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About robnewman76

  • Birthday 04/02/1976

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  1. Very curious... I tried LKPR and has the same problems... So I tried installing a newer nav data database (The latest update from Navigraph). The newer nav data seemdd to fix it I guess there's a few gremlins in the default nav data...
  2. The autopilot in the Q400 is only a 2 axis autopilot... i.e. Elevator and Aileron... So that rudder still needs a pilot to control it And as has been mentioned, every power change, you'll need new trim... exactly like the real thing.
  3. Hi all... I'll start by saying that I'm very familiar with the Vnav function on the Q400... not just in the Majestic version, but in real life too... It's my day job With that said, I'm having an issue with VNAV during approaches. Doesn't matter if I use a RNAV LPV approach, or a RNP approach... I set up both FMS to the apporach, enter it through the IAF, I have the field elevation set in the alerter with no ALT SEL, flying in NAV mode with FMS set as nav source... All as it should be. I even see the correct sequence of altitudes in the flight plan, all correct as per the IAP. Now for the issue... As soon as I hit the IAF, my vertical guidance becomes "PITCH HOLD" (the active "VNAV PATH" is cancelled) and the continuous vertical path between the IAF and the next fix is screwed up... it tells me I am below the path. If I fly level, it will eventually come back, and I have to hit the VNAV button again to arm it. This repeats at every fix, including those on the final course... Quite distracting when you're trying to follow a glidescope but it keeps changing at every fix. I suspect the root of my issue lies with the changing glidepath... I believe it's normal behaviour of the vertical guidance system to "fail to Pitch Hold" if the VNAV path is out of limits... Here's a picture showing what I mean (this happens on all FMS based approaches, to all airports)... Anyone else having such issues? I could have sworn in previous builds I was able to fly seamless arrival/approaches with full VNAV... Is this perhaps a bug that has crept in in recent builds? Am I doing something embarrassingly wrong? Thanks in advance...
  4. Good info... I have tried with the HD shadows off, but for some reason my external shadows always seem to be HD... whether in spot view or the Ezca aircraft camera... Or maybe the standard def shadows are still too good for me to notice I'll have a play with the camera settings, but in the meantime, I can always move the camera away and increase the zoom slightly... Thanks for that aircraft radius pointer I'll let you know if I find anything else and how it goes... Thanks!
  5. Hi all, and Steve... Long time user and long time fan of the fixer. Many thanks for such a great tool I am however having issues with external shadows... I know what the cause is, it's Ezca... however, even with the Ezca fix checked, I still have very odd external shadows. they sometimes work, but more often than not they don't... showing false or missing shadows. I am currently using the latest beta of Ezca (as only the beta is compatible with FSX-Steam Edition as far as I can tell), so is perhaps the Ezca fix in the DX10 fixer not compatible with the latest beta version of Ezca? I have tried all sorts of combinations (different shadow versions, HD external shadows on or off, Ezca fix on or off) but same result each time... If you need any information, screenshots or data please let me know...
  6. Specs are as follows: MSI GT70 Gaming Laptop (Intel Core i7-3630QM Processor (2.4 GHz), 16Gb RAM, 4Gb GTX 675MX, 128Gb SSD System drive, 750Gb SATA drive) I did check my joystick with the Q400 control panel, and it seemed to be working just fine... All my other 3rd party aircraft (Alabeo, Carenado, Realair, A2A amongst others) work just fine. One quick update, I just received an email from Majestic explaining that the issue is under investigation right now... There are two theories... Either a missing .DLL or perhaps a copy protection problem. Good to know Majestic are on the case, so fingers crossed!
  7. Nope... Everything is accounted for and running... The only hardware I have that's not running is the integrated intel graphics module sound system...
  8. Hi all... I have been discussing this with Majestic directly, and they have been great so far with their prompt replies and assistance... however I am now at a loss as to what might be happening... as are the good folks at Majestic. I figured I would try asking the clever people here to see if there was any ideas out in the community? I'd hate to miss out on this! Here is my issue: When I select the Q400 and my starting airport, once the sim has loaded I end up in the cockpit and the airplane is slowly swaying left and right. A quick glance in an external view confirms that the gear is up and the airplane is floating a few feet off the ground in a position that would be correct if the gear was down. Also, in the VC, I have "placeholders" over all the PFD/MFD screens (a blue background with the appropriate screen name in whit text - Confirmation by Majestic that this means the .DLL is running). the MFD/PFD pop up windows show "not available" and the FMS pop up (shift-5) shows the buttons but has a solid green background only. The control column is all the way left, as are the rudders and can not be moved. Similarly, the throttles and condition levers are "locked" in position. Most switches and buttons seem to operate/animate exactly as they should (and the tool-tips display the correct setting), but there is no effect, as if there is no power available. the one exception is that the floor level and side window vent levers do not animate. Obviously, in this state there is no way to operate the Q400. So far I have tried the following after discussion with Majestic: 1. Reinstalled DirectX 2. Updated my sound card drivers 3. Disabled unused "secondary" sound devices 4. Reinstalled the Q400 from a folder on the same drive as FSX, as adminstator 5. Set my FSX folder for full access by all users 6. Deleted my FSX.cfg to try a new, unedited version 7. Tried running with my joystick plugged in and removed 8. Tried running with locked and unlimted FPS 9. Reinstalled FSX and ensured I ran SP1 before running Acceleration 10. Reinstalled Simconnect 11. Checked the "trusted" section within the FSX.cfg to ensure the .DLL is trusted 12. Re-downloaded the installer to eliminate a bad download None of the above had any effect. I still get the startup problems as decribed earlier. It appears that this is a rare issue, but it would also seem that a few others are also having the same or if not a very similar issue. One other thing to note would be I am using the "offline" installer... I am still having issues using the online installer. Any ideas? Thanks in advance...
