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klamal

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Everything posted by klamal

  1. Yes. Exactly. For FSX, which is 32-bit. This is exactly true. However, the user said he is using FSX-SE, which I believe is 64-bit, right? So then it really doesn't apply so much.
  2. I would say you don't need any extra "Oomph of CPU" for just photoreal scenery. Actually, usually running just photoreal, you usually get better performance because the CPU is not having to figure out where to put autogen. If, however, you have photoreal that has autogen with it, that's when you would still have to be careful and want the extra "Oomph". Looks like your CPU is not able to be overclocked. Otherwise that would be one relatively easy and free way to help there. But, again, my first question back is if you're running just photoreal by itself or photoreal that has some sort of autogen with it.
  3. Welcome to the Internet, Social media and Main Stream Media. We can't find the truth any more if it slapped us in the face. What's even worse, the people that don't even care about truth any more!!!
  4. I don't think there is a tool anywhere. You can also just add the lines via a text editor as well. But, this is something I talked about several years ago now. I took some slack for stating it but I'll say it again. If the people that create the paints just took that extra 2 minutes to do it once, that would save 1000 other people from having to each do it too. This is not meant to burden the painters with more work or to belittle their awesome work that they do in providing the community with these beautiful works of art. But, still, it seems to make way more sense to me to have it done w/ the paint - 1 time and done. People also argued that the parking codes weren't used. And, here is an example of yes, they still are used.
  5. It would all depend on what an operator decided to do/made the most economic sense. But, for an example, see Raven here: https://www.flyravn.com/flying-with-ravn/route-map/ Most routes look like they are not out and back.
  6. You have to be doing something wrong if you are getting DIFFERENT seasons. And, when I say different, I mean the scenery tiles themselves outside of a 3rd party airport that may have seasons in it. Unless MSE has done some post-processing on their own now to include seasons, which as far as I know, they do not. MSE is only using whatever season it was when the satellite that flew over that part of the world took the picture at the time that MSE used said satellite image. Usually this is summer. So, if you're seeing snow on the ground but you say you are using MSE, something is wrong in your setup because that is not possible with MSE.
  7. I would ask, does it even work in the sim it's designed for?
  8. Hello Andre. Sorry, I wasn't around my computer much this weekend so I didn't see your other question about "cutting out" the OSM data from the shp files. It sounds like you figured it out though. As for the manually editing AG, do you mean editing the actual 3d AG objects that you see in the sim? Or do you mean the placement(geographically) of these 3d objects?
  9. ScenProc does not need any pre-existing bgl. It is just generating autogen based on OSM. That's it. Once you generate the agn files, you can use them with any photoreal tiles by placing the agn files in the /texture folder of the photoreal scenery(which would have its' bgl files in the /scenery folder) <photoreal base scenery folder>/scenery - bgl files go here. These can be from anywhere. I.e. MSE, some other source, or generated your self. <photoreal base scenery folder>/texture - agn files go here. These would be what's generated by ScenProc. So, if I'm understanding this statement "we do not have the original PR files" correctly, you don't have PR files, you will need to generate them too. So you'd want to use Ortho4XP(w/ ScenProc for autogen)
  10. Oh, Ok. I see what you're trying to do. This is where you may need QGIS again. You can download the geofabrik files for the whole country and then "cut out" the parts that you're interested in into a new OSM file and go from there. Edit: You may even be able to just use QGIS straight away to download the area you're interested in, bypassing using geofabrik. I think this might be your best path.
  11. Yeah, it can take a while depending on the area that you're trying to create the scenery for and the amount of data available. The more data, the longer the process will take. For me, I usually generate 4 tiles at a time and they take anywhere between 1 to 5 hours to complete all 4 tiles.
  12. - I'm not exactly sure what you want to check in the osm file, but QGIS is a good program to view what's there, if not the best. You can view objects' attributes to see what would be generated by ScenProc. Though this will depend on the way you set up ScenProc too. I believe you can also see that same info here too: https://www.openstreetmap.org/ (This is where ScenProc gets the OSM data to begin with). - You can preview the bgl/agn files using TMF Viewer and/or the Autogen Annotator from the P3D SDK - I think you can set the OSM layers you want to download. And even down to the features. If not via the website, I know you can via QGIS. I don't know that you need to do that though as ScenProc will just filter out what it needs like you say, building/vegetation. So you're just making it more complicated on yourself I think. 🙂 - I think you can do this via ScenProc but I've never tried myself. Worst case, if you really wanted to specify a specific object, you can go back in and use the Autogen Annotator tool from the SDK that I mention above.
