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MadDog

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About MadDog

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    Atlanta, GA

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  1. Yup... I imagine Prepar3d ATC is using the FAF/Intercept altitude to determine how low to descend you. This would be similar to real-world as long as there aren't any nearby mountains or hills or antennas for you to bump into.
  2. This is actually a complicated question. If you're shooting the full approach without radar monitoring, than the published restrictions would always apply. But if a controller is vectoring you to final or is radar monitoring you prior to joining the procedure, he/she can and will descend you to the MVA (Minimum Vectoring Altitude) for that area. The MVA is not published and can be lower than the MSA or other altitudes specified in the charts (MVA is determined by radar coverage quality and local elevations and obstructions). However, once cleared for the approach, you must comply with all published altitude restrictions lower than your last assigned ATC altitude. With all that said, from what I know about default FSX/Prepar3d ATC, it's probably doing it wrong :-).
  3. Are you by chance using XVision (Impressive preset) using the FlyWithLua script? If so, open up 11_30_xV_Impressive.lua in the FlyWithLua\Scripts folder and find the following line: set("sim/private/controls/fbo/shadow_cam_size" , 2048.0) --jagged shadows Disable this line by placing two hyphens in front of it: -- set("sim/private/controls/fbo/shadow_cam_size" , 2048.0) --jagged shadows That line sets shadows at very low resolution. For all the good it does with shaders, Xvision can also introduce unwanted "features" too. It took me weeks to determine that the SharpernBlurring post-processing effect was killing all my MSAA anti-aliasing.
  4. Just curious if you're using the "experimental" flight model or default? Ground friction seems to be much improved with both. Have only spent a few minutes with the experimental flight dynamics in the C172; but didn't notice any huge differences (is the impact of propwash better in experimental?). Either way, very happy with the changes!
  5. Chipper/shredders for the luggage ??? Actually, I'm pretty sure they are Preconditioned Air Units (PCAs). There's probably dozens of different manufacturers; but you may want to try looking up Jetaire (JBT), Adelte, or TLD for a match.
  6. That's not necessarily true. SASL3 also supports global plugins and they most certainly would go in the resources\plugins folder. With that said, the folder would most likely reflect the name of the project and would not be named "SASL". Three "SASL" folders should definitely raise one's suspicion.
  7. I really enjoy all of MisterX6's airports... have all the freeware and payware (except the most recent KLAX) and love them all! The only nitpick I have is that the human objects are a bit "odd"; they kind of remind me of scarecrows. Does anyone know of a way to substitute them with more life-like models?
  8. What aircraft are you using? Are you sure you're not looking at your radar altimeter (instead of the barometric altimeter)?
  9. That version doesn't appear to include the XPWideclient module.
  10. Redraws will not occur on approach... only on departure when climbing.
  11. I'm with you, I hate just about everything related to "shear" in X-Plane. While it is possible to take control of the variability and gust parameters to calm them down (which I do in the script), real-time weather in X-plane is coded in such a way that if you take control of one weather parameter, you take control of all of them. In other words, when the script makes a change to the wind, X-plane will not change anything else (clouds, temperature, pressure, etc.) until it regains complete control. Unfortunately, this means the only way to manipulate the wind full-time with real weather requires that all of the other parameters be manipulated full-time as well. Creating a global weather engine (like ActiveSky or xEnviro) was never my intention... I just want to keep my planes on the runway until Austin decides that this is an issue worthy of his attention 😉. Just for clarity, I want to emphasize that Wind Tamer does not "kill" the real-time weather function. As soon as an aircraft climbs above the trigger altitude, weather control is returned to X-Plane (that's why it forces a single refresh).
  12. The only time the WindTamer script forces a redraw is when the aircraft climbs through the "trigger altitude" with real-time weather in use. The only way multiple re-draws can occur is if you continuously fly at or close to the trigger altitude (500' by default)... which is pretty low in most situations. If long-term low-altitude flights are your preference, lowering the trigger altitude (try 100 - 200') should eliminate any issues.
  13. I agree... and I try to make that point in the "readme" (I wrote the script). But until LR decides to address the issue, in my very biased opinion, I think it's a pretty good workaround for X-Plane's ground (mis)behavior. Give it a try... you might really like it . WaarEagle (I use different 'handles' on different sites to keep myself confused)
  14. MadDog

    Farewell FSW

    DTG = some pretty good folks working for a really bad company. It comes as no surprise that the executives are a product of Electronic Arts (the apple doesn't fall far from the tree). I'm genuinely sad to see FSW fail since competition is always a good thing. I think DTG put all of their eggs in the "TrueSky" basket; but it wasn't implemented well enough to gain the user base needed to continue development. If it makes anybody feel any better, DTG's poor strategy in this venture probably cost them a mint.
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