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Messages - stiletto2

Pages: [1] 2 3 ... 106
1
Screenshots / Re: The beauty of Alaska
« on: July 08, 2018, 10:39:56 PM »
Great pics, Mark!

Thanks!

Rod

2
General Discussion / Re: Happy Holiday
« on: July 04, 2018, 10:11:54 AM »
Thanks, Norm!

Rod

3
Screenshots / Re: Escaping...
« on: July 03, 2018, 02:34:27 PM »
Hi Robert,

Another fun video.   The atmosphere was great!   Nice to hear Eve of Destruction again.  Takes me back.....way..... back......

Thanks!

Rod

4
Addon Scenery and Enhancements / Re: The Western Chugach - Part 2
« on: July 02, 2018, 05:52:39 PM »

.....So, I will send a helicopter fire attack team immediatly into this area to protect as soon as the scenery is released.

Ok boys....let‘s start the engines......heading north! ;D ;)

Sure lucky there is a small helipad at the local med center for any injured firefighters or civilians.  Also, there is an emergency helo pickup area (can be blocked off when needed) at the Kenai Princess RV park.....there are lines designating the spot....look really close at the Kenai Wilderness Lodge 1 pic, at the river end of the RV Park  ;D

Rod

5
Addon Scenery and Enhancements / The Western Chugach - Part 2
« on: July 01, 2018, 11:10:09 PM »
Coming Soon!  "The Western Chugach - Part 2: Cooper Landing & Quartz Creek Airport (JLA)"

Many of you have enjoyed The Western Chugach - Part 1 scenery package over the last three years.  At that time, I indicated there would be more.  Well, The Western Chugach - Part 2 (TWC - 2) is coming soon!

Though many of the RTMM Scenery locations are not always similar to real life, The Western Chugach (TWC) scenery series was developed to add realistic detail to bush scenery.  Unfortunately, as good as it is, ORBX SAK depicts very little terrain/object detail in this popular fishing, camping and hiking area in terms of settlements, towns, creeks, small rivers and campgrounds. 

The philosophy of The Western Chugach sceneries is to fill in that gap by using mostly existing RTMM objects together with hand crafted terrain/ground polys to create a "photo-similar" look to real life.   This means that, from the air, the area looks a lot like real life but, since most individual building objects are not scratch built to match the real thing (like we did in RTMM's Halibut Cove), most of the buildings just have "rough similarity" to the real thing.  However, many ground polys are hand-crafted to be a close match to the real life grass, gravel, dirt and pavement look of specific points of interest.   To enable the user to get a good understanding of what buildings are on the ground in real life, documentation and maps are provided to connect the real life names to the key TWC buildings in the scenery.

The Cooper Landing and Quartz Creek areas of The Western Chugach include some of the most beautiful scenery in Alaska.  Straddling the Sterling Highway and on the banks of the fast-moving Kenai River, Cooper Landing features world-class salmon fishing, drift boat fishing, whitewater rafting/boating and excellent hiking and biking trails.  There are numerous fishing lodges, bed and breakfasts as well as the world-famous Kenai Princess Wilderness Lodge which is one of Princess Cruise Line's Alaska cruisetour options.

Shown below is a high level map of the area that also indicates how TWC-1 fits in with TWC-2:



Key Features of The Western Chugach - Part 2:

- Integrates perfectly with TWC-1 but is significantly bigger covering almost 400 square miles

-Many, many more season-sensitive, hand painted and annotated (with autogen foliage to maximize frame rates) photo-similar ground poly areas (points of interest) than TWC-1 including residential areas, town areas, and non-residential/town areas like campgrounds, boat launch areas etc.

-Key missing water vectors (Russian River, Juneau Creek, Cooper Creek, Stetson Creek, Quartz Creek, Crescent Creek) have been hand crafted into their proper topographical locations

-New special effects to provide water trails and whitewater to help depict fast water movement in appropriate areas such as the Upper Kenai River, Kenai River Canyon, Juneau Falls and the Russian River Falls

-Significant increase in the density of the area's autogen vegetation to be more representative of the look of the Chugach National Forest. 

-Quartz Creek Airport (JLA) enhancements focused on more realistic visuals including a custom textured gravel runway, working windsock and enhanced surrounding areas including dense border foliage.

-Over 70 new objects including scratch-built models of the Russian River Ferry, the Chugach Electric Powerhouse and the centerpiece of Cooper Landing: The Kenai Princess Wilderness Lodge. 

- AI features include Floatplane departures from a dock just south of JLA in Spring, Summer and Fall and the Russian River Ferry also departs in Spring, Summer and Fall from its normal dock next to Sportsman's Landing.

-Detailed documentation that includes a list of all the key modeled real-life locations (many by mile marker) and, if available, hyperlinks to the real-life web pages.  Also included are two "zoomable" maps to help the user pinpoint the location of a specific building, campground etc.

