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Bill Womack

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Everything posted by Bill Womack

  1. Thanks, guys! Regarding the cross-platform deal, it's for previous owners of the P3D version who might not otherwise be tempted to buy the X-Plane version. We wanted to tempt them over to see what they might be missing. To be honest, this whole cross-platform thing is getting pretty tangled and difficult to maintain though, so if you've already got the P3D version of Nantucket, go for it. For everyone else, we'll think of some way to reward loyal customers but it might not be with free cross-grades. I never anticipated all the wrinkles and permutations of deals like this. thanks, Bill
  2. Keven, I'm having an issue with TrackIR as well - not sure if it's the same one, but I believe so. I've removed my simconnect files from TIR and enabled TIR in my internal camera. When CP starts, it has the "+ TIR" message in the upper left, but the green light on the TrackIR unit that usually denotes a TIR-enabled game doesn't come on, and I'm not getting any head movement in the sim. I've followed the instructions in this thread, but I'm not having any luck. Is there anything else I should be doing? Bill
  3. iBlueYonder has announced their first commercial scenery release - Nantucket Island for FSX, FSX:Steam Edition, and Prepar3D v3. For more screenshots and to purchase, visit http://iblueyonder.com/portfolio/nantucket-island/ - it's also available on JustFlight.com, and will be in most major FS stores very soon. Nantucket sits just off the coast of the US state of Massachusetts, below the long arm of Cape Cod. It’s an island steeped in history dating back to the colonial days, and is best known as the center of US whaling in the 19th century. These days, the primary industry is tourism. From a quiet, isolated enclave of around 10,000 in the winter, the population explodes to around five times that in summer. Nantucket Memorial Airport (KACK) is the island’s air-link to the rest of the world. As you’ll find everywhere on Nantucket, its architecture features heavy use of characteristic unpainted wood-shingled buildings and is loaded with New England charm. Features: More than 100 square miles of photo terrain in full 5-seasons Nuanced 1-meter terrain mesh from high-detail LIDAR data Detailed Nantucket waterfront modeling Many local VFR landmarks included Full autogen houses and vegetation Detailed, accurate rendition of Nantucket Memorial Airport based on extensive on-site photography Enhanced airport ground poly in Prepar3D v.3 3D grass, shrubbery, and other custom vegetation Static aircraft commonly seen on the ramp Custom dynamic, animated windsocks Seasonal models, driven by the Viva engine All models optimized for high performance Built by veteran scenery designer Bill Womack, with the help of the iBlueYonder team
  4. It looks to be a fantastic event - and as with anything having to do with Keystone, a great cause. I'm so proud to be associated with these fine folks.
  5. What's more (and finally!), you can open the EZCA studio app while in full-screen mode.
  6. They're saying 8GB or so, but it's best if you have 10GB free on your FSX drive.
  7. I tried the mod tonight, and it went quickly and smoothly thanks to your instructions. I like the feel of the elevators now - it's much more precise without the massive detent to fall into. All in all a definite improvement! thanks, Bill
  8. This looks really intriguing. I've been dissatisfied with my Saitek yoke "feel" for a while now, so I think I'll give your mods a try. Thanks for posting!
  9. Sounds like there's some sort of problem with the texture conversion. How are you turning your textures back into DDS files once you're done painting?
  10. >JK:>>Think of it this way. FS9 is the girlfriend you dated in high>school. She doesn't look that great without make-up but she>cleans up very nicely with the right clothes and a good>facial. She doesn't ask that much from you and is happy to>go anywhere you want to in your 1994 Ford Escort. She's>always there when you need her and, ahem, never has a headache>since she is always willing for you to go all the way with her>sliders.>>FSX, on the otherhand, is that blonde bombshell you just>picked up at the club. She looks great in all of your photos>causing many to drool at her very sight, and makeup makes her>look even better! However, she demands that you buy her the>most expensive things just so she will acknowledge your>existance. She requires your full attention day and night just>so she will hold your hand and she ain't goin' nowhere with>you unless you drive a Ferrari. Unfortunately, no matter what>you do for her, she seems to have a perpetual headache because>she punishes you severely if you go anywhere near her>sliders.>>The bottom line? I need to spend more time with my wife if I>am comparing FS to women! :-lol.>>Warm regards and HAPPY NEW YEAR TO ALL!!!!!!>>Mike TAnd people wonder why there aren't more women into 'simming. :D The analogy is fairly accurate, though.
