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robschofield

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Everything posted by robschofield

  1. I have had same problem but did get a response from Achilles at FSPS on my ticket that they would reset servers. The FSPS ticket system has now gone down as can’t access ticket so they are either trying to fix it or have died. I scoured the registry to find a key that as storing the “number of offline uses” and couldn’t find one although I agree that must be the case. Reinstalled mine have cleaned all registry entries manually but can’t reactivate without a server. Think I might write to Simmarket to either get a refund or get them to put pressure on the vendor to issue an app with no server comm requirements if they are just abandoning it for P3Dv4 but not 5 or 6.
  2. Has anyone made use of this product alongside taxisigns HD from Flightsimtools? Do you lose the 3d taxiway signs, concrete bases and night ground illumination when you install Zinertek Airport Graphics HD over the top?
  3. When it fixes the alpha channel, does it retain existing mip maps now. The previous version fixed missing alphas but I had to re mip 100's of my aircraft.
  4. Thanks Steve Upon further investigation, the only apparent change that the fixer makes to the shockwave lights it does convert is to change the Face = 1,1,1 to Face = 1,0,1 in particles 9 and 10. In the ones that it does not convert, the Face setting is already 1,1,1. I think it has something to do with what other objects are being displayed concurrently and the types of texture attached to them. Have a good Xmas
  5. Steve Noticed an issue tonight having had a few problems with these lights in the most recent build. When you enable "DX10 Compatible Lights" which prompts all the effect file conversions, there are a number of the shockwave lights which the fixer does not amend, including most of the landing lights (it does amend all the strobe and NAV lights) - the most commonly used one which is not amended is fx_shockwave_landing_light. Is there a reason why certain effects are excluded from conversion? Regards Rob Update - I think the issue I am observing is purely the main texture on the light not being visible from certain angles - sure this problem was mentioned before in relation to ORBX/UTX lights.
  6. Anyone found a fix for the Skyspirit 777-xxx virtual cockpit textures which appear transparent while the rest of the scene is being loaded, but then converts to a light blue non-transparent window once everything is loaded. Have look at alpha channel and rebuilt it, but to no effect. Have also tagged the aircraft for conversion in DX10 Toolbox - think the offending texture is $vc_03.bmp. Slider position also had no impact. BTW - thanks for fixing the transparency in the taxi marks - works faultlessly now. Regards Rob
  7. Steve Have done a clean re-install when I have upgraded, and have just upgraded to build 26. Same problem still exists - have attached a screenshot. Kind regards Rob
  8. Steve Thanks for your note. The relevant section in my .ini is missing the ForceBlend, SrcBlend and DestBlend entries from yours. The problem is only with the default/REX/ORBX taxiway_marks.dds textures, not those for addon scenery. I have major version 19 and minor version 3 in the main .ini file. Presumably I need to update to latest version? Kind regards Rob schofield
  9. I have noticed in DX10 with the fixer that the alpha channel in the taxi markings (ie taxi edge and vehicle path edge) does not show properly - it just shows as a black rectangle as opposed to transparent - I am using the REX taxi marks. Is there any way of fixing this by amending the alpha channel on the texture?
  10. Steve All files sized as per your note and dated some time in 2006 - pretty sure they are original. Regards Rob
  11. The option is greyed out in the legacy shaders section of DXTfixer. My Globalenvtest.dds, ac_chrome**.dds and envmap.bmp files in the main texture folders are all stock FSX. Any other reason why it won't let me do this? Fantastic effort at fixing DX10 by the way - apart from a few baggage carts and buses at airsoft LEBL which appear grey at night, fixes everything else I've come across so far. Regards Rob
  12. With the possible exception of visibility smoothing not being incporated outside of DWC, I have been delighted with ASE and its predecessors for many years.I have spent lots of time modifying key textures such as halo.bmp and fX_2.bmp as well as getting the right balance of cloud textures and a custom cirrus_overcast 3 texture which does the haze layer. Therefore:(i) is there a way in the AS2012 interface of picking which textures it loads and overwrites and which ones it does not?(ii) ignoring all other features, is the weather engine and depiction a material improvement over ASE? and(iii) will ASE continue to be support (ie will weather engine improvements be built into future ASE updates), or does that destroy one of the prime drivers for purchasing AS2012?RegardsRob Schofield

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