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Bill Womack

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Everything posted by Bill Womack

  1. Umm... you know that you don't need to d/l two copies, right? ;-)
  2. 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.
  3. Geez Brian, I'm getting four times those rates with my old single-core machine. It could be that some settings need tweaking. Bear in mind that the only "crippling" on mine is to use high 1.x water, 33% AI traffic, and turn off the roads. My autogen is set to "normal" and scenery to "very dense". I think you've got a bugaboo in the system somewhere.
  4. Yep, I do. I installed, defragged, and fired it up. No problems.
  5. Isn't there a map on the FSG site that does exactly what you're describing? I could have sworn I referenced it a while back when downloading the mesh packs separately.
  6. I've noticed that on some of his models, Bill likes to use colored polygons instead of applying textures. It sounds like that's what you might be running afoul of in your FSX port. I'm not aware of any way to fix that other than to re-export the original source file to a native FSX format.
  7. An aircraft developer would have better info than me, but I think the jetways rely on invisible reference points that are built into the model to tell them where to line up when extending. The refpoints used are new to FSX, so until developers have a chance to create new FSX-native models, you'll have this problem. I could be wrong, but that's my understanding.
  8. >Wow, Cloud9 really seems on top of FSX. Them and Alphasim. :)>Aerosoft is moving ahead pretty rapidly in the FSX space as well, both with scenery and aircraft.
  9. They do mention it on their support forum. The short answer is that the current version won't work in FSX. I believe they're working on an entirely new product that will be FSX native.
  10. I was just about to suggest the same thing when I saw your post, Grahame. I've got so many controllers that I've had to start using FSUIPC and doing aircraft-specific profiles for each of the planes I regularly fly in order to always have the correct setup. You can't beat Pete's program when it comes to utility.@ the original message poster (sorry, you don't say your name anywhere), I'll add another layer of confusion. For me, FS9 was the harder sim to keep consistant calibration with my controllers. Then again, I wasn't using FSUIPC for that back then. In FSX, things seem improved in my experience. Sorry, that's not helpful, I know. Still, consider giving FSUIPC a shot.thanks,
  11. FSX, Service Pack 1. It's been announced by the Aces team as the next release we should expect from them. They seem to be targeting improving overall FSX performance, along with fixing some of the bugs that slipped through the cracks in the initial release.
  12. As a side note, this is exactly how the trimming off of forces works when using the FSForce addon. I've got a Sidewinder II FFB that I use for flying stick-controlled aircraft. You can feel the forces trimming away as you adjust them, and once everything is in balance you can let go of the stick and let the plane virtually fly itself. It's quite a different feeling from the default FS FFB, and much more realistic. Obviously it's not perfect, but for a computer-based sim I find it very satisfying.
  13. I was a beta tester on the FS9 version of FS-Force, and have been testing the FSX version as well. I have had no frame rate penalty to speak of when using it. I'm not saying it doesn't happen on your system, but it's not universal.
  14. Yes! The new VC is like night and day compared to the old one. The panel and gauges are much improved.
  15. Sure thing. http://www.eaglesoftdg.com/General_Aviation.htm - two of the best Cirruses, hands-down, ever created.
  16. Hi Dave,You've stumbled into one of the most changed areas of FSX from previous versions, the cameras configuration. To change your pan rate in the VC, you'll need to open your cameras.cfg file (located in your "documents and settingsyour user nameapplication dataMicrosoftFSX" folder) and scroll down to the camera definition that has the "Title = Virtual Cockpit" line. For me, that's CameraDefinition.002. Under that heading is a bunch of config options, and near the bottom of the section you'll see "HeadingPanRate=". My value for that is 75, but I don't remember if that's default or if I changed it a while back. Try upping the number and reloading FSX, and you should be able to adjust the pan rate to your liking.Sorry, I've got a throttle quadrant with a key mapped to the parking brake, so I haven't gone looking for it in the Goose VC.
  17. I can't speak for others, but I'm tremendously enthused about FSX! In fact, several projects are already in the works for it. But as has already been observed, it takes time. The things I'm loving about FSX include more detailed scenery with greater capabilities, and those demand extra development hours. I'm sure soon enough we'll see the floodgates open.
  18. Here's another fun trick: In your "My Documents" folder, you'll find a folder called "Flight Simulator X Files". This is where FSX stores your flight (.flt) files whenever you save a flight. If you right-click on any .flt file and choose "open with" then select FSX.exe (you might have to browse for it) and tick the "Always use the selected program to open this kind of file" box and click okay, you can associate flight files with FSX. Then, all you need to do to jump directly into a flight is to double-click that flight file and FSX will load it immediately, bypassing the initial startup screen, and obviating the need to set default files. It's a nice shortcut.
  19. He's got plenty of work in the library here. Just do a search using his name in the "author" section. I'm not sure what the current status of his projects is at the moment, though.
  20. Actually, they ARE Walla Walla onions, and they do have something to do with Walla Walla Washington. See http://sweetonions.org/ for more info. They're kind of like a Vidalia, sweet and without the acidic edge that some onions have. Also really good on a burger!
  21. My theory (and it's quite uninformed at that), is that DOOM-like games mostly happen in a small enclosed space, like a room or a hallway. Even in outdoor FPS games like combat sims, the action takes place nearby. The result is that there's a greatly enhanced sense of motion due to nearby objects rocketing and twisting past your field of view. If the problem with vertigo or motion sickness is a dicontinuity between what you see and what your inner ear experiences, it would make sense that when you're butt's planted in a chair and stationary, but your eyes are bounding through a game, the disagreement between the various sensations would be heightened. It's a bummer, because I do enjoy an occasional shoot-em-up, but I have the same problem with motion sickness in them. Unlike those sorts of games, most of the time when I'm flying, my focus is out on the horizon, which has relatively little movement, or inside the cockpit, which has almost none. Hence, flying just doesn't trigger that sensation the way first person shooters do, at least for me. I was told that I could train my inner ear not to act up so, and in real-life flying it turned out to be true. After a while as PIC, I've discovered that I no longer have to worry about motion sickness unless the flight is at night, when I can't look out and see the horizon. I'm not sure any of this relates to the TrackIR, but I thought I'd weigh in with my thoughts on the matter.thanks,
  22. Self-shadowing is a fine concept, and I like its rendition in FSX sometimes, but it does have some weird anomalies from time to time. I had to look at your shot and think about it for a minute, but yeah, I see what you're saying. The sun would have to be just out of the frame... literally! Still, they're on the right track. Maybe the DX10 patch will have some refinements for this too.
  23. The movements are exaggerated, Ryan. So a slight flick left of your head, well within range of still seeing the screen, can cause a much larger movement onscreen. It's hard to describe until you've tried it, but it works really well. The comical thing is that now, when I'm watching FS videos, I find myself tilting my head one way or another unconsciously in an attempt to look around. Once you get used to it, it just becomes an extension of your body.
  24. I'm going to ship you a whole box of the letter "c" so you can stop hording them when writing my name, Rob ;-) Be on the lookout for a rather large parcel soon.
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