  11. I don't think the FS voicepack knows how to say "Spartan" by default. Whenever it can't pronounce an aircraft name, it uses "experimental" instead. Seems like someone produced a voicepack that had a lot more names a while back, but I can't recall now. I know that with some fiddling, you can edit your own sound files using the EditVoicePack utility. Try looking on the file library here.
  12. If you're talking about autogen trees and buildings, they had to do away with the fading in and out when they released FSX. A lot of people have been disappointed from what I've seen, but Microsoft says there were issues they were unable to resolve to their satisfaction with that feature, and they had to drop it for now. Hopefully fading will return in FSXI.
  13. Better yet, that single in-cab video is simply stunning. DX10 isn't even working up a head of steam yet, and already it looks incredible. Likewise, I think we've only scratched the surface of what we'll see before FSX's reign is over.
  14. LOL, Rob's the king at what he does, but let's not forget the other RealAir team member. Sean Moloney is responsible for the visuals and those fluid gauges that we all love. How about a tip of the hat to him, too. ;-)
  15. They changed the way the interior/exterior models work in FSX. If a plane was modeled using the FSX methodology and exporter, you should be able to pair it with another VC. This is all theoretical, mind you, because I've not heard of it being done successfully yet. That doesn't mean it's not possible. Look in the FSX SimObjectsAirplanesb747_400model folder, for instance, and you'll see three files:B747_400.MDL (the exterior model)B747_400_interior.mdl (the VC)and the model.cfg file. Inside the model.cfg, you see these entries:normal=B747_400interior=B747_400_interiorSo in theory, if you had an FSX exterior model and wanted to add the default 747's VC, you'd add an "interior=" line to the Posky model.cfg, and point it to this B747_400_interior.mdl file. Having said all that, if the exterior model you're trying to add to wasn't compiled using the FSX exporter, all bets are off.That's the theory, anyway. ;-)
  16. >2.If they are not copyrighted, please include all of the>textures - not just the ones you modified. It simplifies the>installation process quite a bit.One of the features I love most about repainting FSX aircraft, at least the defaults, is the texture.cfg file you can include with repaints. It provides a set of fallback directories to use in case the current texture folder doesn't contain all required bitmaps. As long as a base texture remains unchanged in a new repaint, you do not have to include it in the download, only the files you changed. I repainted the default 737 and CRJ recently, and the zips I provided ended up being much smaller than they would have been had I included every bmp, whether changed or not. thanks,
  17. Jim,I had a lot of trouble with Bear Gulch and the FSGenesis 9.6m terrain mesh. I ended up disabling the FSG files in Scenery/0101/scenery to test the version of Bear Gulch that comes with the Scout. However, the upcoming "pro" version of Bear Gulch is completely different, terrain-wise and seems to work fine with both FSG and Ultimate Terrain. I'll put up some more screenies of it soon. For now, the Gulch works with the default mesh only.thanks,
  18. Some people have found that lubricating the shaft of the CH Yoke will smooth out the movements. It's been a few years since I used one, but I recall having to do something of that sort. I can't recall which was the preferred lube, graphite or some silicon-based spray. You might have a look at the CH forums for more accurate info. You should be able to use the CH pedals and yoke together quite nicely, controlling the plane smoothly. It might take some practice, and you might have to tweak your sensitivity settings for both yoke and pedals, but with some trial and error it will work. I've been using a yoke and pedals for years, and wouldn't fly any other way.It's P-e-d-a-l-s, by the way, not padels. Sorry, couldn't help pointing that out. ;-)
  19. One of the most maddening aspects of PC-based gaming is the variability of hardware involved. I was surprised to read of your tree problems, because in my testing, the biggest frame rate increases in SP1 came when flying over mountainout heavily-forested areas. I know several other developers I correspond with frequently had the same experience. Sorry I can't be more help, but it just goes to show you how difficult testing for PC games can be.
  20. Yeah, Astro. How dare you enjoy your good frame rates for five minutes! What were you thinking? ;-)
  21. If it's tweaks you're looking for (and you actually need 'em), Phil's outlined them on his blog rather nicely: http://blogs.msdn.com/ptaylor . Tweak away!
  22. Umm... you know that you don't need to d/l two copies, right? ;-)
  23. Okay, I'll bite. I did just that, and my performance across the board is much improved. I'm finally able to crank in some autogen (to "normal"), put in some AI traffic (50%) and still average smooth frame rates in the mid to high 20's. I couldn't do that before. So from here, looks like they did a pretty good job.
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