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medx421

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Everything posted by medx421

  1. I'm not at home so I don't know the files off the top of my head, but there are threads on it. Take out or rename to .off the traffic files. Makes a world of difference.
  2. It's definitely SMF. Fortuitous timing that's for sure with this discussion. Will be very interesting to see solid development
  3. Saw a rumor that Imaginesim may be taking on SMF but it was only a single source rumor and nothing official.
  4. Tucson was actually modeled pretty nicely by a small payware group called Cavusim. The did a few regional type airports pretty decently. I have their Reno airport for example. Unfortunately I can no longer find any products available at the familiar online retailers.
  5. Aviasim well, how do we say, couldn't close the deal. They announced several big projects, threw a couple of model images up, and in the end came up short, incomplete and systematically abandoned each one of the projects. I think they eventually, after enough potential customer frustration, they just threw in the towel. In any event, Sacramento is just one of those cities that the flight simulator payware community doesn't find too much value in representing. There are a few freeware offerings in the library. You may find one that suits your taste. ORBX NCA does improve the area but has yet to improve SMF although they say that it is forthcoming in their next service pack. We shall see. Nick
  6. I'm at work for a few days but will get the file to you as soon as I can, likely Friday morning. Nick
  7. I use it and it looks fine however I do not have Global or Vector installed. You're best bet may be to open up the MAIW_AFX_KNLC_Custom.bgl file in Airport Design Editor and insert an exclusion rectangle around the ramp/field. That may help remove unwanted objects. Edit: Just for the sake of it, I did it in 2 seconds. PM me your e-mail if you want the file and I'll send it to you to see if it works. Nick
  8. Ended up having some conflicts still showing joystick and keypress assignments for the trim control in FSX even though I disabled the controllers. I also had FSUIPC reload settings each time. All is working great now. Thanks again for your time. Nick
  9. Thank you Danny, I wish SPAD worked with the cessna trim wheel, but it does not support it like the multi-panel which you use. I will however take a look at perhaps uninstalling the drivers all together and see if that does anything to help. Thank you for your time. Nick
  10. Good deal. Glad they worked for you. I will experiment with your changes too although my display is slightly smaller :-). Nick
  11. Hardware gurus, I am having some issues with my Saitek trim wheel. To preface, I run it through FSUIPC. The controller is disabled in FSX. Saitek drivers are installed, but I am not running the Saitek software. Basically, the trim wheel lights up and when the sim is loaded, I generally have to spin the heck out of it to get it to start behaving in the sim. It will continue to function for a few minutes but will then stop functioning again. Again I have to spin the heck out of the wheel, but if I do this when airborne, the trim will go so far out of whack when it reactivates that it will send me instantly skyward. I also had the same issue running the trim wheel through FSX and not FSUIPC. I also run my yoke, TPM, and pedals though FSUIPC with no issues and I run the switch panel and radio panel through SPAD with no issues. Any help would be greatly appreciated. Nick
  12. You're welcome to these. I can't take credit for them as I got them from somewhere else myself. Unfortunately, I also cannot provide credit as I have no memory for where I got them. I like the settings though, subtle but effective. /*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Author: SweetFX version: 1.5.1 Description: Please note when tweaking settings that higher numbers does not always equal better (nor does lower). Finding the best settings for your game and your taste is about finding just the right amount to apply. If you made a good setttings preset please share it with your friends, on forums and websites, and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/ This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create. Just delete this description and fill in your own and then share it with the world. Hope you enjoy my mod. - CeeJay.dk /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost) #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_TECHNICOLOR 1 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.07 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 39 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 0.3 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 0.3 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster. /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.2 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0 #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0) #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001 #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates) #define CRTAngleY -0.10 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 30.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 2.046 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.9142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 0.96 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.77 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.80 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp -0.008 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.3 //[0.00 to 1.00] #define TechniPower 3.5 //[0.00 to 8.00] #define redNegativeAmount 0.80 //[0.00 to 1.00] #define greenNegativeAmount 0.80 //[0.00 to 1.00] #define blueNegativeAmount 0.80 //[0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0] #define ColorGamma 1.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.6 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.58 //[0.60 to 0.20] #define GreenC 0.58 //[0.60 to 0.20] #define BlueC 0.58 //[0.60 to 0.20] #define Blend 0.25 //[0.00 to 1.00] How strong the effect should be. /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.048, 1.044, 1.040) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(0.908, 0.924, 0.900) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.998, 0.994, 0.990) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.000 is a neutral setting that leave the color unchanged. /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.005 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance -0.00 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.30 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Border settings / '-----------------------------------------------------------*/ #define border_width float2(1,20) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
  13. How did you get the pre-release of the FTX-"Global Warming" package?
  14. Pretty sure there is an updated ILS in there. While the problem is certainly not the overall placement of the field, the layout is far outdated and the airport has undergone so many changes since FSX's release. Trouble is, the airport is probably a little small, a little underpopulated, and whatever else that doesn't really seem to appeal to developers to recreate it to today's standards.
