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Messages - stiletto2

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General Discussion / Re: MS Flight Simulator 2020 First Look
« on: August 02, 2020, 10:44:44 AM »
It looks like MSFS 2020 will have a number of missing or problematic things (helicopters, effects, etc.) at first release.  It is a giant leap in terms of detailed scenery around the globe but, as with any new sim, there will be many things to be fixed/added later.  I also don't expect it to offer those beautiful scenes in Alaska which lacks high quality aerial images and good OSM data. 

For me, MSFS 2020 will be the "fun to fly around and sightsee' sim expecially outside the Orbx region areas including TrueEarth.  TrueEarth US Washington, Oregon and Northern California are truly spectacular.  It will be interesting to see how well MSFS 2020 runs on my 5 year old processor. (4790K) which is only a quad core.

inside the Orbx regional and TrueEarth areas, I will still be flyhing P3Dv5, most of the time, which has become super solid for me and much faster than P3Dv4.  The only issue I have is those darn blue outlines on some of the trees without EA (enhanced atmospherics) turned on.  That needs to be fixed.  I don't use EA since it adds .5 or .6 to my available VRAM which has become a preciouse commodity.  Also, I hate the pixel flashing issue, when clouds meet the terrain horizons in EA mode, even more than the blue outlined trees.

It is a great time to be a simmer with not one but three front line Sims to choose from:  P3D, MSFS 2020 and X-Plane.


General Discussion / Re: MS Flight Simulator 2020 First Look
« on: August 02, 2020, 09:35:36 AM »

Note the lack of wake for the Icon A5 in the video.  It makes me wonder what kind of parcticle effects system MSFS 2020 has.  Wake effects?  Waterfall effects?  Smoke effects?  hmmmm....


I think Steam has accidentally cut off the rest of the MSFS 2020 requirements on their website.  Those storage requirements are for the VRAM on the graphics card.  They left out the 150 HDD storage requirement.  Compare the Microsoft application requirements to the Steam requirements and you can kind of see what happened.


General Discussion / Re: MS Flight Simulator 2020 First Look
« on: July 31, 2020, 08:12:54 AM »
That was a good video.  Thanks, Jeff!


Prepar3D-Version 5 / Re: ORBX Vector for v5 released
« on: July 25, 2020, 05:36:29 PM »
See possible solution at bottom of this post in the Orbx P3Dv5 Support Forum:


I have used the same Saitek Pro Flight Yoke and quadrant for years.  For the price, the yoke is great.  Yes on the 90 degrees turn max (never bothered me).  Yoke Center has a little bit bigger dead spot than one might like.  It uses simple spring tension when pushed forward or pulled back.  There is no trim wheel on it.  The buttons and switches are all programmable.  Yoke has three rocker switches (I use one for nose trim - down/up - but it is not a slider or a wheel...).  The yoke also has 1 hat (use for views and other things in other modes), a mic button on back left top of yoke, a red button (I use for auto pilot disconnect).  There is a mode selector on the back of the right top of yoke which allows for three different program sets for the all of the switches.   There is also small horizontal screen in center with three buttons below it.  The screen shows system time as well as can be used as stop watch via the buttons below it.

All of that said, I believe you can order a separate Quadrant (USB connector) with free shipping at Sporty's Pilot Shop.  It does show out of stock but projects shipping date of July 31 which is not too bad.  Sporty's is very well known for real life Pilot supplies but offer some flight sim products also.  You can call them to get more info on the ship date.  Here is link for the product at Sporty's:


General Discussion / Re: MSFS2020 release date is August 18
« on: July 16, 2020, 05:24:28 PM »
I am pretty sure there is a very good reason why there are no floats or helos available at this time.  I don't think it is because there was no one to offer models or physics.  One thing those aircraft have in common is ground/water operations away from airports.  These types of operations will allow an aircraft to get up close and personal with an "object" that might be stationary and only 6 feet away but not at an airport. Now what happens when that object is just a 3-D image without hard vertices.  Maybe the result is not so pretty.


Misty's Place / Re: Quartz Creek Video
« on: July 07, 2020, 06:37:21 PM »
Hey, Karl!  That was a great video!  Every bit of what they flew over we have modeld in detail in The Western Chugach - Part 1 & 2 Scenery including the glacier, the various little falls below Cooper Lake, the campgrounds they couldn't get into, the Russian River and of course, the dirt runway at Quartz Creek (JLA). 

I loved it!  Thanks!


General Discussion / Re: Hi, I'm new! (introduce yourself here)
« on: July 05, 2020, 04:27:38 PM »
Welcome, Werner!  Glad you found your way back!  Have a good time.  Let us know if you need any help.


General Discussion / Re: Hi, I'm new! (introduce yourself here)
« on: July 03, 2020, 11:05:04 PM »
Welcome, Tarsier!  Take your time and enjoy the scenery!


Prepar3D-Version 5 / Re: P3D V5 - Layering Problem
« on: July 02, 2020, 06:23:12 PM »
Wow, that was quick work, Doug!  Good job!   Jeff, Brad, sorry to hear that you guys have been "pandemically" put out of a job.  I am sending good thoughts and prayers your way. 

I think we are lucky that almost all of our RTMM work is inside Tongass or RTMM regions.  RTMM lives on!!!

