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JRBarrett

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About JRBarrett

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  • Birthday 11/09/1955

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    Elmira, NY
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    Aviation - Computers - Sailing - Golf

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  1. This is a great point. An extremely realistic ATC simulation really does require developers with an in-depth understanding of how air traffic control works in the real world. Radar Contact was revolutionary when it first came out for FSX (compared to default ATC), precisely because one of the developers was an individual with years of experience as a real-world controller. Even then, RC was limited in its ability to handle SIDS and STARS because of all the complexities that come with having procedures with multiple possible routes depending on which arrival or departure runway was selected. The solution they arrived at was basically to let users fly by their own navigation during a SID or STAR segment without enforcing strict heading or altitude compliance. MSFS default ATC may well turn out to be better than the default in FSX/P3D or X-Plane - especially with the advances in voice recognition technology - but to get an “as real as it gets” ATC simulation for MSFS is probably going to require a third-party add-on produced by developers who specialize in that area.
  2. TFDI’s TrueGlass and RealLight have always worked well in V4 for me. Both products are in beta for V5. At the moment, when both TrueGlass and RealLight are active in TFDI’s own 717 beta for V5, they add an additional 2 GB of VRAM on top of the aircraft itself, which is already a pretty big VRAM consumer on its own. For that reason, I have temporarily disabled both TrueGlass and RealLight in P3DV5 by removing the associated DLL files from the Prepar3D V5/Gauges folder until TFDI has fully optimized them for V5. In addition to TFDI’s own 717, several other add-on aircraft will install TrueGlass, including the Leonardo Maddog, and the Aerosoft CRJ (which is currently in beta testing for V5).
  3. That is a limitation of DX12 itself. DX11 would automatically offload to system RAM if all available VRAM was used. That would cause a noticeable drop in performance, but the game would not crash. With DX12, the responsibility is now totally on the game developer to manage VRAM use. If the limit is reached, the game will crash.
  4. On the other hand, Microsoft did have a long-running partnership with Jeppesen when FSX came out, as the provider of the real-time weather downloads accessible in the sim, so perhaps a similar arrangement has been worked out with NavBlue for sim AIRAC data. If so, there would be probably be prominent in-game branding of the source, which is one way of compensating a vendor for such a product. But, even if MSFS does include regular updates of the core nav data for free, that does not necessarily mean that it will meet the needs of complex add-on developers like PMDG and FSL, whose current products use AIRAC data specifically formatted for their own FMS emulations. If their upcoming MSFS aircraft use the same internal FMS emulation code as their current P3D models, (and why re-invent the wheel?), services like Navigraph might still be required for third-party add-on aircraft.
  5. Nav data isn’t free (in general). Providers like Jeppesen or NavBlue, don’t just simply give it away. Granted, the data they sell to vendors like Navigraph for use only in flight simulation is only a tiny fraction of the price that the very same data certified for use in a real aircraft would cost. (A 12-month subscription for worldwide Jeppesen FMS data for a real aircraft costs between $5,000 and $10,000 per year per aircraft, depending on the specific FMS model.) It may be that Microsoft has reached a long-term arrangement with a company like NavBlue at a low enough cost that they can afford to include it in MSFS on an ongoing basis without passing the cost along to end users of the sim. That remains to be seen.
  6. Were there any AI aircraft in the vicinity? It sounds like the wake turbulence effect, which is much too strong in AS16. In the setup menu for AS, there should be a slider to adjust the strength of the wake turbulence emulation. I believe it defaults to 100 percent. Suggest setting that slider no higher than 30 percent, or turn it off entirely.
  7. Here is a thread from 2015 on the LM forums where several users were having a similar issue: various executable files in the setup package failed to run with a 0xfffffff7 error code. It appears that in most cases is was caused by interference from the anti-virus installed on their computers, and Kapersky seemed to be the worst offender. Not sure which (if any) AV you may have, but temporarily disabling it might be one thing to try. https://www.prepar3d.com/forum/viewtopic.php?t=113640