  9. As a dash driver myself, I can say it's all down to performance... With bleeds at max, you're diverting air away from the engines for use by the AC packs (which also provide pressurization)... So if you want to reduce your takeoff roll for whatever reason, setting the bleeds to NORM or MIN will send more air back to the combustion chamber and therefore increase your maximum takeoff power available by a small amount. Doing that however will reduce AC effectiveness. That's why once you're off the ground and safely climbing away from the ground, you can switch it back to MAX to keep the folks in the back happier In reality however, on a hot day, runways are often plenty long enough that you can just takeoff with bleeds in max...
  10. I can't speak for every developer or tester, but as an ORBX tester I create preview shots per some strict guidlines which are laid out for us all "over there" Basically, FTX is designed for DX9 only... so no DX10. No editing (beyond adding the product banners), straight V-Key captures. We are allowed to use ENB (but personally I don't as it gives me issues) and Nvidia Inspector as most everybody else does... Most preview shots are taken with maxed out sliders of course to show what the package is capable of... For all intents and purposes, the preview shots are WYSIWG... No tricks or editing allowed Hope that helps!
  11. A quick update... What I thought was more chrome, actually wasn't... Guess it was me looking too hard... However, I seem to have narrowed the issue down a little further, but now it has me even more puzzled... I used Imagetool to open an existing (working) texture (saved as extended .BMP by Carenado)... I noted the format (DXT5) and the Alpha was there. Incidentally I discovered that the alpha channel for this aircraft is for glossiness... not chrome... This is set by the model as Joe noted above. I then opened my texture in Photoshop, added an alpha channel, copied the alpha channel in from the working file so it was identical, then saved as a 32-Bit .BMP with Alpha. Next, I opened it up in Imagetool and set the format to DXT5, checked the Alpha was still there (it was) and saved the file. It was now identical (according to Imagetool) to the working texture provided by Carenado, but still I have no gloss on my repaint... It's as if the model is ignoring my Alpha channel altogether. I'm thinking at this point that I must be having a mismatch of formats somewhere... Any ideas (or even guesses at this point!) would be most appreciated!
  12. Thanks for the help Joe... Interesting... in which case, Carenado made the model glossy... every paint scheme that comes installed with it is glossy. The blank white textures are glossy when unaltered, but something must change when I save them... its the process of saving them that seems to switch the glossiness off...
  13. Thanks Joe... I gave that a try, but it's not the effect I'm looking for... It did make it more chrome like, but I'm sure that there is a way somehow to tell the alpha channel to be either chrome (replaces the underlying texture with the chrome map) or glossy (applies the environment map over the texture)... For some reason, despite the original textures being glossy, whenever I save the new ones the alpha is set back to chrome... I'm really not sure how to switch it back to glossy. Any ideas?
  14. Hi all... I'm hoping one of you gurus out there might be able to let me know where I'm going wrong with this... I attempted my first repaint of the Carenado Skymaster last night and while the textures were saved with an alpha channel and look just fine (albeit a little tweaking needed just yet!), the bump mapping is called just fine and I'm guessing the specular is also called just fine (though it's hard to tell), BUT I still do not get any of those nice, glossy reflections that show up on the inculded paint jobs. I've tried saving as regular BMP, Extended BMP, DDS, saving through the Nvidia tool in Photoshop, Using DXTBmp, Using Imagetool... Nothing seems to give me the desired result. I seem to remember reading somewhere that the Alpha channel could be configured to be either chrome or environment reflections... but only one... Is this something to do with it? And if so, how do I save my files with the appropriate settings? Thanks in advance...
  15. Hi all... Just got round to trying some repaints for the C337... But I'm hitting a puzzling thing: I have created textures in Photoshop, Added the Alpha Channel as it is when opened in DXTBmp, then saved the textures as DDS using the Nvidia plugin. They work almost flawlessly... But I don't see any of those awesome glossy reflections on the surface... Just a flat texture with bump mapping and no gloss. I tried using DXTBmp to save as an extended bmp but was not happy with the result... The conversion seems to degrade the final result a lot, but even with that I still didn't get any gloss... How do I get my freshly waxed at the paint shop finish back? Thanks in advance...
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