. Hello, For what it's worth, I've never heard of this problem and I note the post above. Off the top of my head, I can imagine several possibilities. First is to assure yourself that both P3D and AUS 2 are intact. Verify files for AUS 2. Even though not strictly required, I always do a clean install with each P3D update. It's not hard once you have the system down. The most likely possibility is that somewhere on your system you have conflicting sceneries; perhaps something that was not completely uninstalled, something you may have forgotten about, or maybe something you didn't even realize you had. (Happens to everyone.) Since this appears to be a local effect, and you are using 3D waves, and you have 'verified files' for AUS 2, the issue of what P3D considers water could be important. In some scenery areas involving water, the PR is feathered way out over the water to simulate shoals. At some point along this feather, 3D waves will cease. However at the moment I can't explain how this would cause your result. Also, on general principles, check the aircraft.cfg to see if it includes the line always_use_avg_surface=1 or ignore_waves=1. Try turning 3D waves off. Turn off Accu - feel while you are at it. If others experience the same problem in the same place and it is not related to feathering of the PR, the only other possibility that comes to mind would be the presence of some sort of poly for unknown reasons. The only way to really investigate that without intimate knowledge of the product is to use TMF viewer from the SDK. Sorry I can't be more helpful. In situations like these, what's critical is that the problem is reproducible by others; if that is not the case it often ends up as guesswork. Perhaps @Nick Cooper or @Doug Sawatzky may have heard of this or have some ideas. Cheers
  10. Hello, With EA on, not only can the trees be too dark with the v5.1 HF, but water as seen from the surface can be so dark that you can't see where you are going. (That's a big problem for seaplane bases.) The LM guys are aware of these and other issues with EA and I think they consider it an ongoing effort, not to speak for them of course. I have not found an easy solution using settings within the sim however my AMD video driver allows for custom colors on a per app basis. On my setup, turning the contrast way down and then turning the brightness up to compensate, adjusting the color temp a bit as well as the hue and saturation gave me a look that almost seems right. Close anyway. Cheers,
  11. Hello, Disabling effects locally requires some knowledge of FSX / P3D development tools: you can do it by creating exclusion rectangles for effects and placing the resultant .bgl files above the locations in question in your scenery order. I won't go into the details here. The green rotating beacon effect is most likely (but not necessarily) the default effect. If I remember correctly, the green color comes from the texture associated with the effect file. If you know how to work with effects, that could be changed but it would then affect all locations that use the effect. Or you could just disable the effect (again globally) by adding the extension .off to the file name. In P3D this would generate content errors if you have content error notifications turned on. Such errors do not adversely affect the sim. Cheers,
  12. Hello, Perhaps I can add a bit to what Smudger has written. The blocky white areas behind the objects in your screen shot are good illustrations of a side effect of Enhanced Atmospherics. In v5.0, EA was considered beta and was off by default. In v5.1, EA is on by default and thus you see the issue unless you turn EA off. In addition, with EA on, HDR is enabled by default and it appears that you can't easily turn that off and leave EA on. HDR is likely responsible for the excessively white aircraft. You can play with the HDR settings but you may find that less than ideal. The problems with EA seem to be proving difficult to completely solve. These problems are not related to Orbx scenery per se. Turning EA off may or may not be a solution to your liking. I might mention that the blue tinge around trees has been around a long time, including in v4 and is not related to EA. It has to do with a blending problem between the sky behind and the borders of pixels in the tree texture. (Default trees do not use alpha blending; each pixel is either transparent or opaque.) I gather that a solution to this issue is computationally expensive and thus the problem is still with us. Cheers,
  13. Hello, Regardless of the density of trees that are annotated**, v5 seems to have some limitations in the number actually displayed even with the in-sim settings maxed. However you can try changing AUTOGEN_BATCH_LOD=2 to AUTOGEN_BATCH_LOD=1 in the [SCENERY] section of the prepar3d.cfg. This can have a considerable effect on performance and so may not be practical. **I typically annotate PNW trees at a density of say 10 to 15 thousand trees per autogen cell (~4 sq km.) Cheers,
  14. As John has mentioned above, this has been a longstanding problem with v4 involving default objects in addition to those from addons. As Ed has mentioned elsewhere on this forum, it's likely that the issue may be resolved for v5.1 fairly soon. I very much doubt that LM will return to v4 to try to fix what has been a very difficult issue. You option will be to give v5.1 a try once the issue has been resolved. Cheers
  15. Hello, This is an example of the longstanding problem beginning with v4, now much much more obvious with EA on in v5.1 which I mentioned in another thread. The cause has to do with material settings for individual textures in models. Within the last day or so the LM team has made what they call work-around suggestions for solving it however in some limited testing I have done, the suggestions have cause unacceptable side affects when I look close up. (They did solve the issue when seen from a distance.) So this is all up in the air at the moment and I am sure the LM guys are continuing to work on it. As for the veg in your example, I don't know if those trees are Orbx models or default models. It turns out that even default veg models from the widely used vegetation.bgl library will suffer this problem if placed with placement files. They many even suffer it on occasion when placed as autogen; I'm not sure. So the LM guys have some internal housecleaning to do that they must be working on. In short, no easy answers at this point in time, including the answer to the question 'when will this get fixed?'. Cheers.
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