I personally was stunned that Lockheed spent so much time updating the terrain, landclass and airport data.  I did not see that coming.  Guess I forgot that Lockheed's target P3D user base is commercial.  I imagine the commercial accounts use P3D as is and were probably asking for the kind of update P3Dv5 represents.

I have used P3D's SimDirector to place some objects and it is doable but a steep learning curve.  Whisplacer (old tech) for object placement also still works in P3Dv5 but it is another significant learning curve.  Just wanted to mention that there are at least two methods to access P3Dv5 object placement but neither one is terribly enticing at this point.


Prepar3D-Version 5 / Re: P3D V5 - Layering Problem
« on: July 02, 2020, 08:09:46 AM »

A question I have. Why are all our airports (inside ORBX areas) still ok? No problems like this at Misty's Place or any other of the 50 some I visited last week making detailed waypoints. Did they "not" mess with the terrain inside our ORBX areas?  The pipeline above SAK is totally disjointed, but just checking from K55 (Thompson Pass) north for many miles, it is still perfect.  Why isn't is screwed up in SAK.  Again, I don't think this is a vector problem at all.

Orbx regions provide their own high level mesh, textures, landclass, xcludes, airport elevation detail etc. which overrides the P3Dv5 defaults in the entire region.  That is why the Global products had no effect in the Orbx regions.  The Global products themselves offered new textures, landclass more appropriate for each local area and more accurate rivers, lakes, coastlines, powerlines and updated airport elevations for areas outside of the Orbx regions.  Since Lockheed completely redid the globe in P3Dv5 including 24,000 airports and many things that Vector used to do, it is like getting a revised default elevation and terrain feature set, including revised airports for all areas outside of the Orbx regions.   

That is why most 3rd party addons outside of the Orbx regions now have to be revised.  This problem hit Orbx the hardest with their enormous freeware Global airport pack which provided many airport outside of the Orbx regions based on Orbx Global products.  At this point, Orbx has announced that the freeware airport pack will not be available for P3Dv5 anymore.   Someone has to redo many of the 300 or so airports in the pack.  Normally, that would be the original developer but Neil Hill, who did a good portion of those airports, passed away a year and a half ago.


Prepar3D-Version 5 / Re: P3D V5 - Layering Problem
« on: July 01, 2020, 05:09:52 PM »
Rod. That makes sense to what I am seeing.  Nothing seems to explain this  traditionally. Can we throw a flatten at these airports and bring them in line?  BWEP is almost not usable in the northern areas.  Anything we could do to artificially correct the problems?

5BK always had an unusual feature. Water sloping violently up to the airport.  The vector elevation tool would flatten all if that out.  Now,  with or without vector,  that anomaly is there.  We spent hours getting these airports in shape and now they destroyed it with maybe no way for us to recover?  Is glad I spent so much money for Vector. Maybe time for a refund?

Ill give any idea a try.


PS. Is anybody else but me seeing this?   Notice the sloping water coming up to the airport.

Hi Doug,

Since I never worked on modifying airports (don't know ADE), I am a little out of my depth.  You almost have to approach each location as a new place to be "tamed".  Flattens should work, I think a new ADE would be required since Lockheed changed the airport elevation etc.  Personally, I think it is Lockheed who made the big changes.  Orbx has made many, many changes to their existing payware airports to accommodate the massive airport data changes that Lockheed made in P3Dv5.  Orbx is doing all this at no charge to their users.  That is quite impressive.

I can't say much about the Orbx Global products as I don't use them.


Prepar3D-Version 5 / Re: P3D V5 - Layering Problem
« on: July 01, 2020, 01:41:10 PM »
Hi Doug,

Don't think this a a scenery order issue.  As you know, I don't really fly outside of Orbx regions (which lock down their meshes/elevations)  because of the potential elevation instability we have seen in the past (e.g. different pilots mesh etc.).   In this case, I think that the instability you are seeing is the result of the massive updates/changes that Lockheed made to the P3D v5 airport data.  This result is probably what is keeping Orbx from updating the Global Airport freeware package since so many airports have to be redone.   

Here is how Orbx summed up some of the issues that will cause conflict between 3rd party airport scenery and P3D v5 default airports:

Because all default airports have been made new and thus buildings, structures, and objects shifted around, it's likely that any third-party add-on that doesn't include an airport-wide object exclusion will now display duplicate or overlapping objects.

Airports that have had their ICAOs changed in the v5 database will need to be adjusted by us accordingly (in the Regions, in the Global Pack, as well as stand-alone airports), otherwise there will be two airports displayed in the same locations. There's no official change list from LM so it'll take us a bit to find and fix them all.

Not a bug but rather a design choice: LM no longer includes artificial smoothed areas in their terrain mesh files around airport flattens. This was done to allow for the implementation of sloped runways (though there are only a few in the default v5). However, this also means that many default airports (outside our Regions) will now have noticeable edges around their perimeters, similar to the effect when installing third-party terrain mesh files. Within our FTX Regions, our enhanced airports will continue to be properly blended.

I am guessing you are seeing the reality of the description above.


General Discussion / Re: RTMM WayPoints Project
« on: June 29, 2020, 08:17:57 PM »
Great work, Doug!   Thanks for all your hard work to make this possible.


Tongass needs to be active whenever you are flying in areas that have RTMM Scenery.  RTMM sceneries use the Tongass Fjord X (TFX) object libraries in our sceneries with permission.


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