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  1. Just found this thread while installing CumulusX to use with Aerosoft sailplanes in P3D v4.5. Although it's a while ago I thought I'd add some info as I've done exactly what glider1 asked. I created a 'Soaring' folder in the P3D Add-ons folder in My Documents (obviously it can be called whatever is desired). The CumulusX (and its cloud objects) can then be copied as below from their dummy install locations as explained in glider1's post: CumulusX SimObjects\Misc\CumulusXCloud Then create an 'add-on.xml' (note hyphen in name) containing the following: <?xml version="1.0" encoding="utf-8"?> <SimBase.Document Type="AddOnXml" version="4,0" id="add-on"> <AddOn.Name>Soaring utilities (CumulusX)</AddOn.Name> <AddOn.Description>Utilities to enhance soaring flights - CumulusX</AddOn.Description> <AddOn.Component> <Category>SimObjects</Category> <Path>SimObjects\Misc</Path> </AddOn.Component> <AddOn.Component> <Category>EXE</Category> <Path>CumulusX\CumulusX.exe</Path> </AddOn.Component> </SimBase.Document> To finish, add the location of the above add-on.xml to one of P3D's 'add-ons.cfg' files: [Package.n] Path=<users docs location>\Prepar3D v4 Add-ons\Soaring Active=TRUE Required=FALSE The add-on.xml definition can easily be enhanced to include other soaring utilities. In my setup I also have WinchX and the Aerosoft variometer DLL for use in their sailplanes. It all works well in P3D v4.5 but I don't have v5 so can't comment about that.
  2. Yes, this is how ACM is intended to be used by developers, just to include their autogen definitions in a folder under their scenery which is then merged with all the others to create the required files in the sim's default autogen folder. The fact that ACM can also handle duplicates enables it to work as discussed here. ACM actually uses the SDK tools (spb2xml) to do some of the conversion work behind the scenes. I've made the effort myself for some add-on scenery products to extract and compare autogen definitions from the default autogen files before and after installation to see exactly which autogen definitions have been added. I then put just these definitions into a folder under the scenery for ACM to use, effectively doing some of the developer's work for them. Yes, it is tedious and not for the faint-hearted but something I thought worth doing when I realised it was possible. Rob
  3. I'm not sure about the flipped dds textures now - the problem may be with FS Repaint which is quite old now. I've looked at the same textures in ModelConverterX and they appear ok with the switch to flip textures set off by default. In addition some of the texture folders have both bmp and dds present for the same texture and the bmp is being used in preference. My comments about missing models and textures still stand though and I'll try to start fixing these. I've so far found cases where textures for the wrong variant are present (e.g. B737 textures in B727 texture folders) and where the wrong model is specified in the cfg file. The latter are easy to fix once found. It will be the case that these problems are not showing up if the problem variants are not actually used in any schedules so what I'm doing might be unnecessary.
  4. Has anyone else noticed any of the texture issues I think are present? As an example the UTT B787 has a number of flipped dds textures. It looks as if bmp textures were converted directly to dds without compensating for the fact that bmp textures are flipped internally by the sim before display. It's only some of the dds textures but I've found quite a few so far as there are such a large number of additional aircraft in Pete's updates! I think I can pinpoint missing models and textures automatically but the only way to find the flipped textures is by eye going through all the variations using a tool like FS Repaint. It would be very time consuming doing this in the sim as you'd need to make sure a schedule was active with the aircraft you want to see. That might be why there haven't been many comments from elsewhere as you'd have to be in the right place at the right time to notice the missing / flipped textures?
  5. Hi Pete, I think I've found an error with the AIA Westjet 767 which would have prevented it displaying. The cfg file specifies the PW model but the actual textures are labelled for the GE model so I changed the cfg file to point to the GE model and the livery displays in FS Repaint at least. Perhaps this was the problem? In the course of optimising the textures I've come across quite a few aircraft where the cfg files point to the wrong models or texture folders preventing them from displaying. Also a number of DDS textures appear to be flipped so not displaying properly. I need to write something to scan through all the aircraft folders to pinpoint the above which should make it easier to go in and fix the problems. Could you PM me a link with your latest update from last week please so that I'm working with the latest version. Thanks
  6. I've used Nick's setup guides for each system I've built since early 2007 with great success. The rationale is to squeeze the best possible performance out of well-specified hardware, and yes all the steps need to be followed in the correct order to work as intended. The thing that convinced me that his advice was worth following in the first place, and continues to be so, is that he properly explains the how and why of each step in some depth without being too technical or relying on too much jargon. He also explains clearly how these steps relate to the working of the FSX engine and why they help with performance. His latest guide, although dealing in some detail with current generation hardware (Haswell, GTX780 etc) still has much generic advice which will remain true into the forseeable future. Rob W
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