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Messages - stiletto2

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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.


Hi Danny,

Have a good move.  I did the same thing but moved from Florida to Ohio 4 years ago. 


General Discussion / Re: ORBX True Earth North California released
« on: June 14, 2020, 08:56:36 AM »


Prepar3D-Version 5 / Re: Missing ORBX airports in V5
« on: June 11, 2020, 04:44:13 PM »
The glitches that are keeping them from being listed as P3Dv5 compatible are not always readily visible.  But if it works for you, enjoy!


Prepar3D-Version 5 / Re: Active Sky Beta is here
« on: June 09, 2020, 02:53:36 PM »
Hi Karl,

ASP3D + P3DV5 + EA = No Smooth Reload!!   Page 27 of ASP3D User Guide has a bullet that says,

"Smooth Theme Reload” to update cloud conditions in Theme depiction smoothly
without abrupt transitions (non-EA mode only)

Lots of things don't work correctly when using the beta EA option.  That is why I don't use it.


Prepar3D-Version 5 / Re: Active Sky Beta is here
« on: June 08, 2020, 02:28:31 PM »
Active Sky Beta is great!   Won't worry about EA until LM fixes the pixelated edges around trees and buildings and against clouds or background terrain which is terrible.  Very distracting on good visibility days when clouds are in the sky.


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