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Never saw such lights before

Featured Replies

Hi,

a screenshot from the new, wonderful ORBX scenery CBB7 Tipella (freeware) at night. Have a look at the way DX10 is doing the lights. Did anybody experience such a miracle? Looks like billboards for MS Flight Simulator. :lol:

I don't know what's the difference to other lights in this case.

Thanks

Spirit

 

2013-7-4_17-30-23-679.jpg

 

 

Something wrong with your DX10 by the looks of it. There is a black.bmp file that needs to placed in the root dir of fsx as explained in the :How To " doc. Not saying that is what the problem is, but make sure you have followed PJ's and Steve's instructions.

I have seen that transparent MS before when loading the NGX, before Steve's fix.

Then again, it could be another one of those airports that don't work at night in DX10

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Yea what you see is the 'Texture not found' texture, the default texture being displayed if a texture isn't available or not rendered fast enough to be displayed. In DX10 it's this blue MS thingy.

 

You can replace it with a black texture, so it's less obvious. See the Steve's DX10 shader fix as stated above by Badfinger.

 

Maybe you should download any updates on the OrbX website for the region and/or airport, and the newest object library available.

Unless i am wrong and it's because of another problem, but check this first.

Mark

  • Author

Hi Julian and Mark,

thanks for some hints about my strange lights. Unfortunately it seems that nothing will fit.

 

DX10 shaders 3.2.2 is proper installed following the good instructions.

The file for the black texture was already at the right place.

The newest ORBX library is installed and every patch too.

 

Anyway thanks a lot.

Spirit

The texture is incompatible, Stephen. This is the most common issue with the green taxy lights. FSDT's KSFO has this, too. It's fixed within the new DX10 Fixer.


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  • Author

Hi Paul,

at the ORBX forum I was told it's a place holder for incompatible texture and that's what you say now too.

I'll wait for the new DX10 fixer, no problem. Do you already know when it will be available?

Thanks a lot

Spirit

There is no benefit of flying in DX10 Preview at night.  No cockpit shadows, no amazing water, well.... nothing.  Just major issues with night lighting This is why I recommend going back to DX9 whenever flying at night.  You don't have to uninstall or change any of your settings.  Just disable DX10 Preview and go back to DX9 during night flights.  To really enjoy DX10 Preview, you need to be flying during the daytime.

 

Best regards,

Jim

Jim Young | AVSIM Online! - Simming's Premier Resource!

Member, AVSIM Board of Directors - Serving AVSIM since 2001

Submit News to AVSIM
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Agreed. The incompatible airports (that I'm aware of, and have been tested) are fully fixed by the fixer.

 

Sorry, Stephen - I have no idea whatsoever! Clueless.

 

Hmmmm .....I think I've been clueless for most of my life, actually.... sad, isn't it?  :(


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  • Author

Hi Jim,

Night flight is not what I'm normally doing. I only had a short look at dusk to see the new scenery with this light. So let's wait and see for the new DX10 Fixer.

I'll try it again with DX9 maybe.

Thanks a lot

Spirit

Totally agree Spirit.  I think Steve will fix most of the DX10 problems soon.

 

Best regards,

Jim

Jim Young | AVSIM Online! - Simming's Premier Resource!

Member, AVSIM Board of Directors - Serving AVSIM since 2001

Submit News to AVSIM
Important other links: Basic FSX Configuration Guide | AVSIM CTD Guide | AVSIM Prepar3D Guide | Help with AVSIM Site | Signature Rules | Screen Shot Rule | AVSIM Terms of Service (ToS)

I7 8086K  5.0GHz | GTX 1080 TI OC Edition | Dell 34" and 24" Monitors | ASUS Maximus X Hero MB Z370 | Samsung M.2 NVMe 500GB and 1TB | Samsung SSD 500GB x2 | Toshiba HDD 1TB | WDC HDD 1TB | Corsair H115i Pro | 16GB DDR4 3600C17 | Windows 10 

