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Gear horn cutout - keyboard shortcut?
Have just installed a new button in my throttle quadrant next to Horn Cutout. Got it wired up and got its signal into Windows game controllers. Now I need help to make this signal act on the Horn cutout button in the NGX. I was looking for a key combination you can press on the keyboard or an FSUIPC offset you can use to access this function but I cant find anything. Help, please.
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FSEarthTiles UTM coordinates
Ok, here goes. First a link to the map service itself: http://www.norgeskar...etBasemap100001 And an example tile url (remove six stars): h**p://gate*keeper1.geo*norge.no/Baat*Gate*keeper/gk/gk.nibcache?gkt=F767E155499EAFC8903880D7FA20F6656CE8E24F8F742DA2AB15184E8C297AD1C5CEC2C70268AB91E6484CF007710AA98680A36D5C1331F702ED3328E0BB1926 &LAYERS=NiB&FORMAT=image%2Fpng&SERVICE=WMS&VERSION=1.1.1&REQUEST=GetMap&STYLES=&EXCEPTIONS=application%2Fvnd.ogc.se_inimage &SRS=EPSG%3A32633&BBOX=263175.5,6649234.75,263344.75,6649404&WIDTH=256&HEIGHT=256
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FSEarthTiles UTM coordinates
There's a wms map service that uses BBOX with both decimal degrees and UTM coordinates in the same URL-string. But is there a way to make FSET request UTM coordinates?
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Cockpit sound
It's not to be complaining, I dont want to complain over a product like this and I do not doubt about the developers knowledge. But PMDG want our feedback and I notice a difference and Im wondering why the sound is different.I include the first clip here wich I mentioned in the first post. Here I find the sound do match. Its taken with the same camera, but on another aircraft wich have the cockpit windows open. Sounds to me like theres an extra fan running on this clip.
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Cockpit sound
I've compared the cockpit sound of the NGX (the WAV-file) to some video clips I have from some 737NG cockpits.One of them where the aircraft is just finished with one flight and preparing for another I find that the sound of the NGX does match.But of the other clip where the aircraft has been shut down for a night stop (video clip included) I find that the sound do not match. Take a look on the video clip and listen Regards Stig HaraldNorway
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The %l, %x and %y variables
I could need some help with the %l, %x and %y variables as they result in way to high values causing TileProxy to load textures that are outside of the ortophoto coverage area. All textures in FS2004 gets blue.In ProxyUser.ini I have set up the tile path ...raster/%l/%x/%y.jpg|...This result in URLs like ...raster/13/4234/1719.jpg...The correct values should have been in the area of ...raster/13/610/632.jpg...13 is the zoomlevel and x and y values double when zooming in one step.Is there any way I can modify my URL so it will be correct or is the map service I'm using not compatible with TileProxy?
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Disable right click menu
Its very hard to not miss the buttons now and then when flying in turbulence so thats why I ask: is it possible to disable this menu?
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Disable right click menu
Is it possible to disable the right click menu in FS9? Its very annoying when handling the MCP in PMDG737.
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Searching ILS LOC & GS antennas
>I have found the GUIDs for the default ILS LOC/GS antennas in>FS9 so I will use those.>Hi George. Could you please share this GUID number with me? I cant fint it anywhere
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ASM-code and seasonal textures
Now the seasons are working. Thank you, arno :)The season-function has been implemented into Norflight Airfields (http://www.flygutt.com/norflight/download.asp) @ ENSB if any interested
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ASM-code and seasonal textures
Done a gMax object that should have seasonal textures.Here is ensbgnd_0.asm:ensbgnd_top label BGLCODEtexture_riff_start_ensbgnd label word db 'T','E','X','T' dd texture_riff_end_ensbgnd - $ - 4 TEXTURE_LIST_BEGIN TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_WI.BMP" ; 0 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_SP.BMP" ; 1 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_SU.BMP" ; 2 TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 3535.533809, "ENSB_SFC_FA.BMP" ; 3 TEXTURE_LIST_ENDIFIN1 tex_01, 0000006f8h, 0, 0MATERIAL 0,0 ; <255,255,255,255> ENSB_SFC_WI.BMP;;;JUMP tex_verdertex_01 label wordIFIN1 tex_02, 0000006f8h, 1, 1MATERIAL 0,1 ; <255,255,255,255> ENSB_SFC_SP.BMP;;;JUMP tex_verdertex_02 label wordIFIN1 tex_03, 0000006f8h, 2, 2MATERIAL 0,2 ; <255,255,255,255> ENSB_SFC_SU.BMP;;;JUMP tex_verdertex_03 label wordMATERIAL 0,3 ; <255,255,255,255> ENSB_SFC_FA.BMP;;;tex_verder label word BGL_RETURNtexture_riff_end_ensbgnd label word material_riff_start_ensbgnd label word db 'M','A','T','E' dd material_riff_end_ensbgnd - $ - 4 MATERIAL_LIST_BEGIN MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 0 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 1 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 2 MATERIAL_DEF 1.000000,1.000000,1.000000,1.000000, 0.392157,0.392157,0.392157, 0.000000,0.000000,0.000000, 0.000000,0.000000,0.000000, 0.000000 ; 3 MATERIAL_LIST_END BGL_RETURNIn flightsimulator this gMax-model only displays winter-texture (ensb_sfc_wi.bmp). What could I have missed out here?
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Gmax and lights
I need somebody to help me make Gmax-lights work in FS9 with the latest MakeMDL.Ive searched through the forums, read the SDK but nothing seem to help me creating the lights.Ive tried to place effects on the gmax-objects via XML and attachobject. The lights show up, but not when when i am more than some 100 meters from the light.Is editing of ASM code the only way? I dont understand this code at all. And how do I compile the ASM into BGL?Can anyone help me so I dont have to study lights for years to get them work?
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Watermasks in photoscenery
Now I've done it successfully!!The solution was to not use black and white on the watermask image, but satellite photo with black water on it. Hurray! :-beerchug
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Watermasks in photoscenery
OK, now I've created photoscenery with water, but not successfull. The watermask-texture is still set up with land = white and water = black. The problem now is that the landarea have become water and the black areas that should be water remains black in flightsimulator.
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Watermasks in photoscenery
I have done it correctly as described by PanosG but there's also a problem present in the creation of the files: on execution 4, the convertion of the textures. Imagetool (v3.00) is loaded and then two errormessages appear. First: "The file 'bmp' does not exist. (Error code=2)", then: "The file '...texture*.tga' does not exist. (Error code=123)".But the tga-files are present in the texture-directory and the bmp in TmpBmp.
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