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Flightbeam KPDX is out!

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1 hour ago, ChrisKSDF said:

Wow. One has to wonder how much beta testing was done given all of those misplaced taxiway hatch marks.

which taxiways?

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The green light  taxiway centerline markings are also displaced laterally  from the yellow centerline. Is that the way it  should be?

 

Greg

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Posted (edited)
50 minutes ago, greg100o said:

The green light  taxiway centerline markings are also displaced laterally  from the yellow centerline. Is that the way it  should be?

 

Greg

Yes. It's so the nose gear can track the centerline without running over the lights (they protrude out from the ground a few inches).

Ben 

Edited by bbain1187

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6 hours ago, ChrisKSDF said:

Wow. One has to wonder how much beta testing was done given all of those misplaced taxiway hatch marks.

Yep. Thanks to point it out. I didn't even notice it (from the ground) and didn't look closely at my screen shot 🙂 Bill Womack has explained :

Quote

There was a single layer in the ground poly that contained all the hatch marks, and it somehow got shifted slighting during one of the final exports. It's fixed now, and just awaiting testing.

Source : http://flightbeam.net/forums/viewtopic.php?f=38&t=3156#p17521

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15 hours ago, Rockliffe said:

Also, I thought all FB sceneries could be installed in trial mode, but looking on their website I can't see any reference to this option.

Howard, I think this went away when FB moved off of Couatl.

 

Scott

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Posted (edited)
9 minutes ago, tttocs said:

Howard, I think this went away when FB moved off of Couatl.

 

Scott

Hi Scott, hmm, a very odd decision. They had something that many of their competitors don't offer, I would have thought they would have wanted to retain that option. A shame, because knowing what the area surrounding KPDX is like in relation to performance, I think I'll be unlikely to drop money on the counter on the pretty high possibility that performance will be an issue. It seems crazy to have to start thinking about deactivating Orbx PNW to enable an airport to run acceptably. Saying that, I have uninstalled Orbx SOCAL thinking that performance would be better around KLAX, even the default airport, but surprisingly there was no change whatsoever! The Seattle area has always been a thorn in the side of simmers, due to the high AG density and possibly maybe even aspects of coding are an influence in that area. If I read about anyone talking about a question mark over performance and are running a more than adequate machine, then I'll give the scenery a wide berth.

Edited by Rockliffe

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Posted (edited)
16 hours ago, ChrisKSDF said:

Wow. One has to wonder how much beta testing was done given all of those misplaced taxiway hatch marks.

For what this airport costs this is a very good creation. As to beta testing unless you were a government aerodrome inspector (which i was for a couple years) people not in the business such as beta testers can't be expected to know everything. In the real world mistakes are made in airport markings etc by people who are in the business. Bottom line is everyone works as a team to find and correct it.

Edited by dbw1
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Howard I think it's a case of danged if you do and danged if you don't.  As I'm sure you know, many here think that FSDT's Addon Manager and Couatl are tools of the devil 🙂 so FB made the decision to move away from them, but as I understand it those are the mechanisms that allowed the demo mode.

1 hour ago, Rockliffe said:

Saying that, I have uninstalled Orbx SOCAL thinking that performance would be better around KLAX, even the default airport, but surprisingly there was no change whatsoever!

That is a little bit surprising, but as I've opined elsewhere, I think there's more going on in SoCal for some users than just the Orbx region.  I've got a good, but not spectacular system and fly regularly in Orbx SoCal (With LatinVFR's KSAN and KSNA, FSDT's KLAS, 29Palms' KTNP and every Orbx SoCal airport made - other than KSAN of course) with no issues whatsoever.  The worst I see is a very occasional stutter and MAYBE (generally only when I have a lot of wx going on) a 1 second or so pause in some arbitrary location, but that's pretty rare.  For the most part, it's just nice, smooth flying. 

What I don't have is Orbx Global or VECTOR.  Just sayin' 🙂

Scott

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2 hours ago, tttocs said:

Howard I think it's a case of danged if you do and danged if you don't.  As I'm sure you know, many here think that FSDT's Addon Manager and Couatl are tools of the devil 🙂 so FB made the decision to move away from them, but as I understand it those are the mechanisms that allowed the demo mode.

That is a little bit surprising, but as I've opined elsewhere, I think there's more going on in SoCal for some users than just the Orbx region.  I've got a good, but not spectacular system and fly regularly in Orbx SoCal (With LatinVFR's KSAN and KSNA, FSDT's KLAS, 29Palms' KTNP and every Orbx SoCal airport made - other than KSAN of course) with no issues whatsoever.  The worst I see is a very occasional stutter and MAYBE (generally only when I have a lot of wx going on) a 1 second or so pause in some arbitrary location, but that's pretty rare.  For the most part, it's just nice, smooth flying. 

What I don't have is Orbx Global or VECTOR.  Just sayin' 🙂

Scott

What you say is very interesting. I don't see anything more than 22fps! Which seems absurd. I fly with very conservative settings and have a pretty beefy rig

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That is interesting Howard, I'm sitting at PDX in the AS 319 VC with fairly high settings and AI and getting between 40-45fps.

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1 hour ago, Dave_YVR said:

That is interesting Howard, I'm sitting at PDX in the AS 319 VC with fairly high settings and AI and getting between 40-45fps.

Probably unlimited frames Dave? I am locked at 30.

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Posted (edited)

I'm not sure how it would it make any difference if it can't get to the limit. I just unlocked them to check after reading your post. Normally  though I have it locked at 33.

Edited by Dave_YVR
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Does anyone know if the ILS approaches at Flightbeam KPDX are implemented appropriately? The reason I ask is that one of them ? ILS 28R was offset making the approach unusable in FSX. I do not know if that was corrected in P3d since they both seem to use the same airport databases. Also not sure if this scenery uses the P3d database for ILS's or created its own. Hate to make a long flight and find out the ILS does not work.

 

Greg

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Posted (edited)

Greg - I know 28R was spot on last evening.  Beautiful approach.

Edited by dmiannay

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Posted (edited)
50 minutes ago, Rockliffe said:

Probably unlimited frames Dave? I am locked at 30.

I'm locked at 30 with NVI which some deem not needed anymore with P3D v4 but it works well for me. KPDX with all the stuff in the FB manager enabled plus fairly high settings is butter smooth for me*. As I said earlier in this thread, I don't think it's scenery related.

*That is with i7 6700K at 4 Ghz, 1080ti on a 4K TV.

Edited by threegreen

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9 hours ago, dmiannay said:

Greg - I know 28R was spot on last evening.  Beautiful approach.

Thanks Dmiannay, and I just confirmed 28L ILS was perfectly aligned so we are good to go!

 

Greg

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For those not monitoring Flightbeam forum nor launching Flightbeam Manager

Quote

Changelog from v1.00 to v1.10

• Fixed misplaced taxiway hatch marks
• Added chevrons to the beginning of rwy 28L
• Fixed missing AGN from Hayden Island when Orbx KVUO was installed
• Added lots of trees to N. Portland 1m photoscenery area
• Added models of fire station complex & fuel tanks at NW corner of airport
• Added custom model for Glenn Jackson (I-205) bridge
• Added custom animated SODE windsocks that react to wind speed and direction

Changelog from v1.10 to 1.20

• Removed static jetway from kpdx_lib (should restore proper functionality of KMSP)
• Fixed floating centerline light
• Fixed graphic issue with taxiway lights during day
• Changed tree types around airport to more suitable size (cottonwoods)
• Added exclude for default extrusion overpass (Cascade Station)

 

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