 

  • 1 month later...
  • Author

Well, because of my runway "problem" with KHQM I played a bit with the DX10 shader patches and by the way I put the light patch into my Dodo 206 aircraft.cfg file. I saw from 1S2 airport that this has also some effect to the scenery light so I was curious to see what happens at CBB7 and what should I say? Surprise - the lights there are now pretty nice as they should be. :rolleyes:

Spirit

Well, because of my runway "problem" with KHQM I played a bit with the DX10 shader patches and by the way I put the light patch into my Dodo 206 aircraft.cfg file. I saw from 1S2 airport that this has also some effect to the scenery light so I was curious to see what happens at CBB7 and what should I say? Surprise - the lights there are now pretty nice as they should be. :rolleyes:

Spirit

 

Hello Spirit

As many others, I am having the same problem at dawn/dusk/night with DX10.

Could you tell us how/what you did?

 

Thanks

Ramón.
Time, is the one thing no one can buy.
ovbe94a9nab0bbc6g.jpg

 

  • Author

Hello Spirit

As many others, I am having the same problem at dawn/dusk/night with DX10.

Could you tell us how/what you did?

 

Thanks

 

Hi Ramon,

 

of course I can explain what I did..

 

I did what's recommended in the light patch which is included in DX10 patch 3.2.2

Here's a part of the readme file within this patch and I did what's described there.

 

I did this in the aircraft.cfg for the helicopter I fly.

 

Spirit

.
.
.


Fixing a (default) plane  
========================

1) take backup copy of aircraft.cfg  (or sim.cfg) for helicopters

edit the aircraft.cfg  find the [lights] section and insert

light.0 = 1,  0.00,  0.00,  0.00, ballast
light.1 = 2,  0.00,  0.00,  0.00, ballast
light.2 = 3,  0.00,  0.00,  0.00, ballast

then renumber the lights that were previously there starting from 3  
i.e the light that was originally light.0 becomes light.3 and so on.

The ballast must always be the first thing on each bus.


So as an example  here is the lights section from the Bell 206B helicopter

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit
light.0 = 3, -14.40, -2.80, 1.25,  fx_navred ,
light.1 = 3, -14.40,  2.80, 1.25,  fx_navgre ,
light.2 = 3, -22.75,  0.00, 1.75,  fx_navwhi ,
light.3 = 1, -22.5,  0.6, 5.54,  fx_beacon ,
light.4 = 2,  -6.00,  0.00, 3.58,  fx_strobe ,
light.5 = 4,   3.60,  0.00, 0.15,  fx_vclight ,

It changes to

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit
light.0 = 1,  0.00,  0.00,  0.00, ballast
light.1 = 2,  0.00,  0.00,  0.00, ballast
light.2 = 3,  0.00,  0.00,  0.00, ballast
// original lights (renumbered)
light.3 = 3, -14.40, -2.80, 1.25,  fx_navred ,
light.4 = 3, -14.40,  2.80, 1.25,  fx_navgre ,
light.5 = 3, -22.75,  0.00, 1.75,  fx_navwhi ,
light.6 = 1, -22.5,  0.6, 5.54,  fx_beacon ,
light.7 = 2,  -6.00,  0.00, 3.58,  fx_strobe ,
light.8 = 4,   3.60,  0.00, 0.15,  fx_vclight ,

Some planes have lights which are commented out - you can safely ignore these and just renumber the ones that are actually used.

.
.
.

 

 


of course I can explain what I did..

I did what's recommended in the light patch which is included in DX10 patch 3.2.2

Here's a part of the readme file within this patch and I did what's described there.

I did this in the aircraft.cfg for the helicopter I fly.

Spirit

 

Thank You very much.

 

I am Trying some fixes now!

 

Cheers

Ramón.
Time, is the one thing no one can buy.
ovbe94a9nab0bbc6g.jpg

 

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