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Brian Doney

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About Brian Doney

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  • Birthday 09/25/1978

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    Tiltonsville, OH

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  1. A couple of minor tweaks/suggestions for new 1011 pilots: First and foremost, Paul Tally's V-One addon is indispensable as usual. DLID=185265 Next up, if you do not want to hear the APU sounds from the VC, navigate to "Microsoft Flight Simulator X\Captain_Sim\1011" and open the sound.ini. Search for the following three entries (they are grouped together): [sound.627] ;APU start File=apu_start.wav Id=3700002 Volume=0 [sound.628] ;APU stop File=apu_stop.wav Id=3700003 Volume=0 [sound.629] ;APU on File=apu_on.wav Id=3700004 Volume=0 Set Volume=0 for all 3 as I have above. Finally, I really do recommend adding the TSS L1011 soundset. I'm not normally one to pay much attention to sounds but the TSS set really does add a lot. Yes, it does add to the total cost but I do believe it is worth it. Have fun ! :smile:
  2. By far their best effort. I paid full price for it and have no regrets, for a ten it's a steal. The only caveat I would add is that you'll likely want to grab the TSS L1011 sound set as the included set is not very good.
  3. Try: C:\Users\%YOUR_USER_ACCOUNT%\AppData\Roaming\Lockheed Martin\Prepar3D v2\Prepar3D.cfg
  4. Paris it might be, then :canada-flag:
  5. Paris it is, then :france-flag:
  6. That really depends on what you're looking for. If you're mostly satisfied with your 7970 but would just like to push a bit higher then sure, you'll get ~10-25% out of it. I personally wouldn't do it unless I was able to make a good sale on the 7970 to cover a nice chunk of the upgrade price, because on pure performance gains alone, it won't be enough to eat the cost outright, imho. Not that you asked, but my personal plan is just to hold out until LM brings in multi-gpu support. I don't see a single GPU with enough grunt to really crank things up for quite some time, not before 2015 I'd bet. Especially at eyefinity resolutions. We might see something towards Q4 if we're lucky. It's a shame what mining has done to pricing, especially in the second hand market. It might be starting to ease a bit now, but I am glad I picked up both of my cards before things got out of hand. What a strange conversation to be having about a flight simulator :lol:
  7. If it were me ? I'd go with the 290 non-X. The difference is just too small to be worth such an increase in price, but then, that's always how the flagship cards are, with 2nd place almost always being the better value. It will also be cheaper to double up, should you ever decide to try crossfire once LM bring in support.
  8. ..but...it...DID perform better. :unknw: The only issue the 290X ever had was that the reference cooler was...not so great. Titan might out OC a 290X, but even that is splitting hairs. In any case they are extremely close in performance, so close I'm not even really sure why you went there. Either card* is a great choice and will push a serious amount of pixels. * 780ti is a better choice than Titan for gaming, simply because for the lower price all you lose is compute performance but...yeah w/e.
  9. Yep, you have it right. :good: Open with DXTBMP, send to editor (Paint.net or other), save from editor as 24 bit bmp, convert to DXT with Imagetool. Believe me Richard, I am well aware what a big job it can become :shok: ...and that's just one aircraft...and I still have so many more airlines to add :vava:
  10. If you open any texture with DXTBMP you can look at the alpha channel in the top right corner. Double-click on it to send to your editor of choice. If your finished night texture is of good quality, the only things that can then effect quality in the sim would be the original alpha, or the compression method used, and if the texture is converted to DXT without dithering. I also recommend against saving/converting textures with DXTBMP, as it hasn't been kept quite up to date with better compression/dithering methods, and can often produce very poor results after conversion. Here is the batch script I use for Imagetool conversion from 24 bit to DXT1 DDS with mips: :START echo. echo (Converting original textures to DDS format) "C:\ImageTool\ImageTool.exe" -dds -DXT1 -nogui -dither -mip -r *.bmp echo COMPLETE :END You'll need to change the path to reflect where you have Imagetool installed, and you could also change the -mip flag to -nomip if you prefer unmipped textures. You'll also want the textures you are converting to be in the same folder as Imagetool for this to work. I personally keep my batch files in the Imagetool folder as well. The rest just comes down to personal preference, as far as light splashes, etc. I personally remove them, as while I agree it would be nice to have them for aircraft on the runway, it just looks a bit strange to see them on with aircraft at the gate. As said though, personal preference.