  13. Yes to the Orbx scenery question. As for no scenery but default, I'm not sure if that can be done. You could try and create a scenery folder(with the /scenery and /texture subfolders) and just place the agn in the /texture and add to P3D and see if it works. But I think it needs .bgl w/ it. I could be wrong though.
  14. The generated agn files need to go in the /texture folder for whatever photoreal tiles they were generated for. So, if you generated or have photoreal tiles(from MSE, let's say), you place the generated .agn files in a /texture folder in the same parent directory of the /scenery folder for that geographic region of tiles. So let's say you have MSE photoreal tiles for Massachusetts in P3D/Addon Scenery/MSE/Massachusetts/scenery. You would then create a texture folder here P3D/Addon Scenery/MSE/Massachusetts/texture and place the .agn files there.
  15. As you've probably figured out by now, ScenProc and Ortho4XP are two different types of tools. Actually, you can use them together. Ortho4XP will use ScenProc to generate autogen when it creates the photoreal tiles. So, ScenProc generates autogen. Ortho4XP generates photoreal tiles(and autogen if you choose to use ScenProc with it). Hope that makes sense.
  16. Fair enough. But it still proves the point I was trying to empathize with the dev on, they are damned if they do, damned if they don't. For you, it would be preferred to wait. For others, they'd have chewed the dev a new one if they knew they were just waiting for documentation. Either way, the dev loses with someone. Anyway, I think we're beating a dead horse here I think. 🙂
  17. Unfortunately this is not allowed due to copy rights with the satellite imagery that we obtain from these providers. They don't allow redistribution, even if it's for free or "shared". There are some that do allow it. But as far as I'm aware, none that are used with Ortho4XP do. At least for the USA. There is a government source(can't remember the url right now) that is free to use and distribute from the US, but I don't think it provides a usable API for Ortho4XP to consume. I could be wrong though. I've never actually tried to use it myself.
  18. I wasn't really directing the entitled part at you per se. Sorry, I should have specified that. I was being more general with that comment and mostly just pointing out that a dev is damned if he does, damned if he doesn't. With that being said, I do agree with you, mostly. But, I guess I'd ask this. Would you be happy waiting another 4 months let's say just so you could have the manual with it? Or would you rather have the plane now, albeit with having to learn it in a harder and/or not preferred manner?
  19. Totally agree. I can't imagine being a dev in an online world where everyone feels entitled to everything, wants everything yesterday, and wants it 100% perfect from day one! On a more positive note, I just bought this plane over the weekend and wanted to say that it is awesome! I am shocked that it hasn't gotten more hype other than this topic here. At least I've hardly seen many videos on YT anyway. Anyway, excellent plane! Thank you!
  20. I have the same thing too. I also seem to remember this being fixed early on in v4. But I've never seen that fix. I'm not sure what needs to be done(if anything can be done) to apply that fix. I'll be curious to see what others have to say about this as well.
  21. if you don't mind learning a new tool, checkout ScenProc for generating Autogen based on OSM data: https://www.scenerydesign.org/scenproc/ Unfortunately, the U.S. isn't the best when it comes to coverage but it's getting better. I just generated some tiles with Ortho4XP(for P3D) for my part of the country(Midwest/Great Lakes) and it did a pretty darn good job in most areas. This wasn't the case just a year ago. So data is getting better here in the states, I'd say. Also, you can check out the aforementioned Ortho4XP(for P3D) if you want to make your own photoreal rather than paying the completely outrageous price for MSE.
  22. You do not have to buy separate mesh. The sim will use whatever mesh you already have, default or otherwise.
  23. And I certainly hope not any of the main stream media sites either!!! CNN, especially!!!! The rest aren't good either and are just extensions of the democratic party.
  24. LOL!!! You are absolutely right!!! I'm surprised it hasn't happened already!!
  25. And soon that will be morphed to Black October...and then, Black September...and then...well, you know the drill. It will be Christmas season as far as making money is concerned all year long!
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