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GeorgeT93

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Everything posted by GeorgeT93

  1. Hi David,As far as I know, the purpose of testing the quadruple fix is to have a known set of fixes that will work universally on every airport, all the time, so that there's a simplified, defined set of parameters that could potentially be used by anyone who may be able to come up with some kind of a batch method for converting the airports. At least that's what was going through my head when I started testing them that way. But I agree that when doing them by hand, airport-by-airport, your way is the most efficient. A quick question about what you posted, maybe I'm reading too much into it, but I can't know without asking. Are you saying that asphalt airports need a concrete taxiway, but the concrete airports need an asphalt apron? Or am I misunderstanding that? If I am misunderstanding that, do you know a way to tell whether an airport needs a taxiway or an apron to fix it?Thanks again for all the help and insight, it's most appreciated. :)-George
  2. I've done some more testing, and Gridley, your quaruple fix seems to work on each airport I've tried it on without fail. I've started working my way through Florida, checking each airport (alphabetically, by town) to see which ones need fixing, then compiling a list and doing a 'batch' of them. So far I've worked through all cities and towns through 'B' (in addition to the ones I mentioned that I had done earlier) and plan on picking up at the start of 'C' tomorrow. The airports I've fixed so far are:KEYW - Key West InternationalKAAF - Apalachicola (I redid what David Roch did, but instead of changing an existing apron, I added a hidden one.)KLAL - Lakeland LinderKGIF - Winter Haven GilbertX06 - Arcadia MunicipalKAVO - Avon Park MunicipalKBOW - Bartow MunicipalKBCT - Boca Raton1J0 - Tri CoFA44 - WillisX05 - Pilot CountryX47 - Flagler CoAll but the first four were done using the 'quadruple fix', and they all worked on the first try. I figured I'd post my results back here just to let you know that the quad fix seems to work for every situation (at least every one I've encountered so far.) Great idea, Gridley. :)-George
  3. Good to know that I'm not the only one who experienced this, and I'm looking forward to the results of your additional testing with the quadruple fix. :)-George
  4. I just did a little more testing, and I'm more confused than ever, even though I'm getting stuff to work now lol. At KGIF (asphalt), adding a concrete apron (or changing an existing apron to concrete) doesn't fix the flickering there, but adding a concrete taxiway did fix it. I then went back to KAAF (stock, concrete) and no combination of taxiway surfaces would fix it, but when I added a concrete apron, the flickering stopped. So it seems like some airports need a taxiway to fix, while others need an apron. Just some observations I've made that I hope someone can either confirm or debunk. -George
  5. David,Just wanted to report back that KAAF works perfectly now, thank you. :) I have not been adding an apron (or changing an apron surface for that matter) on the previous airports that I got to work (KGIF, KEYW, KLAL), instead I've just been dropping two taxiway nodes under random buildings on the airports, and that has fixed it on the ones I've mentioned. I'm a little confused as to why some airports can be fixed with adding taxiway nodes, while others are fixed by the aprons, but as long as they work in the end, I'm a happy camper. :)-George
  6. Thank you, David! I'll be loading it up here in a few minutes and checking it out. Just out of curiousity, did you have to do anything different to fix it?-George
  7. Well I've gotten around to trying a few airports. The first three I tried worked great (KGIF, KLAL, KEYW), but I'm having trouble with KAAF if anyone wants to give that one a looksee and see if they can figure out why I can't seem to get that one to work, it would be appreciated. :)
  8. Yeah, I figured that about the aftermarket airports, I was just thinking in terms of the future where I could see myself adding a new version of an airport and wanting to delete the fixed 'stock' .bgl to prevent any possible conflicts, and wanting to make it as easy as possible to find the fixed 'stock' airport's .bgl for deletion.
  9. So can we name the .bgl's whatever we want, or do we have to use names pre-determined by FSX? And if we can name them whatever we want, should we consider a naming convention to easily identify the .bgls for individual airports should we need to remove any of them from conflicts with other add-on airports that may be installed?
  10. That's great news! Now I just have to keep reminding myself 'apron, apron, apron' because for some reason, I have taxiway on the brain lol.