- Supports the RTMM Season Switcher to control seasonal object placement, density, and  floatplane or ferry AI activity. 

-Special Features: 

A twenty mile Kenai River tour that can be done by boat or taxied by plane   (e.g. the Aerosoft Beaver).  At a sightseeing speed of 8 -12 knots, this tour can take two hours!  This tour is one
of the few exceptions to reality in TWC-2 since it is illegal to have any motored vehicle in most of the Upper Kenai River.

A visual Air Tour topographic map to help the pilot fly to/past all of the TWC-2 points of interest which can  take over an hour at a 75 to 80 knot sightseeing speed. 
   
The Cooper Lake Hydroelectric Project including Chugach Electric's Cooper Lake Powerhouse and access road, the Cooper Lake Intake building, the penstock location, Cooper Lake Dam, the dam spillway, the new Cooper Lake siphon outlet, access roads and the new Stetson Creek diversion dam/bldg.  Also included are links to documentation supporting the new diversion dam and why it was necessary to spend $23,000,000.

For those of you who have been to the RTMM Missing Cabins in this area, you will have some idea of the size of it.   TWC-2 encompasses 11 of the RTMM Missing Cabins.  They are noted on the Air Tour mentioned above.  If you have been to these cabins, you will want to return because it is a whole different experience with the creeks and Russian River in place.  It is much easier to find most of them even without using a flight plan, moving map (like Plan G) or coordinates.  The creeks and Russian River also provide a more overall realistic experience when looking for the cabins. 

Use the link below to see 25 TWC- Part 2 pics.  These pics just capture a small part of this large scenery area.  Click on the link below and then click on the first picture.       
                                   
The Western Chugach - Part 2 Picture Album link:

https://www.dropbox.com/sh/ti1rgvco22q4zm7/AADBqZ_FT7CcmXK9ttxRkJNWa?dl=0

Release date of The Western Chugach - Part 2 is planned for Late July/Early August 2018.

Rod


6
Hi Spud,

Thanks for this video link.   I enjoyed the story.

Rod

7
Hi Jocko Flocko,

Unfortunately, I am using P3Dv3 and not v4 so cannot test this for myself.  Using .dds as an image file vs. .bmp should not have any significant impact on rendering rate...at least it hasn't in the past   In fact,
I am guessing that there are still plenty of .bmp files in P3Dv4 like in Scenery\World\texture.   I know that at one time someone tried to convert the Scenery\World\Texture folder to .dds and the sim would not run that way.  In general, .dds files are the more desirable image files for normal imaging since the image doesn't have to be flipped though DirectX does it very quickly.

If you only turn off cvx_TF_FSX_water_summer.BGL, does that take away the stutter?   Just wondering since that is the one that causes all the main terrain water areas to be rendered. 

Am I correct that you are doing this on a single screen system?   I know Jeff has three screens.   

Have you reported this to Lockheed? If, in fact, you can clearly demonstrate the difference between P3Dv3 and v4, it sounds like a bug. 

It is a bit more problematic than it seems to convert the textures to .dds since you would also have to change the terrain.cfg file for the changed textures that are declared in the terrain.cfg.  Also, back in the FSX developer days, some very good developers came up with tricks that worked in FSX but sometimes don't work in P3D.   ORBX runs into that a bit....e.g. ORBX water that freezes has its problems in P3D but worked great in FSX.  There is always a risk that converting some .bmp files will cause trouble when you venture outside of the textures that are strictly associated with objects.

Rod


8
Hi Norm,

You and Henry have done a fantastic job on getting this off the ground!  I look forward to trying it out once I get a little free time.  Thanks for everything you and Henry have done to make the MFC a reality for all of us.

Rod

9
Help and Troubleshooting / Re: Elevation Issues in PNW
« on: June 17, 2018, 03:07:40 PM »
Hi Jerry,

Let's try to narrow this down.   Assuming you have your scenery in the proper order, all of the FTX Global products are not a factor as ORBX regions override all Global parameters.  Playing with AEC or any other Global tool should not affect an ORBX Region.

Your picture of KSEA shows a pretty corrupt view.  My first question is what is the view if you disable the 4 PNW files in the Scenery Library:  FTX_NA_PNW05_SCENERY, FTX_NA_PNW06_CVX, FTX_NA_PNW07_MESH, FTX_NA_PNW08_CUSTOM?   Then you would be looking at FSX KSEA.  On that side of the airport at about 1200 to 1500 feet you would see two runways 34R and 34L and none of the crazy anomalies in your pic.   The PNW KSEA view from that altitude should show 3 runways 34R 34C and 34L without the anomalies in your pic.