  15. Did you build an exclusion rectangle into your scenery?
  16. Hey Rob, I gave you some insight on how to accomplish this on another forum you posted this dilemma in. In any event, what needs to happen is you need to have an exclusion rectangle built into Ryan's scenery (if there isn't one in already). What happens with MegasceneryX is that it generates buildings lumped into one big file called SOCAL_Objects or something of the sort. The trouble is, that if you remove that file, you remove the towers and buildings from all of the other airports in the scenery, which you don't really want to do. What I suggest is that 1.) if you need to, build an exclusion into Ryan's scenery using ADE9x which is very simple to do. Like I said, Ryan may have already done that, and it isn't necessary at all. 2.) Place that .bgl in an area that gets layered higher than MegasceneryX. 3.) Look in your megasceneryX folder and find the KVNY .bgl and rename the extension to .bgx. Now in writing all of this, I'm not sure how much Ryan's scenery changes. I don't know if he includes the default buildings, etc. He can probably elaborate on that more. The other thing, is that as he doesn't use MegasceneryX, the default scenery is likely to be a tad bit off from the photo backdrop. That is just a limitation difference between the default and third party so you may see some texture bleeding underneath. I do think it's awesome that Ryan took on fixing the taxiways as they are in much need, and I think I will go try his product just to see how it meshes in. I tried Bluesky's AFCAD just because it is based on the photoscenery, but those taxiways are still numbered incorrectly as well. Good luck!
  17. Out of curiosity I did try Shez's FS2004 scenery with the FSX patch that is floating around on download sites. In conjunction with MegasceneryX SoCal it wasn't bad, but there were issues. All of the buildings were great and my AI lined up correctly with the terminals and other parking. There was however still some flashing of the tarmac and some of the other ground poly's. there was also a slight variance in the megasceneryx ground base which seeped some runway and taxiways out from underneath Shez's package. If these are things you can tolerate, or can fix, this may be an option. I also dont know if it fares better without megasceneryX but it might. Otherwise, and what I will do is wait for an FSX update as was wonderfly done for ONT. Nick
  18. Great scenery as always Shez. Just to chime in, I'm getting 2 control towers on mine. I have MegasceneryX SoCal as well. I have tried removing the package KONT and still have 2 towers. Duplicate Afcad scan comes up clean. Nick
  19. Looks amazing in use. Now just to get the gauges to illuminate at night :-)
  20. Has the black radio stack been made available for download somewhere yet? Thank you in advance.
  21. I've recently started piecing together a few different existing sceneries for SMF to create the new feel of the airport. I am by no means a designer, so it has just been tinkering with ADE to blend a few different components here and there. The parking I have for Terminal B is way off as in the parking is way offset from the jetways because the Terminal B I am using is from FS2004, and the AFCAD is from FSX, but I'm trying to tinker with that too. None the less, I cleared out the forest from around SMF and LHM because it is virtual farmland and rice fields that they both sit on IRL. Otherwise, Phillip Coyle did an AFCAD for SAC and MYV, and there is a pretty good BAB floating around I want to say at MAIW. I've looked at the Blue Sky stuff for photorealism, but with the exclusion of autogen and night lighting, I'm kind of turned off by it, as good as the photo visuals are. I have the Vero FS area for Sacramento and it is okay, but don't use it on a regular basis. Basically Sacramento is the red headed stepchild of scenery design dwarfed by it's nearby bay area monsters. I would love to have better visuals of Sacramento as I live and fly here IRL. I like everyone else am really holding out for ORBX Norcal. I check almost weekly for updates, but they are pretty quiet about their development. From what I understand, it is in this years goals however. If you want to PM me your e-mail, I will send you the files for SMF, and if you come across anything, please let me know as well. Nick I think Coyle also did AUN and OVE come to think of it as well. Do a search here or at the other download sites for Phillip Coyle.
  22. I haven't had much if any time to devote to the project. I wish I did, but life right now is just pulling me in about 30 different directions. I did download a recent upload from Mike Funk which isn't too bad. The new terminal is fairly customized and includes the tram. I was able to go in and do some fairly easy tweaks to the land class and some other exclusions, because as you know, SMF is certainly not in the forest that FSX depicts it to be in. I am also working with George's file, as he made some good strides in his design as well. I wish it was something I was capable of, or had the free time to design from scratch, but I am just so stretched, that it would be a miracle just to get the availability that it deserves in. You may be able to get on board with George above and take a look at what he has done and go from there, or the recent upload from Mike Funk, as they both have put SMF in the right direction. As I get more time, I will look into doing as much as I can towards the project. It was great to see a response come out, and it has already started to make a difference. Thank you to all. Nick
  23. PM sent. Thank you so much for your invested time and generosity. Nick
  24. Thank you for your time George. I am not opposed to working on it myself, just haven't been too sucessful up to this point. I'll give your suggestions a try. Nick
  25. Hello all, I am openly submitting a request for scenery designers who may be looking for a new project to take on. KSMF (Sacramento International Airport) has undergone significant changes over the past few years including changes of taxiways, demolition of an old terminal and hotel, building of a new terminal hub with tram to a secondary terminal area as well as changes in parking just to name a few. Unfortunately it hasn't been a project much tackled by FSX enthusiasts. There are a few well done AFCAD's as they pertained to repairing the ILS and appropriating some of the aircraft parking, however these are in themselves significantly outdated. There was an excellent project done by David Biggar, however it was done for FS9 and doesn't play nice with FSX. Biggar's project too has become outdated with the recent construction. Anyway, I am just looking for some accuracy in an AFCAD. A grand scenery project would be great, but I know that is time consuming as well. I have sat down and attempted to play with the AFCAD's, however I find myself messing up more than I repair. I have also contacted a few very talented AFCAD designers out there, but they are unable to take on the project. As I was saying, I am looking for taxiway repair, addition of new buildings with removal of the old. They do not necessarily need to be custom buildings, just something that represents the new feel of the airport. With this, it would be great to have accurate airline parking as well for third party AI add on's. Below I have attached an ADE image of the default field (current AFCAD's do not reflect many changes from the default), as well as a google earth image of how the field looks now. If anyone is interested in the project, I would be very grateful, as well as it would be doing the community a service by updating a sorely outdated field in FSX. Thank you in advance to anyone who may embark on the challenge. Thank you, Nick
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