  11. I wonder, would it hurt anything to just add 1 small asphalt and 1 small concrete taxiways to each airport as a quick fix that should (in theory) fix every airport? On that same subject, in ADE, would it be possible to just copy and paste the two small taxiways into each airport to allow us to possibly fix airports in 'bulk'? Obviously, provided that adding two additional taxiways instead of just one doesn't cause any issues.
  12. Hi all, Just want to see if I understand this correctly. If an airport has all asphalt taxiways/aprons, then it needs a small, 2 node concrete one added somewhere, but if the airport's taxiways/aprons are all concrete, then the 2 node taxiway I add should be asphalt? So basically, if I'm reading into this correctly, an airport needs to have both asphalt *and* concrete taxiways to prevent the flickering, and which one you add depends on which one the airport already uses by default? I'm asking based on the last two posts by David Roch and Deimus.
  13. Awesome! That would be fantastic if he could figure out a way to automate the process for all existing AFCADs. In the meantime, I'm going to try my hand at fixing a couple of airports myself.Quick (and probably stupid) question, is there a certain naming convention that FSX needs to be followed, or can we name the final updated airport anything we want? I'd like to name each airport I do as <AIRPORT NAME>_DX10_FIX.bgl, to make it easy to remove any individual airport's 'extra' .bgl file if I were to download an upgraded version of it so that there wouldn't be any potential conflicts.For example, KGIF is my local airport, so I'd like to name a fixed version KGIF_DX10_FIX.bgl. I know someone that is working on an updated version of my local airport, and with this new information available, I'm pretty sure the new version will be flicker-free in DX10. When it's done, and I go to install it, I'd like to make sure it's as easy as possible to remove my own 'fixed' version so it doesn't interfere with the fully updated version, so I figure being able to name the fixes the way I want would be much easier for me to remove them later, than having to look for some fsx pre-determined filename that has to match whatever ACES defined it to be.Thanks.-George
  14. Hi all,This is great news! I'm looking forward to the guide to try this myself (never did anything with airport editing before), since the flickering runway/taxiway issue is the primary reason I don't run in DirectX 10 mode. Though it'll be time-consuming to fix each airport, it'll be worth it to finally be able to fly in DX10! :) Great discovery, james_2k!-George
  15. As for the stretching, did you set WideViewAspect=True in your FSX.cfg file?For the 'break' between the monitors, I don't know of a way to fix that under windows drivers, however I use a TripleHead2Go Digital which has a 'bezel management' feature that allows adjustments to compensate for the bezel spacing by allowing you to 'push' the images together behind the bezels (which make it appear as one unbroken image).Good luck, and I hope you get everything worked out. :)
  16. That was a bit of an annoyance to me as well. I just changed the [EFFECTS] section of the aircraft.cfg in both folders, changing the value noted below:changetouchdown = fx_tchdwn, 1totouchdown = fx_tchdwn_s, 1This will use a much smaller smoke effect on touchdown. A little too small actually, but in my opinion, better than the huge cloud that forms using the default effect.Hope this is helpful to you. :)-George
  17. I bought this at $25, and thought that was a really good deal on such a great aircraft. At $15, this is a complete steal and is a must-have for any bush-flyers, GA lovers, and fans of STOL aircraft. This has been my personal favorite plane since I bought it, and I'm sure many here would love it too. :) Great plane!