If the view looks fine once you turn off the 4 PNW files, then I suspect your next move should probably be to uninstall PNW because the PNW install might be corrupt.  You may need to replace your PNW files if you have them stored in a library for reinstall.   Then reinstall PNW.   ORBX has instructions on how to uninstall a region.

If, instead, the view looks bad with the 4 PNW files turned off then you might have a FSX corruption issues though it would seem unlikely with only one specific region being affected.

Since this is sounding like an ORBX issue, you might also want to post your pic on their board.

Rod

Rod

10
Misty Flying Club and Multi Player / Re: MFC Tour Completions
« on: May 25, 2018, 11:44:29 AM »
Wow!   That's great!  Good job Henry and Norm on getting MFC off the ground and congratulations to all the pilots on their May awards!

Rod

11
Welcome, Jocko Flocko!

Hmmm.....The AI changes brought the FS9 based aircraft AI up to FSX level.   All versions of P3D support FSX models so that should not be the problem.   

Here is one thing to check:  TFX introduces a lot of AI into its scenery area.   ORBX is not big on Boat/Ship/Aircraft AI so that is one major change that occurs when you install TFX.   Have you checked to see if the problem persists after you turn the various AI sliders down or to off?

The other thing to keep in mind is that when TFX was built it used many FS9 things that P3Dv4 no longer supports.   Since FSAddon was not able to upgrade TFX with a P3D installer,  there are potential problems with the manual install since TFX was not ever certified to run in P3D let alone P3Dv4.2.   That said, it has been working pretty well for our P3DV4+ users.   

There are still some FS9 models that are being used with TFX but they seem to run okay in P3DV4.X conditions.  However, right now your are a perfect test ground for overhead/issues that TFX might add.  Most of us don't pay attention to stutters now and then, but when you have the system in new form running perfectly smooth with the state of the art ORBX installation, an older piece of software could introduce some anomalies.

Let us know what you discover when adjusting AI settings.

Rod

 

12
I feel a lot of apples and oranges discussion going on here.   The word vector can refer to many things.  If a reference is being made to ORBX Vector then it should have no effect on any area inside an ORBX region.  ORBX regions override all ORBX FTX Global files.  PANT is clearly inside an ORBX Region.

In reading Steve's posts, it sounds like this problem could have been caused by  fsaerodata , a third party package to update the FSX/P3D aeronautical navigational database to current real world data that most of us don't use.   This software is mostly used when shooting real world approaches etc. in the sim or if alignment is necessary with a third party air traffic control package like VoxATC etc.   If  fsaerodata has modified the standard APX12120.bgl file then you may need to put the original file back from a backup.  Turning off a standard FSX/P3D APX file to make a scene look right should not be done as unpredictable results may occur.   Also, I am a little surprised that a normal APX file would affect elevation. 

If the APX file has been corrupted or modified it needs to be replaced from backup with the original to see if that fixes the problem.  If the APX12120 file has not been modified by fsaerodata or any other program then the problem clearly lies with an addon elevation file that is affecting the PANT area.   It should not be any file that is part of ORBX Global.

If the problem persists with the original APX12120 in place, I recommend you turn off all of your addon sceneries except the PFJ ORBX region, object library and so on(the minimum for ORBX PFJ to run properly) to see if it corrects the elevation. 

Rod

13
General Discussion / Re: Hi, I'm new! (introduce yourself here)
« on: May 18, 2018, 03:36:01 PM »
Hi Ed,

Welcome to RTMM!  We are thrilled to have you as part of our membership.  I am aware of your scenery design skills and can honestly credit your videos with helping me become an experienced user of SBX for photo overlay work.  I always reference your videos when asked by someone who wants to learn photo real terrain design using SBX. 

If you haven't already, once you get acclimated and get the urge to design scenery inside RTMM's sphere of influence and have that scenery distributed in our libraries, take a look at the "Rules for Contributors" link in the right column of our website front page.   NOTAM 1 is really important to follow before you pick a place to create a future scenery "masterpiece". 

For myself, I am now in the final weeks of finishing The Western Chugach - Part 2 scenery which uses many photo real techniques.   Part 1 is already available in our library.    I am still using many of the techniques you demonstrated in your 11 or so SBX Tutorials.  Thanks for making those videos. 

Feel free to Private Mail (PM) me anytime since I do watch my PM box regularly.  This is a great site with many, many things to see and do so take your time exploring.  Have fun!

Rod



 

14
General Discussion / Re: Hi, I'm new! (introduce yourself here)
« on: May 15, 2018, 07:23:05 AM »
Welcome, Miha!


Rod

15
Help and Troubleshooting / Re: Scenery Season Switcher
« on: April 27, 2018, 08:29:25 PM »
Yep, Step 2 is correct.  The switcher needs to be where the RTMM Sceneries are located.

Rod

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