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tiberiu11

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Everything posted by tiberiu11

  1. As you may probably know me from the forums and you have associated me with the Flight1 GTN and GNS, I am here to correct a misunderstanding. I understand your frustration that a product that you have purchased will not be supported anymore and that development will end. However, I am not the developer who took the decision. I have left Flight1 for one year already! Active development being stopped on the Flight1 GTN and GNS does not involve me. My main goal is all TDS customers to received prompt and helpful advice, to solve their problems. This has been my guiding philosophy and it is the driving principle behind TDS Sim Software and the TDS GTNXi. This new company will allow me to prove who I am, the tech support that I offer the highest quality products and most importantly new and innovative solutions. You can all be sure that you will never be let down! I will always pushed the simulator limits, further and further, and I will not stop here. Sure, the TDS GTNXi is currently not as good as some customers expect it to be, but you can be sure that I will give more than 100% to make it so much better! This is only the beginning! Best regards, Tiberiu
  2. Hello Juan, With each new version of the TDS GTNXi, we are striving to bring more features and push the flight simulator boundaries even further. Our mission is not to freeze the TDS GTNXi feature list, but to improve and add more new features. We strongly suggest keeping up with the official Facebook page/Forum/Discord channel where we post news on the product. Using Spacedesk you can get a tablet integration with the current software version. If you have any questions on the product, please do not hesitate to contact us.
  3. Hello DJJose, Thank you for your your advice. Our company policy is to provide free update, not only for bug fixes, but also for new features and also tech support for the product. We do not let our customers hanging, we want them to enjoy our product with as little problems as possible. The price of the TDS GTNXi has been lowered, as can be seen on the sales website. A little over two weeks ago the TDS GTNXi has been released and now we already have a VC integration that is partly working (but without mouse support), it is amazing how fast technology is progressing and we will do our best to keep with with the newest and best methods available.
  4. Glenn, the license for the TDS GTNXi is permanent, it is NOT a yearly subscription. This was a mistake on the website which has been corrected, sorry for the confusion!
  5. Hello, I would like to thank everyone for the support that they have offered to this product and for trusting in me. I know that the TDS GTNXi is not a perfect product, it is simulator limited. I would like the TDS to become the benchmark! Yes, there is frustration on MSFS, which has boiled down to the TDS GTNXi, without any intention of harming the product. The idea of launching the TDS GTNXi is to offer the best possible GPS system to the community, something that can do a good enough job within the strict MSFS limitations. The only way that FSX succeeded in the past was by developers pushing the bar even further and the TDS GTNXi is an example of attempting just this. Any nice words that can be said about the project are better than none at all. The entire community has my word that I will give my best with the TDS GTNXi product to be enjoyable and usable inside MSFS 2020. One example of this is lowering the purchase price of the unit and already partially refunding the difference to all customers who have paid for the product. We will stand by our products, in terms of support, honesty and keeping up with the most current MSFS features!
  6. Hello Frank, The TDS GTNXi has many user configurable settings. We suggest taking a look at the official TDS GTNXi manual so you can see a list of the available settings, which can be configured from the main user interface. The manual is available to download form the website: https://tdssim.com/tdsgtnxi#sixth
  7. We are currently working with RealSimGear on providing full hardware support with the TDS GTNXi.
  8. This only happens on the old database format, found in the GNS. The GTN and of course the GTNXi has a new file format that does not have any limitations. You can find airports that have shorter runways, for example, EDWL has only one runway that is shorter than 2000ft and the airport is available in the TDS GTNXi! There is no need to switch databases, but it is technically possible.
  9. Hello Ray, there is partial support for the features with the current version, full support will come in the very near feature with an update, we will let you know.
  10. Hello, Here are some clarifications on the TDS GTNXi Flight Sim, a lot of comments have been made and this is an opportunity to set them right. The TDS GTNXi is not a mere “interface” between a PC Trainer and SimConnect, making such statements is inaccurate and does not show the true complexity of these products. Developing such projects is a massive undertaking and investment. Since there are so few products on the market, only proves my point that such software requires special expertise and knowledge. The idea of the TDS GTNXi as an EXTERNAL ADD-ON is to offer the ability to users to have an extremely accurate representation of the GTNXi inside the new Microsoft Flight Simulator 2020, when there are none available. The Flight Simulator engine is limited in terms of drawing external gauges as well as overriding the autopilot, this is a fact and nobody can currently “write simulation variables” or “write screen data”. Just the autopilot code that is currently implemented inside the TDS GTNXi is a month of work, having to find innovative methods to overcome the hard-set simulator limitations. There is tremendous work behind the scenes just for this feature, as well as with the other new and innovative features that the GTNXi has to offer. Our plan was not to publicly complain, but to silently deliver and this is what the TDS GTNXi has provided, as well as having communicated with the deciding factors at Microsoft for many months now. I must say that it is the first and only product to accurately fly an LPV approach inside Flight Simulator 2020, this is a first and it is a benchmark for the entire industry. As soon as full autopilot support will be opened by the new SDK, it will get implemented into the TDS GTNXi. I assure you that the TDS GTNXi will get integrated into the virtual cockpit environment as soon as such capability will be made available to developers, in an updated version of the SDK. You can be assured of my full support for Flight Simulator 2020 as the time will pass. Of course, the TDS GTNXi website is fully transparent about what the software can and can NOT do and I am here to listen to constructive advice to further improve the software. Best regards, Tiberiu
  11. Hello,I found this on the web, only in French, but the pictures look great, it is the new expansion pack for FSX.http://www.clubic.com/actualite-76474-e3-f...nsion-pack.html
  12. Thanks, nobody replied.Can anybody that is a beta tester or that can talk to Victor just send him a link to the post so he could contact us ?By the way, I do not have a support question.I really hope that someone with a kind heart will help me.
