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lfe

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Everything posted by lfe

  1. hi everyone,is it possible to control the distance when library objects should appear. something like v1/v2?i have something here which i want to reduce the visibility to only 300m since this is a small object. but i don't know what term to usevis="300" or visible="300" or V1="300" or something else? and where to place it.i have sample line of the code. <SceneryObject lat="N14 31.1129" lon="E121 0.1991" alt="0" pitch="0" bank="0" heading="89" altitudeIsAgl="TRUE" imageComplexity="NORMAL"> <LibraryObject name="089DD7ED504A38501B021A8C6A10F5FF" scale="1.0"/></SceneryObject>thanks.
  2. thanks scott. the missing autogen is quite huge. fortunately, i have been tweaking with add/remove programs and my bglcomp is now working, although i notice that the games that came with windows xp has disappeared. so far that's the only thing that's missing. all other things are working fine.now i have my trees. my only problem is adding buildings and houses that won't drop frame rate.
  3. hi scott,thanks for the reply but my problem is my bglcomp cannot create bgl files. there must be something wrong with my msmxl4 sdk, but i have searched all over the net for a solution but non worked for my computer. so tree planter, rwy12 object placer, manual xml writing and the likes don't work for me for now.i tried sbuilder using freeware tree libraries but i face several problems:1. the trees are too narrow. i can't control their width or length. from the obj_trees.txt file, setting a value for width and length does not change them. nor does changing the values of the object in the properties dialogue box. the only thing that works is the scale value. which means i have to triple the number of trees to get a full coverage of an area that is supposed to be a vegetated area like a park or forest.2. they look different from the autogen trees in the area. the color/shading of the trees are very different. they seem to be very dark.3. if i release my scenery, then i would have to advise users to download and install other stuff.i thought if i could get the GUID values for the default trees and houses, since all users already have both texture and object, then it is much simpler. besides, they can maintain their preferred textures for trees and houses if ever they have added/changed to their default libraries.i just wish that microsoft could just let autogen be where they are when adding foreign objects. and let excludes do the work for excluding them. i just see this huge empty space around the airport that looks like a meteorite just wiped-out the entire community and left the airport standing.
  4. hi david,thanks for your advice but i have explored the default.xml and i did a word search and there are no instances of vegetations. i thought i saw somewhere before microsoft detailing GUID codes and their equivalent structure but i can't remember where.thanks again.
  5. hi does anyone know where can i find a list of the default GUI codes used for autogen objects, specifically trees and houses for fs9.would appreciate any help.thanks
  6. hi,i don't think it's the afcad. i tried going to other airports and all other default aircrafts are taking off fine. it's only the 737 that's really stuck and it's not disappearing. so it must be the aircraft.cfg file. for now, i just removed all the default 737 flightplans from the the default traffic.
  7. it's the default 737. the default AI traffic is active. therefore it's flying as an AI. bu it just won't leave the runway.
  8. hi,would anyone happen to know what causes the default fs9 aircraft (specifically the 737) to not take off? it's just stuck on the threshold. all my other AIs can take off so it's not an afcad issue. the default GA planes also can take off. what's weirder is that it the stuck plane does not disappear. so all planes waiting on hold will all disappear after some time while the 737 is still stuck on the runway; all arriving planes have to go around again and again until they disappear. i'm thinking this is an aircraft.cfg issue but which part, i don't know? the only part i changed in the aircaft.cfg file is the empty weight of the aircraft but i have returned it to its orgininal value but the plane still gets stuck.
  9. oh yes, gee, thanks a lot. that really helped.
  10. hii have the same problem and have reinstalled my msxml4 (using custom installation-i unmarked everything). but i still cannot compile bgl files. i am not a techie person but i was able to access the msdos window and it shows:c:\documents and Settings\"user">after this i typed (as instructed by luis)U:\VS2005_Projects\Test1\bin\Debug>bglcomp my_xml_file.xmland i get this response "The system cannot find the drive specified"can you help me?thanks
