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birdguy

Orbx Global Airports for P3Dv5...

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If we keep talking about this maybe, just maybe ORBX will look at it a bit more in depth. It would make a lot of their loyal customers VERY happy. Maybe the squeaky wheels might get some grease????? 


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51 minutes ago, Daytona125 said:

If we keep talking about this maybe, just maybe ORBX will look at it a bit more in depth. It would make a lot of their loyal customers VERY happy. Maybe the squeaky wheels might get some grease????? 

Not going to happen. Your talking about allot of work for free.. Maybe if someone with the skills volunteers then maybe but I wouldn't count on that.

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Orbx is too busy pumping out new products, KBLU and KTEX among other older products, are on the low priority list. Its unfortunate. 

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Wonder when they will release pbi?


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On 7/28/2020 at 2:01 PM, FreeBird(Josh) said:

Not going to happen. Your talking about allot of work for free.. Maybe if someone with the skills volunteers then maybe but I wouldn't count on that.

I'm not talking for free. I would pay as I'm sure others will. 

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There are a number of issues with the Orbx FTX Global freeware airports in P3Dv5, most of them fairly easily fixable, but it does take time and effort.

1.  Double or misplaced taxiway signs and default buildings overlapping the custom ones--many default signs and buildings were moved/added/changed in P3Dv5, so the old excludes don't work.  In ADE, load stock data, select taxi signs and scenery objects.  Go to "List" and sort by the "Is Stock" attribute, then select and delete all that have "True" in that column.  Do that for both taxi signs and scenery objects.

2.  Missing objects like buildings, towers, etc.  Some of the objects used in the freeware sceneries are default autogen objects from P3Dv4 that are not present in P3Dv5 (or which have new GUIDs).  Open the P3Dv4 ADE file for the airport, mouse over the object, and if it's located in a default OBXnnnnn.bgl file, make a copy of the P3Dv4 OBX file, rename it (eg OBX29160.bgl to _OBX29160-P4.bgl) and move the copy from the P3Dv4 folder to its corresponding P3Dv5 folder.  If the object then shows up missing textures, you'll need to open that OBX bgl in ModelConverterX and find which textures are used by the object and copy any missing ones from your P3Dv4\textures folder to your P3Dv5 one.

3.  Aircraft and objects sinking into or floating above terrain--the P3Dv4 airfields were all built on top of flatten polygons--one of the new features of v5 is the ability to have sloping airfield surfaces, so to use the Orbx ADE you may need to add a flatten under the airfield to make things sit properly on top of the pavement.

If the airport layout has changed (e.g. runway added or removed) since the FTXG airport was created, the P3Dv5 version may be more current.  Then the Orbx ADE won't match the new layout, which would entail rebuilding the ADE using the default P3Dv5 one as the foundation.

As you can see, the amount of (uncompensated) work required to make the hundreds of buffed-up airfields in this freeware bundle work in P3Dv5 is not trivial, which I think explains Orbx's position reasonably well.

 

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