SteveFx
Commercial Member
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SteveFx's post in FSX won't load after applying DX10 was marked as the answerGood news, I will try and update the next version to check for the dlls and provide a warning.
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SteveFx's post in Aerosoft USSS (Koltsovo) was marked as the answerYes I am afraid that's correct. The core engine loses important information that would allow me to be correct for both.
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SteveFx's post in Tarmac like reflects like water at dawn was marked as the answerFixed in build 19. Download and install - instructions above.
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SteveFx's post in Correct use of Ballast.fx? was marked as the answerIt hasn't really changed. The ballast needed to be at the front so the nav lights worked.
With the effects change the problem isn't the nav lights but legacy lights in the general scenery that get implemented as effects. Therefore the ballast can be added at the end which is easier to do. Ideally one per circuit, but for people who don't individually control lighing circuits one should do
For ai usually no.
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SteveFx's post in Square Grass texturues on L52, Oceano County Airport, Oceano, CA was marked as the answerThe fixer isn't involved with Orbx stuff they exclusively use the FSX SDK.
Usually this sort of problem is caused by a tile boundary but in this case the nearest boundary is some way to the east.
I would say that almost certainly they have used more than 64K vertices of the same grass texture. FSX will split that into two batches and the DX10 engine forgets the transparency for the second batch. The workaround would be for Orbx to mix it up and use 2 or 3 different grass textures.
They are aware of this sort of issue and are not ignoring it but DX10 is not their number one priority.