  11. hi all,i have just encountered a new (?) problem which i could not find a solution. out of sheer enjoyment of watching planes land, i added four afcads for one airport (the afcads are named differently) with different tower views. this way, i could have different views of planes landing using autower.after sometime, i noticed that it's taking some framerate issues so i tried to remove the afcads; but they seem to be still present as i see different tower views. i understand that to see your new tower view you would have to create a fresh flight because anything saved will save your previous tower locations. i have done this as well but they are still there.the latest i have done is complete uninstall of fs9 and reinstalled it. the only thing i added is this specific scenery with only one afcad; but to my dismay all the other afcads are still there. i still get the usual different tower views. i even changed the main tower view location and it is not being rendered. i haven't saved any flight so every time i open, it's always a new flight creation.i feel that there are some files being cached that have not been deleted but i cannot find it. the fs9.cfg file is new together with other files in it's folder.does anybody know how i can remove these "ghost" afcads?
  12. i was able to find the solution.i just removed the dll file from the modules. started fs and started the autower.exe program. quit fs then placed the dll file back to the modules. now it's working properly.thanks!
  13. i got my fsuipc from the same site you mentioned and downloaded the one for fs 2004.i have fsuipc and autower before and it was working fine; but lately, my computer conked out so i reinstalled my entire OS and fs9 as well and this time, i am getting this message. it wasn't there before.
  14. holy moly! thanks a lot. i thought my joystick was gone for good.
  15. have this problem with autotower: "fsuipc connection failed; IPC senmessage failed all retries"tried searching the net but cannot find solutions; i am not very knowledgeable with advance tweaking when it comes to computers. anybody who may know the problem and the solution?thanks.
  16. i have a problem which i am not sure which: my joystick; my configuration or my computer.i am using logitech attach 3 for fs9 and for some reason, i could not turn left or right with any plane. but in slew mode, i can slew it left or right. when i am on air, i can turn the plane towards the left or right. it's only when i am on the ground that i cannot turn. so this doesn't seem to be the joystick problem. but i also tried flying with google earth simulator and i get the same problem. i cannot turn the plane on the ground, which means that it could be a joystick problem. i have tried calibrating the joystick, i have tried deleting the fs9.cfg file but nothing works. i would like to try all options before reinstalling fs.anybody who can share some thoughts on what the problem could be?thanks in advance.
  17. i am basically finished with the overall design of my RPLL airport except for one thing, the lighting of aprons.as a start, i made some research on how others did it and the most effective way i feel, due to the size of the airport, is using effects and XML file. i have gone through several codes from other sources to test it in my scenery before doing my own thing. the problem is nothing shows up. i tried putting a windsock in it and it works, but for some reason, lighting the ground does not work at all. i tried removing the exclude files and still nothing works. i have checked and double checked the text on the XML file and still nothing works. i tried putting the ramp light effects in other location, still nothing works.to have an overview here are the details:the effects (fx_ramplight.fx) is placed inside the main effects folder.the texture is placed inside the texture folder of the effects folder. i also placed one inside the main fs9 texture folder and other one inside my airport texture folder, just in case.the bgl file (converted from XML) resides at the scenery folder of my airport. i aslo tried putting it inside the addon scenery folder, but still nothing works. the scenery object XML is:<?xml version="1.0" encoding="ISO-8859-1"?><FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd"><SceneryObject lat="14.4950262867206" lon="121.001839994893" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL"><Effect effectName="fx_ramplight"effectParams="NIGHT=1;DAWN=1;DUSK=1;"/></SceneryObject></FSData>anything wrong with this? i tried changing pitch to 60 deg then to 90 deg and still nothing works. or should there be a step by step process?i have gone through several tutorials and forums everywhere, followed instructions and still nothing shows up. i have not included the effects code here as basically they are they same. i tried using codes from different sources just to learn the basics of it and would eventually make my own once successful.any help is greatly appreciated. thanks.
  18. i have this problem of AI's bouncing wildly during startup, taxi and take-off and i was able to fix the problem by adjusting the "moments of inertia". after doing so, a new problem occurs. the aircraft take's off with a tailstrike. i tried fixing each of the moments of inertia by adjusting their values but nothing would change. can anyone point to me which part of the cfg file this problem can be controlled?thank you.
  19. lfe