  13. Hello,I have tried registering on the Feelthere forums, but I did not get any confirmation email. I am using a Yahoo account. I also tried Gmail or Hotmail, but none work. A friend of mine needs to get in touch with him, but it is impossible. Victor or anybody that can help, could you please email me at tiberiu11 at yahoo.com ?Thank you very much in advance. Every time that I email support at feelthere.com or Victor's address at Geelthere, I get my email back.If any of you have another address that Victor uses or can forward this to him, I will appreciate this.Any help is greatly appreciated. Thank you very much in advance.
  14. >>Path clipping.... yup..... no sweat. As for text.... well>I>>did use GDI+ for the text portions... until I built a>routine>>that compiled glyph paths for all the fonts I wanted using>>path arrays, and by golly, the guage began to react alot>>faster once I dumped gdi+, and all I needed to do was call>one>>function with a string and the location of that string in>>respect to the pixel location I wanted it at, WITH the>option>>of appending it to a storage path.>>Having to spend the time to create your own text rendering>routine goes against the concept of an API ready to use. As>for path clipping, sorry I can not locate that in the AGG>documentation. Of course the documentation is positively>horrendous, to be honest.I agree with you, the documentation that AGG has is very bad, that was my reason for abandoning Agg 6 months ago. Now look at Fraser's post. He is offering to help anybody that wants with problems like this. I think that this is a generous offer that replaces the documentation, since he is a real person and not a book.>>I haven't insulted you, I'm just pointing out your errors as>>you list them here....... Your out to trash agg every way>you>>can because obviously you think GDI+ is a very superior>>product to use. Agg can do everything gdi+ can do only>better>>and faster... at the expense of a little more complexity to>>develop it. I'm game to keep my customers happy.>>>Yet again, you prove my point. AGG isn't ready-to-use. Nor>is AggPlus. Both will require a significant amount of>developer effort to fill in the 'holes'. For those that want>to spend the time, sure... fine. However, you're here touting>it's a ready-to-go replacement for GDI+. It is not. And it's>not a "little complexity", not by a long shot. ;)Ok, maybe you do not understand this, but Fraser is right. Let's take a very good example: Reality XP. They developed their own API just like GDI+ and Agg, but much faster and better than GDI+. Look at what they achieved with it, now they can really brag about having the best and smooth gauges, because they are. As an owner of their Jetline 2 and 4, I was impressed by their near minimal frame rate impact and of their smoothness. It is worth to develop the AGG api(not AGG plus, I am not talking about that), as when you are stuck with a project that requires 8 GDI+ gauges, nobody can help you optimize that, since there is not much that you can do. This effort can lead to having users that are satisfied with the product, that praise you for good frames, not unhappy ones that always say that the frames are low, that they have stutters, etc. Do not look at Agg from your arguments, think outside the box, there is much more that Fraser wanted to say and express with his example, not how easy or hard it is for the developer, but how it can lead to a better product, which should be the developer's number one goal. I would rather do a little more work than to have angry users.>>As for imaging, well how come 95% of the functions within>agg>>are for vectorial type graphics? The answer is..... several>>folks wanted an alternative to using other vectorial api's>>that cost a fortune to license and did not have everything>>they needed...... and had performance issues, with gdi+>being>>such a very limited beast for such.>>>Once again, I'll point to the examples... image manipulation.>>>You have made it very clear that you will not endorse agg in>>any way.... so be it, stick to gdi+ as obviously you>>understand it better. But you don't need to tell people>that>>Agg doesn't do things, when in fact it does do them.>>>I certainly can't endorse it as a ready-to-go replacement,>it's not.Let's not forget AGG's advatages when compared to GDI+. Everything has a bad part in it, but in AGG, you can change that by having the source code, in GDI+, you are stuck with it. Ok, a person that has time and knowledge can do whatever he wants with AGG, but a person that really needs a FD asap, should stick to GDI+, as that offers speed. (honestly, I learned GDI+ very fast and I also was disappointed by the examples, documentation, etc of AGG.) But now that I think of it, Agg is freeware, so most of this can be explained. GDI+ is also freeware, but Microsoft is behind this, not a person that has a family and a job.>>In the end, its up to the other developers if they want to>>learn and use agg because it does have alot of potential for>>gauges, and heck I've only scratched the surface. So lets>>leave it be between us 2, you stick to GDI+ and I'll stick>by>>Agg and help those that are interested in using it.