  18. Hi all,I use a TripleHead2Go Digital, and I've found a workaround for my issues when trying to open up the 2D main panel, which would cause a flashing, spinning 'wait' cursor, a severe degradation of performance and the main panel still never displayed onscreen. I posted it over here in the Tips and Tricks forum, so if you're having this issue, you may want to try this workaround out. Remember to back up any files before you modify them, in case this doesn't work for you, or if it causes any unexpected problems.Here's the link:http://forums1.avsim.net/index.php?showtopic=263773Hope this fix works for at least some of you other folks who experience this issue.:)-George
  19. This is very exciting news! We'll probably be looking at a couple of years before they have a finished retail product, but knowing that something is being worked on is a very exciting prospect to me.Thanks for sharing the news. :)
  20. Greetings,If a texture isn't mipmapped, is there a step-by-step tutorial on adding them that would also preserve any alpha channels? I've got a few aircraft that I'd like to try this on, but am unsure where to begin. I just downloaded DDS Converter 2.1, but haven't fired it up yet. Note that I'm not looking for information on editing or painting textures, just how to simply add the mipmaps, and possibly resize them (in the case of 2048x2048 textures, to bring them down to 1024x1024). Thanks for any tips or pointers to a tutorial that would cover these basics (including what tools I may need).Thanks again,George
  21. No problem. :) Let us know what you think of it once you've played with it for a bit, for those of us who haven't tried it out yet.-George
  22. PAD (Premier Aircraft Design) has a freeware one. I haven't tried it out myself, so I can't comment on it. But with freeware, it's always worth downloading to try it out. :)http://www.premaircraft.com/shorts360_FSX/index.htmlHope that's the one you're looking for. I tried to find it here on the library, but for some reason it isn't listed here, so that's the link to Premier's website (directly to the page for the Short.)Good luck!-George
  23. Thank you, that definitely helps clear up my confusion. I wasn't aware of the different types of DVI connections, and incorrectly believed that dual-link meant having to use both connectors. I apologize if I've spread any of my own confusion around. It is obvious that since Alan is already running the resolution you're planning on running (as well as myself very soon), and he said he's running on a single connection, so that puts that question to rest. One question I do have for him, however, is if he's still able to use the second connection on his video card to use as a fourth, separate monitor for gauges and such, and what, if any, additional performance degradation occurs under those conditions.Thanks to those who helped clear up my confusion, and again, apologies for relaying incorrect information. In any case, I'm sure you'll love your TH2G when it gets there. I almost feel bad for mine, sitting there with an open port, just begging me to plug a monitor into it. I think that port may be jealous of the other two ports, each having their own monitor and all.Anyhow, best of luck with your new purchases and enjoy the view!-George
  24. Reading that link, I see that footnote two says "Available when TripleHead2Go Digital Edition is connected to the system's dual-link DVI output under Windows XP and Windows Vista operating systems."Also on their site is the supported resolutions section:http://www.matrox.com/graphics/en/products...esolutions.htmlThe last three modes (listed as 'New') also list a footnote (#3) which (similar to the footnote above) states: "These widescreen modes are only available when TripleHead2Go Digital Edition is connected to the system's dual-link DVI output under Windows XP and Windows Vista operating systems. "In both cases, Matrox is referencing Dual-Link DVI as a requirement for the extended widescreen modes, which is where my confusion is coming from. Why do they require a card with Dual-Link DVI connections if both connections aren't needed/used? Am I misunderstanding what Dual-Link DVI is? I'm under the impression (which could be 100% wrong) that Dual-Link DVI is referring to cards that have 2 DVI ports on them. Is this possibly a restriction to say it wouldn't work in certain modes, on a card that has for example a DVI and a VGA port on it? Not that I have any clue as to what difference that would make on the graphics card side of things, especially if the second output isn't used anyway. I'm just trying to come to grips with why a second DVI port would be a requirement if it doesn't need to be used anyway.-George
  25. This is good to know, as that's the resolution I'll be running at the end of the month. My question then, is this: what does Matrox mean when they say that the TH2G requires dual-link DVI for the extended resolutions if the second DVI port isn't needed anyway? As I stated previously, I'm only running two monitors on it until I can hijack my wife's at the end of the month, but why does Matrox care if the card has 2 DVI ports on it if you only need to connect to one of them? Is there some performance benefit to cards that have 2 ports on them (even when only using one of the connectors) versus a card that only has 1 DVI port? Everything I've read when I first started researching the TH2G led me to believe that both ports needed to be used for the extended widescreen modes, but if the second port isn't used, why is that a requirement? Obviously I'm missing something here with their references to dual-link DVI cards being a requirement if only 1 port actually needs to be used. Anyone who's running 3 monitors at 1440x900 using a single DVI port from their video card, have you been able to plug in a fourth monitor directly to your video card's second port and have it work, or is the Matrox software disabling that port for bandwidth on the port that is connected to the TH2G? I'm no expert in this area by any stretch of the imagination, and it seems obvious that I must have misunderstood the dual-link DVI requirement that Matrox claims is needed for the extended widescreen modes, so I'm just trying to understand what the requirement is there for, if the second DVI port doesn't need to be used.Thanks for any information on this, as it seems obvious that I misunderstood Matrox's Dual-Link DVI requirement. :)-George
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