  8. The etymology of waypoint names is an interesting topic of its own. There are several airway intersections in our local airspace that have been in existence for over 50 years. Those all spell out actual words: THINK, BEEPS, WOMAN, BIPOD etc. Newer ones are just collections of consonants and vowels: WUDUL, VILCU, XUCCO (I have heard the last one pronounced “Ex Zoo Ko” by ATC). I suppose there are only so many 5-letter combinations that have at least one vowel - I wonder if they will eventually run out? For 50 years, the NDB/LOM on the ILS 32 approach at nearby KITH had the waypoint name VARNA, which is over a small village with that exact name. Last year, the name was “stolen” by the FAA and reassigned to a waypoint in Puerto Rico near TJSJ, so the NDB is now named VRNAH
  9. The town has an interesting history... https://en.m.wikipedia.org/wiki/Zzyzx,_California
  10. In Nevada, south of Las Vegas is a waypoint “ZZYZX”. It’s named after a small town in the California desert that actually bears that name. (Pronounced “Ziz ziks”). It’s somewhat famous in the west, as there is is an exit for the town right on the main interstate highway between Los Angeles and Las Vegas.
  11. Ah, my mistake! The OBX file would contain autogen objects, but like the APX, disabling it will affect other airports besides the desired LZIB
  12. Those appear to be autogen, and they are possibly in the file named cvx5214.bgl in the same folder. You could try disabling it temporarily to see what happens. As mentioned, by disabling the APX52140.bgl, not only Bratislava airport will disappear, but probably dozens of other default airports in Slovakia as well. APX files rarely contain only one airport. Disabling a default APX is a pretty drastic measure. Kind of like treating a broken toenail by cutting off your foot.
  13. In looking at the default P3DV5 KELM airport scenery in ADE, I found that the various buildings were a mixture of generic and autogen objects. The generic hangars are built in to the stock object library of ADE, and probably go back to FSX. The terminal itself was an autogen building. It took me a while to find it. As I said, I am new to ADE. The stock airport is in Prepar3D V5/Scenery/0302/APX27170.bgl. I found that all of the autogen objects in the scenery were in a corresponding OBX file in the same folder - in this case OBX27170.bgl. Once I imported that OBX into ADE using the library object manager. I was able to find all of the referenced autogen GUIDs. Some have thumbnails, some do not. (I'm using the "Big Thumbnail Pack" with ADE, which I downloaded from the ADE web site.) Now, in the library OBX27160.bgl I found an autogen terminal building that looks more like the actual terminal. I had no problem importing that OBX library into ADE, and I was able to place the object into the scenery with no problem, but... when I compiled the airport and loaded it into the sim, the imported building was not present. The conclusion I draw is that any default airport autogen obects have to come from the OBX file that has the same number as the airport's APX file. This is probably old news to those with a lot of ADE experience, but I found it interesting. I have not ventured into scenery modification prior to P3DV5, so am not sure if this has always been the case.
  14. I have since spoken to one of our Falcon 900 pilots who used to crew a classic (non-EX) Falcon 50 a few years ago. He said that at heavier weights, they definitely would not try for upper 30s flight levels, as the aircraft simply did not have enough thrust to get there. The particular operator he flew for had offices in New York and California, and most flights were coast-to-coast with full or almost full tanks and typically 2 or 3 passengers. On an eastbound flight, they would initially cruise at FL350, stepping up to FL370 after about 2 hours, and eventually to FL390. They rarely, if ever went to FL410. On the much more powerful 900, they typically can go directly to the upper 30s even with a full fuel load (21,000 pounds), and with less than full fuel will often go directly to FL400 or 410.
  15. The APX.xxxxx.bgl files contain more than one airport! If you do it this way, you might fix the problem at KBGR, but would find many other airports in the state of Maine, (and possibly surrounding states) missing afterwards. Default APX.xxxxx.bgl files should never be deleted, renamed, moved or overwritten. After modifying a stock airport extracted from an APX file using ADE, best practice would be to to compile it user the airport identifier (KBGR), and layer the resulting bgl at a higher scenery layer than the stock airports, but below the add-on airport where the building bleed-through exists. As others have pointed out, a payware scenery loaded at a higher layer than the default scenery should take priority, so I’m not sure why buildings or other airport assets from the default airport should be bleeding through. Part of the problem may be that the add-on airport is a port from FSX, rather than being designed specifically for P3D. I am by no means an expert with ADE. I have been learning to use it over the past few weeks, and am in the process of modifying my local airport KELM. The version of KELM that came with the new P3DV5 scenery is definitely better than the 2006 FSX version that was in all prior versions of P3D, but several recent changes since 2017 did not “make the cut” for V5, including a substantial realignment of the taxiways, a new terminal and removal of three old hangars that still exist in the V5 scenery.
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