    FS11 Wish List

    another thing i would like to see in future FS isREALTIME TRAFFICanytime when you start your computer (you have you be connected to the internet), fs downloads all schedules of airlines all over the net. so when you start FS at specific daytimes, you get realtime traffic. this will only be available to commercial airlines since private airlines don't usually post their itineraries.so for example, there is a 747 isla airline parked at gate3 in klax at 12 dec 2008, gmt 800 and will departure at gmt845 for vhhh in the real world. when you go to your sim world and set the date at 12 dec 2008 at time gmt 800 and go to klax airport, you will find an isla 747 airline parked at gate3. it will leave in 45 minutes for vhhh.then we just download AI model and textures. no need to update flightplans and you get realtime traffic for commercial airlines, which makes a commercial airport busy.
  20. lfe

    FS11 Wish List

    hoping you could have been more specific in your earlier thread. it sounded that you were talking about third party scenery. and default scenery design is still job of microsoft FS people, isn't it?i wish microsoft would have developed fsX with performance in mind rather than improving the visuals. they advertise so much on how much they changed the visual world but i haven't heard or seen them mentnioni of any specific development in the improvement of traffic manageability. to sum it, there are plenty of free third party designers who can improve the visuals, yet microsoft dipped their hands in that aspect rather than improving what most of us non-computer-savvy, non-tweakers cannot do anything about. all that worth 30$ (+1000$ computer).
  21. lfe

    FS11 Wish List

    well if it's scenery design, how come it happens even to default sceneries? and how could atc allow a 747 use a 5meter wide taxiway even a grass taxiway? how about a 777 landing on a 1500 m long runway when there's a 3000 meter long runway. and GA's landing on the longer rwy rather than the short runway. how about planes holding in the middle of the runway because atc just cleared another plane to land or take-off. i don't think a lot of what i mentioned has something to do with scenery. FS has set of rules that ATC and AI has to follow and that's what's causng all these inconsistencies.well maybe my comments on AI's are more on the AI designer's issues. but majority is on FS's system of logic.
  22. lfe

