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tgibson

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Everything posted by tgibson

  1. Sure, no problem. 1. Decompile the flight plan BGL file. 2. Do a search for ,R, and replace with ,F, 3. Save the file. 4. Compile the edited file. Hope this helps,
  2. Hi all, Thanks for the kind words. Actually, I count all airlines with external propellers as propliners, no matter their eras. Certain payware companies have done the same thing, bundling modern turboprops into a Propliner Collection or similar. I call piston or turboprop airliners after 1945 and before 1970 Classic Propliners. Before that they are Vintage Propliners. After that they are Modern Propliners. It has more to do with how they are flown and navigated than anything else. Thanks again,
  3. If you want something a little faster than the DC-6B, try the DC-7 or DC-7B. Or any of the Super Connies or Starliner too. Hope this helps,
  4. I don't think so... You could try to change the VIEW_FORWARD_DIR value in the panel.cfg file, but I think this only affects the 2D panel. This is supposed to be one of the advantages of the VC - it always has a "correct" view out the window.
  5. Congratulations, Bill - you deserve it. Wait, this is more work - what am I saying?
  6. I don't know the answer to your questions, but you would be more likely to get a useful answer if you tell us the sim you are flying and the specific aircraft you like.
  7. I select the engine first, then control the throttle with the function keys. Press E, then 1 to select engine one. E, then 2 for engine 2. Press E 1 2 to get all engines back (E 1 2 3 4 for a four engined plane). Some panels may not allow this multi-key selection, if they are not designed properly. Hope this helps,
  8. As stated above, creating a water LWM polygon in SBuilder/SBuilderX should cover the strip of land.
  9. I agree - you can start here: http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_%28FSX%29 Check out the Related Links at the bottom too. Hope this helps,
  10. Glad to help. If you just wanted to remove them you could have removed the Window sections and the lines at the top of the cfg file instead, and be done with it.
  11. Sure, you can flip the pilot's panel horizontally and then use it as a copilot's panel. Select any lettering on the panel and flip it back. Create a new Window entry in the panel.cfg file and specify that new image. You'll have to place all the gauges on the panel manually, though. I don't know of an automated way to do that. FSPanel Studio (payware) comes in handy for that.
  12. I guess we need to know what exactly are you going to do with these phantom panels? Are you going to remove all of the existing popup panels? If so, just remove their entries in the panel.cfg file (the line in the top section of the file, and the Windows section below). Renumber the top section if necessary. If you are going to keep the existing sections and insert dummies into certain Window number slots, I assume you could use something like this: [Windowxx] Background_color=0,0,0 size_mm=0,0 window_size_ratio=1.000 position=0 visible=0 ident=9999 window_size= 0.0, 0.0 window_pos= 0.0, 0.0 Change the xx in the first line to make the sections consecutive. You might also need to change the ident to make it unique in this cfg file. If this doesn't work (crashes, FS, etc.) try 0.001 in the size_mm, window_size, and window_pos lines. Don't forget to add these sections to the top part of the cfg file too. Hope this helps,
  13. Hi, Repainting a panel for your own use should be OK, as long as it stays with you. You only need to learn how to use a reasonably powerful paint program (Paint Shop Pro, Photoshop, etc.). GIMP is a freeware example. Then paint away! The VC textures will be in the plane's texture folders, while the 2D panel textures (if any) will be in the plane's panel folder. The VC textures for the gauge areas may also be in the panel folder. Hope this helps,
  14. You should be able to do the same thing in PSP. Just find the pallete entry that has the "wrong" color and change it 0,0,0. Hope this helps,
  15. If it has 2D side views, those are not supported in FSX - you must delete those from the panel.cfg file. The prop circle textures should be able to be fixed by making the alpha channel darker (the darker, the more transparent). I don't know about your missing panel textures...
  16. The short answer is that you will need to own and know how to use a WAV editing program. You will also need a way of recording that sound from the video.
  17. When you download a flight plan file from AVSIM, etc. it usually doesn't include the aircraft. Normally the text file will tell you where to get them, but sometimes you just have to find them yourself, or edit the aircraft.txt file (included in the flight plans file) so the names in quotes match the title= lines in the aircraft.cfg files of planes you already have. Hope this helps,
  18. Hi, Odd, I didn't have to change all of the width values of my gauges, but I made sure that my widescreen bitmap was the same *height* as my square one, and it was *wider* by exactly the same amount as the screen is wider. Then I could use the same Y values for all my gauges. As an example, one "regular panel" bitmap is 1600 x 1200 pixels. The 16:9 widescreen panel bitmap is 2133 x 1200. A section of the regular panel: [Window00] file=MAIN.bmp size_mm=1600 window_size_ratio=1.000 position=7 visible=1 ident=0 gauge00=Z_DC6KMTG!ALTIMETER, 536,716,168,166 gauge01=Z_DC6KMTG!VERTICAL_SPEED_INDICATOR, 543,882,153,153 The same section of the widescreen panel: [Window00] file=MAIN_WIDE.bmp size_mm=2133,1200 window_size_ratio=1.000 position=7 visible=1 ident=0 window_size= 1.000, 1.000 window_pos= 0.000, 0.000 gauge00=Z_DC6KMTG!ALTIMETER, 718,716,168,166 gauge01=Z_DC6KMTG!VERTICAL_SPEED_INDICATOR, 725,882,153,153 Note that the only change required in the gauge listing is to change the X value, since I added pixels to the left edge of the square bitmap which moved all the gauges over to the right. Hope this helps,
  19. You can do almost all that FSHotSFX can do in FSX by use of the soundai folders in each AI aircraft's folder.
  20. There is no support for the package now, except reactivating the code needed to install the program again.
  21. AFAIK Convim and DXTBmp use the same conversion process (both by Martin Wright). I assume that in the above poster's case DXTBmp was removing the mipmaps while Imagetool was not.
  22. As I understand it, GMAX (etc.) sets a "size" attribute to each texture material when it creates the MDL file. Usually it gets it right and the image is sharp. But sometimes (especially when you use the same material to texture both small AND large objects), GMAX will use the size attribute of the small object when it should be using the large object instead. When this happens, FS will select a lower mipmap and it will look blurry. The usual cure for this is to remove mipmaps from the texture, which will indeed cure it, but can cause shimmering of that part at sharp angles in FS. You can fix this for FS9 scenery MDL files (using MDL Tweaker), but I know of no fix for anything else. Hope this helps,
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