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AndyPaul

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  1. This sounds like the registry entry for FS 2004 is missing in your Windows 10 registry, or it is pointing to a wrong directory. Try the Flight1 registry repair tool: http://www.flight1.com/view.asp?page=library and report back. Edit: EditVoicepack is not using anything from FSUIPC, as it edits the simulators own voice file.
  2. The SDK is available from a subfolder in your FSX:SE directory. Then you need to create an exclusion zone using one of the available tools such as SbuilderX or FSXKML (with Google Earth).
  3. This would be the 'Leap Motion' stretch goal on the FlyInside Kickstarter page ... : Stretch Goal #1: Leap Motion - $20,000FlyInside FSX is 100% funded, but that doesn't mean that the Kickstarter is over or that future features are set in stone! Now announcing stretch goal #1: If FlyInside FSX reaches $20,000 I will add Leap Motion support! You'll be able to press buttons inside the cockpit with your fingers. You'll be able to activate pass-through and view your hands when you need to grab something on your physical desk. It'll even support interacting with the virtual windows inside the cockpit. This won't be a gimmick either. I'll be taking the time to make the implementation user-friendly, configurable, intuitive, and above all as useful as possible!
  4. Did you place the .dll in the modules folder of FSX?
  5. Same here, empty zip files.
  6. The developers mentioned that EDGE would theoretically be capable of utilizing a map the size of Earth. Populating this map would be a different matter, but the possibilities are there.
  7. For anyone interested in more GA traffic, I recommend trying the GA Traffic Generator: http://flyawaysimulation.com/downloads/files/1671/fsx-ga-traffic/. It creates highly customisable traffic using the installed aircraft.
  8. In a perfect world they would use Outerra as engine and ditch MS Flight engine altogether. You're right that they are using an old (but nonetheless proven) system of creating scenery and planes.
  9. It is very serious. The thing that failed to attract users to MS Flight was the limited scenery that was there in the first place, next to the fact that there would have been no way for 3rd party developers to develop new stuff. Not one of the simmers who is into heavy metal will buy it if he or she will have to buy additional dlc's on day 1 just to get flying (assuming there will be heavy metal aircraft on day 1). The thing that let FSX stand out (and FS9, FS2002) was that the whole world was available. Americans could fly from american airports, Germans from German airports, Chinese from Chinese airport...
  10. The makerwys.exe has to reside in the main FSX directory. If RC does not recognize the file, run it manually and copy the required files (after running makerwys) from the FSX main directory into the RC directory. Have a look at the RC folder for the files you would need: f4.csv, r4.csv Also keep in mind that makerwys produces an extra file that can be used by RC but that is not copied over to the RC folder automatically when running makerwys from within RC. Also, think about moving your Steam folder out of Program Files (x86) and e.g. directly on C:
  11. The most important things that will faciltate a happy community, happy 3rd party developers and ultimately a happy Dovetail Games, are: 1. Initial worldwide coverage of base scenery (mesh, landclass, vector data) 2. Initial worldwide coverage of airports (runways, taxiways, some buildings) 3. 64Bit, GPU heavy 4. SDK (Tools and Documentation) 5. Access to all functions and parameters (see KSP) 6. Non-restrictive license for addon developers 7. Navdata (as DLC --> $$$) 8. Missions and Tutorials to get new users into FlightSim and into wanting more ($$$) 9. (Dreaming) Ditch the FSX/Flight engine and use Outerra
  12. The only problem with this approach is combatibility to addons that include coastlines and roads: If only one bgl per area is available the area around the addon cannot easily be turned off. I am talking about addons such as Glacier Bay, Tongass, etc.
  13. If you have the model file for the lamp posts you placed as autogen on your textures,, you could use an additional texture at the base of this model to imitate the lighting of the lamp on the ground. This way you would not have to draw each and every single light onto the ground.
  14. IMHO the default or UT night textures are too bright and have too many of those light spots on the ground. It should be much more subtle, and let your autogen lights provide whats needed for night lighting. Also, roads outside of cities shouldn't be lit at all (its only in the Benelux and some larger urban areas) but that's probably not going to be possible considering the limitations of FS2004 texture pool.

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