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Christopher Low

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About Christopher Low

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    Member - 10,000+
  • Birthday 07/31/1967

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    Ulverston, England
  • Interests
    Comet Orbits

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  1. Just a quick update to say that the developer has sent me a mesh fix file to test, so I will check this out at the weekend.
  2. The P3D method works perfectly with my PMDG 737NGX and 777. I activate the thrust reversers by pressing Button 2 on my CH Flightstick Pro joystick, and hold it down to increase the thrust. However, I do not have autobrakes enabled, which results in a smoother deceleration. I manually apply the brakes (by pressing and holding Button 1 on my joystick) when I disengage the thrust reversers at around 75 knots.
  3. As far as I am aware, the aircraft should be stabilised on approach when the autopilot is disengaged. That means that the speed should already be at Vref, assuming that you have been using the autothrottle correctly.
  4. The buildings (and cars) in the first screenshot do not look like PG to me. They look more like custom models.
  5. Your story certainly puts my own minor troubles into perspective. I wish you and your friend full and speedy recoveries. Your flightsim friends are all here whenever you need an emotional boost!
  6. I have already updated the AFD file myself, as it had a few issues that I wanted to correct.
  7. There probably isn't much else to do on Guernsey
  8. This is different. These are terrain mesh errors that appear as my plane approaches the runway, and they are further away from the airport. I think the structures that you are referring to are modelled as actual 3D objects.
  9. Thank you, Marcus. I have sent an email to the developer.
  10. I have a couple of mesh issues in the terrain to the north of the airport as I approach runway 25. These appear as flat topped plateaus. Can any other users confirm this? If so, is there a fix? I am using P3Dv4.5HF2.
  11. ...and more importantly, how are employers across the globe going to deal with a large number of employees not turning up for work on release day?
  12. I suspect that the reason why "old school" simmers have accepted 30fps for so long is because they want the maximum "bang for their buck". They can run the simulator at higher detail settings when compared to 60fps, and they have less chance of experiencing annoying stutters. Obviously, 60fps will feel smoother than 30fps, but it is the framerate that is considered to be good enough that counts.
  13. ....although the 144 light years per day velocity of an imaginary planet is not entirely believable
  14. Those screenshots certainly demonstrate how realistic MSFS looks. In fact, the most significant deviation that I could see compared to reality was the total lack of lighting on the Bay Bridge!
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