    FS11 Wish List

    my wish list?1. taxiway and runway aircraft designator.-this is similar to parking designators, only, you can assign what size of aircraft can use a specific taxiway. also you can assign what aircraft size can use a specific runway for take-offs and a different size of aircraft for landings (given rwy 9-27, upto small jets can take-off at rwy 9 and only GAs can land on rwy 9; only GA's can take off on rwy 27 and no landings. currently, heavies can taxi alng a very narrow taxiway (intended only for GA's) and sometimes land on a 1500m runway.2. more logical taxiway system-whoever is nearer the taxiway should be given priority. currently, first aircraft to be given the taxiway direction holds the authority to all the taxiways it passes. for example, plane A just exited the taxiway and asked atc for parking. it was given taxiD (100meters long) , taxi C (800m) then A 400m from intersection to parking; then atc instructs plane B to hold short runway via taxi A (150m), then B (200m) then E. both of us are going to use taxi A, both planes taxiing on opposite directions but head on). but since i got instructions from atc first, atc holds plane B. but i am still 800 meters away. although plane B is just 150 meters to reach taxiB. and when i reach taxi A, i cannot continue because plane B's nose is blocking my path. if atc would have instructed plane B not to stop, since he is nearer to taxiB, then there wold be no problem. by the time i get to taxiA, plane B would already be up in the air. (see image)-when taxiing planes are crossing a runway, once the departing plane or arriving plane has past that intersection, the crossing planes could be allowed to continue taxi or to cross (not wait until the plane has reached 500 ft or has exited the runway, unless another plane is arriving. departing planes can always wait.-when a taxiing plane, crossing a runway, is within 100 meters of that runway, it should not be stopped from crossing the runway when a plane is cleared to land or take-off. what happens is that the system reads the center of the plane as it's position. if a plane crossing a runway is within 100 meters, this means that if the plane is to stop, it's nose would likely already be a few meters or even in the runway path. so what's the point of having it stopped. by the time a cleared plane touches down or lined-up for take-off, the crossing plane would have already been 100 meters off the runway if it wasn't stopped by atc. most of the time, i see planes stopping in the middle of the runway just because it's center of gravity hasn't crossed the runway center yet.-currently, AI is directed to the first intersection when taxiing. but isn't it more logical and realistic that the straighter line is better. if an airport has several intersecting taxiways, AI's and user planes taxi on a zigzag route turning on every corner rather than traveling on a straight line. 3. one-way taxiway.there are times when atc instructs planes to use an active runway as taxiway (which in real life does not happen to specific airports); particularly the taxiway where planes are exiting. this would also be helpful in easing traffic flow especially to airports with complex diagrams of taxiways. 4. more logical runway exiting system.-when an AI lands, it already knows where it is to park even without ATC. try removing the red nodes beside the runways, AI will just go and park without requesting from ground. so basically, the system already knows where the plane's route to parking is. the problem is when a plane lands and there are planes crossing the runway and exiting planes head on nose to nose with crossing planes. the system already knows where each plane is. if a taxiing plane is already in that taxiway, then the exiting plane should exit on the next taxiway available or on the opposite side.-it is ok to find arriving GA's make a Uturn in the middle of a runway once they have reach taxi speed. but 737 making a Uturn, much less a 747? i think all on airports with no taxiways (or rather the runway as a taxiway), jets should first go to the end of the runway to make a Uturn because that's where the platform for turn are or there can be a node in the afcad for uturn where in small airports they have it somewhere 3/4 of the runway.-increase (maybe make it adjustable) hold short limit. currently i think it's set to only 68 meters. if you have strong crosswinds, landing planes could hit the nose of a holding plane.5. better AI performance.-it's really annoying to see how the AI's make a turn. it is so abrupt and shaky, more magnified on heavy jets. i wish they could make it smoother.-increase braking distance (or collision radius???) between AI's on the ground. most AI's stop too close to each other during a hold.-in intersections less than 45 degrees, atc should wait until plane is 100 meters off intersection node before allowing another plane to continue taxi. this way, there wings don't catch each other.6. a button to designate the time frame before a plane disappears due to inactivity.7. i'm not really a fan of those moving cars or people or moving gate bridges. so i don't really care about these areas.8. make autogen houses in Asia smaller.
  23. thanks to this forum. the empty weight is the magic word for the runway designation. now, i can control which planes can use a specific runway (well, except for on particular heavy). i also discovered that it is the solution to my other problem : of jets stopping to soon after touchdown causing a lot of holds.the "empty weight" is just the solution i have been looking for and i was facing the wrong direction all the time tinkering with toe brake scalar. almost all AIs have been designated an actual empty weight setting, but in reality planes don't really fly empty therefore adding more weight makes sense. heavier planes requires more thrust and more thrust means farther stoppage.thanks all!
  24. >What is the empty weight of the B777 from the aircraft.cfg>file?>>There are thresholds concerning runway length vs aircraft>weight.>>I'd like to know your weight so I can add this threshold to>the common knowledge bases.hi,i checked and the aircraft weighed a mere 110,000 lbs. i guess the designer forgot to edit the correct empty weight. so i changed it to around 393,000lbs. surprisingly, it still lands on the shorter runway. above 400,000lbs and the plane don't show up anymore. please see attached pix. tried to follow this one.http://forums.avsim.net/user_files/177662.jpg
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