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About spokes2112

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    Wheels down -- check
  • Birthday 04/03/1967

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    XML / LUA Programming,
    EAA, Experimental Avionics,
    FS General Tinkering

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    EAA Member since 1978

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  1. spokes2112

    Greece-Turkish Zig-Zag

    Gunter, Oh yeah, that's right.. With a fresh install you will have no other outside influences. So it's now it's down to the installation only. You have me at a loss Gunter. Since I do not have P3D, if wanted, you could send me the add-on xml files, maybe a second set of eyes can spot it. As for questions above - (pictures instead hehe, went for a quick intercept flight with the morning coffee for a "wake up" call)
  2. spokes2112

    Greece-Turkish Zig-Zag

    Gentlemen, A little late for the screenies, my credentials for dropbox accidently got removed and I couldn't get in - oh well, all fixed. :) Thanks for the awesome flight Gunter! Got my fill of Mediterranean food during this one - yummy! You can find the shots here. Gunter, Sorry about your AI Boats troubles, truly an excellent add-on! I did some testing this morning to see if there was any difference between all the separate packages versus just the 2. Given - Yes on FSX. Normally don't have any traffic at all during MP flights to keep my flight happy computer wise 😉. My original install was the 17 separate packages, removed and backed them up then installed just the 2 combined packages (194715 & 200129) to see the difference - not much.. Original separate packages - 277 simobject folders, 1378 .bgls v1 only - 207 simobject folders, 1160 .bgls v2 only - 77 simobject folders (not including animals) - 5 of these replace v1 versions, 252 .bgls - 13 of these replace v1 versions Totals v1 + v2 over separate packages - 278 simobject folders (+1), 1398 .bgls (+20) Did tests before and after, very little difference. Same time of day with just ship traffic turned on to 10%. (anything higher turns on stock ships) I had "boatloads" (hehe) of traffic at Syrios. For those during the flight with traffic on should have seen a lot of traffic as shown below. Something simple must be keeping your ships from showing up- anything from a .xml syntax error (including text encoding) in your scenery add-on xml to maybe a stray FS9 style traffic bgl somewhere? Do you have addon aircraft traffic? (Not the new injected type, rather the old .bgl type) Does it work? Just hope you can figure it out! BTW some very good news on a possible Christmas present was stated over at the Outhouse. :-) WOW! 17 COMBINED PACKAGES ONLY V1 + V2 PACKAGES
  3. spokes2112

    Greece-Turkish Zig-Zag

    Mike... That little piston flew air cover for you guys! Breaking so many airspaces and treaties! Lucky you weren't intercepted but i figure the Air Forces were just a little too afraid of that "small piston".
  4. spokes2112

    Greece-Turkish Zig-Zag

  5. spokes2112

    Greece-Turkish Zig-Zag

    Sorry to hear Gunter
  6. spokes2112

    The Southern Cascades

    Mike, As always, Thank You for the great flight! (the narrative too!) Supreme eye candy! 👍👌👍 The developers just got done processing the film and to quote Arlo Guthrie's - "Alice's Restaurant Massacre" ... One can find all the damning evidence the prosecutor will use against us here. Yes.. The song came on the radio immediately after the flight - LOL!
  7. spokes2112

    Sunday Formation Fun

    You guys!! Pulling shenanigans like that! LOL ( shhhh, don't say anything about Vegas! ) Some more shots of the formation & others from Sundays flight are here. Thanks for the flight Gunter!
  8. spokes2112

    Pizza, Pasta, Polenta, ITALY.

    Roger, Once again - Thank You for the great flight! Some photos for y'all are here. See you again soon :)
  9. spokes2112

    Manfred Jahn DC3

    Ran across the same thing, some work some don't. Haven't really gone into it too far but would hazard to guess it is in the alpha of the textures or something because the mapping of textures are about 99% the same. MJ had mentioned the very slight differences between V2 & 3 but just don't remember.
  10. spokes2112

    Manfred Jahn DC3

    The key to finding it here was right in your aircraft select screenshot.. "Repaint by Richard Wisman"
  11. spokes2112

    Manfred Jahn DC3

    Right here in the library -- shhh.. It's for V2 but the paints work nicely in V3 https://library.avsim.net/esearch.php?CatID=fsxacrp&DLID=182940 texture.eastern_319252.zip
  12. Just tested in FSX, it works.. Diff (toe) brakes will not release parking brakes individually but with both diffs applied (or period key) the parking brake releases. Vic, do you have a link to these or a scratch sheet with the undocumented mods?
  13. spokes2112

    Airlines that no longer exist--interesting

    North Central Airlines, becoming Republic then merged in to Northwest. http://hermantheduck.org/
  14. spokes2112

    bush flying png part 2

    Roger, Thanks for another great flight! But i digress... Next time let's fly to places with just a bit more ramp space! Mike, You too! Thanks for the flight supplement.. A little late getting to it, but it was good watching the videos in lieu of parts of the Brewer game ( & commercials! ) last night.. Some screenshots of the fun flight are here.. Will have to pull this one off again during the morning coffee some day. Flight plan folded up in the back pocket for such an occasion! LOL
  15. spokes2112

    Camera shift as heading changes?

    If you're talking about the built in dynamic head movement then go to your fsx.cfg - C:\Users\USER\AppData\Roaming\Microsoft\FSX (unknown for steam) Open it with a plain text editor and look for the [DynamicHeadMovement] section.. Make them all zeroes for values.. (or adjust as wanted - see here for reference) A good idea would be to make a backup of just that section in a text file if you would want it back. Ex. // HEAD MOVEMENT OFF [DynamicHeadMovement] HeadMoveTimeConstant=0.000000 LonAccelOnHeadLon=0.000000 LonAccelOnHeadPitch=0.000000 MaxHeadAngle=0.000000 MaxHeadOffset=0.000000 RollAccelOnHeadLat=0.000000 RollAccelOnHeadRoll=0.000000 YawAccelOnHeadLat=0.000000 //ORIGINAL STOCK [DynamicHeadMovement] HeadMoveTimeConstant=1.000000 LonAccelOnHeadLon=-0.020000 LonAccelOnHeadPitch=-0.010000 MaxHeadAngle=5.000000 MaxHeadOffset=0.300000 RollAccelOnHeadLat=0.010000 RollAccelOnHeadRoll=0.100000 YawAccelOnHeadLat=-0.100000