  11. I was thinking about just streaming to my twitch channel :lol: I just finished some hardware upgrades so I'm not quite there yet, but we'll see. For a first try with not so easy to follow instructions that's not bad though ! Some examples to maybe help make things more clear for now: Original lightmap Edited lightmap Finished night texture It would be great to be able to leave in the landing light splashes among other things, but without some very heavy re-configuring of the model, that just doesn't work out, as they would be lit at all times, even while the aircraft is parked. This is what I meant by only leaving in the areas that would be lit at the gate, or better, while parked - namely the tail sections, winglets if equipped, and windows. I would always recommend upscaling the lightmap to 1024, rather than reducing the day texture to 512. There would be a very noticeable loss of detail going that way. Also, make sure the both the day and night texture, once finished, have pure white alpha channels. There are some uses for alpha channels for AI aircraft, but only when using the more advanced methods chosen by FAIB, et al. For our purposes we do not want anything in the alpha space but pure white.
  12. I'll leave it to Bill to set things straight, but no I don't think there is. Even all stock animations are scripted in modeldef.xml from the SDK. Pretty sure that's just how it's done now, but I only know just enough to know I don't know much at all :lol: EDIT: Let me save him from having to repeat himself, by linking and quoting a post of his :lol:
  13. Many custom animations are written in XML, and are compiled with the model. For many things, I'm not sure there is any other way.
  14. I have a few minutes today so thought I'd at least start talking this through :smile: I described the three tools above that we'll be using, and now I will describe what to do with each one. I will try and keep things simple initially, and go into detail as required: (note, this may not be the most efficient way to do this, but does provide the best results using freely available tools) DXTBMP: Not really used for much in the way of editing, but I like it because it is capable of opening any FS related texture, and sending it in a common, 24 bit format to any editor (PS, Paint.net, etc). Depending on what the original texture artist used to convert his final texture to an FS-friendly state, there are some that PS cannot read, some that Imagetool cannot read etc, but DXTBMP has never failed to read them all. Paint.net: This is where you will actually do any editing. DXTBMP can be configured to send textures directly to Paint.net ( or any editor ) for editing. For the night textures we all be creating, this will primarily be contained to: - Re-sizing: We need to make sure the night texture and day texture are the same dimensions before adding them together as layers. Very often, older FS9 paints will have a 256x256 light map, as opposed to the common 1024x1024 or sometimes 2048x2048 day textures. - Touch up: Anything that would not be lit while at the gate must be removed from the night texture. I personally leave pretty much only the tail and any windows. The rest must be removed using pure black. (reference Delta lightmap posted above) For the best results, make sure to edit after re-sizing for the best clarity. I also like to apply a bit if Gaussian blur to the tail areas to soften it up before combining with the day texture. - Combining layers: After editing the original night texture as described, we than add the edited night texture as a layer over the day texture, and then apply a Multiply blend mode. If satisfied, we then flatten the image and save it for conversion. Imagetool (from the SDK): As Paint.net is not able to export textures into a desirable format for FS use, we will use Imagetool for the final conversion. From Paint.net, we will have a 24-bit .bmp after editing, that we need to convert to a DXT format, and also, if you are so inclined, we can change from .bmp to .dds with Imagetool, but that is not required. I personally prefer using the command line method via a batch file, but the GUI is capable of doing a decent job. I will caution though, that I have not figured out a way to apply dithering via the GUI, so some textures really should be converted via command line for the best results. I do have a few batch files I can share (I'll just post the script, and you can add to your own so there won't be any issues). OK that's all I have time for at the moment, but that should make it easier going forward.
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