>>>I'll stick to what provides the most capability with the least>manhour/maintenance cost. Your PFD code is about 10x the size>of mine.>>>To the others, I apologize that this thread that was>intended>>to be an intro to something new and exciting has led to this.Well, I was interested in learning more aobut Agg from this thread, not seeing arguments againt it. By doing this, nobody benefits from the purpose of the thread, to promote a product that can help programmers.Ok, let's take a practical example. The first person that can prove that he can convert his PFD from GDI+ to Agg without any tradeoffs or failures will prove that Agg does indeed have potential. I am talking about a complex PFD here, not just an AH. I am not asking anybody to do this, just saying what I think that would be the best course of action in order to settle this.I did not come here for any flame wars, or to argue with anybody since I have better stuff to do, like to work on my projects.Sincerely,Tiberiu Nicu
  15. Shad, Trust me, after making a model and now working on gauges. It is more complex debugging a perfect PFD than making a picture perfect virtual cabin. Maybe simple gauges are not that easy, but my proof is seeing so many beautiful models that are for free, but not so many C++ panels.
  16. While we can model and texture however we want, gauge programming is a lot harder. A modeler can make the best model, since he is not restricted by some of the sim's restrictions. That is why you see better looking models and panels that do not have exactly 100% perfect systems. If there would be a team of programmers working on getting the panel/systems right to the smallest detail, then you can argue your point, but since programming is so difficult, there are a lot more modelers than programmers in the field (how many freeware FMC's have you seen compared to GOOD quality freeware models)You have to understand that Feelthere or any other company can justify the price, since a lot of work has been put into this aircraft, even if it is a minor change in the visual of the panel or even gauges, think that a lot of these things go in the back of the scene, which you do not see. Before you know how much is involved into making an aircraft, please do not just jump to conclusions, as that might not be the right choice. I know since I do both models and panels and from my experience, a model is a pleasure compared to a panel.
  17. Etienne, Yes, those are self shadows, as previewd in some previous FSX screenshots, mostly a C172. Yes, they are very cool! How have you been? I haven't talked to you in a while. When you have the chance, please send me an email at tiberiu11@yahoo.com
  18. Gentlemen, We are very glad that the SR20 is working very good on your systems.http://www.eaglesoftdg.com/staff_Images/TB.gif
  19. Hello Guys,I was wondering if anybody knows the FS9 Mesh BGL file format. I would appreciate if somebody could help me out. My email is tiberiu11@yahoo.comI looked at the FS2004 Terrain SDK. I see that the BLG file format is explained, but I am not interested in textures, just the actual mesh data(altitude). Unfortunately that is not documented.Thank you very much in advance.Sincerely,Tiberiu
  20. Sorry I must have posted in the wrong forum. I wanted to post in the Scenery design forum. Sorry for the double post.Sincerely,Tibeiru
  21. Hello Guys,I was wondering if anybody knows the FS9 Mesh BGL file format. I would appreciate if somebody could help me out. My email is tiberiu11@yahoo.comEDIT: I finally looked at the FS2004 Terrain SDK. I see that the BLG file format is explained, but I am not interested in textures, just the actual mesh data(altitude). Unfortunately that is not documented.Thank you very much in advance.Sincerely,Tiberiu
  22. Hello Guys, I was wondering if anybody knows the FS9 Mesh BGL file format. I would appreciate if somebody could help me out. My email is tiberiu11@yahoo.comEDIT: I finally looked at the FS2004 Terrain SDK. I see that the BLG file format is explained, but I am not interested in textures, just the actual mesh data(altitude). Unfortunately that is not documented.Thank you very much in advance.Sincerely,Tiberiu
  23. Herbert, Speaking of Arne, I haven't seen him post here in months. I hope that he is doing fine.Yours Truly,Tiberiu Brasov
  24. Hello gentlemen, Good luck with the release of the PMDG 747! It looks like a great product. While looking over the manual, a question came up: how does the FMC calculate a leg change? Is it based on distance to waypoint, airspeed, heading? I do not understand how it is done, and I would greatly appreciate any help.Yours Truly,Tiberiu Brasov
  25. Etienne, This is a very interesting topic. I have been trying to achieve a Win32 timer, but did not have any success. When my pop up gauge would be called, the whole class wouldn't render due to the timer(SetTimer function). I was wondering if you could show me a small snipped of how you have it done,as that probably will resolve my problem. Thank you so much for your help.Tiberiu
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