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FSLabs A320x... an interesting post...
Does the thrust work with mouse wheel too or does it always require a hardware throttle like the AS A320 does?
- How to install UT2 Powerpack
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How to install UT2 Powerpack
I recalled why the problem with 787s happened. I had initially assigned them to camsim model after I created the schedule, then I decided to change all 789s to new fspainter model and reassigned them in UT2. So both problems happened after I updated the aircraft model. Probably not reliable to change repaint assignments then on an existing schedule.
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How to install UT2 Powerpack
I am using mix of default and new models/repaints some of which I added when last I created the addon schedule. I too was doing update of VIR and BAW for their 787s, rest all aircraft were already existing. The BAW 787 although appeared at heathrow did not appear at an airport until I removed and reassigned it in UT2. I also updated cathay cargo 744f to the faib models from aia in an existing addon schedule. The faib PW variant had two liveries, although I added both set to unlimited after removing the aia one, only one of them appeared until I removed and reassigned the missing one again to the list after which it began to show up.
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How to install UT2 Powerpack
Could anyone explain how they replace an old addon schedule with a new one for an airline in UT2? Until now I just removed the old db file before I finalize the new one in power pack. After that opening in UT2 most repaints from the previous set are still recognized and I just add the missing ones. But I realized that aircraft of some liveries and some legs fail to appear after this, if I remove and add them again in UT2 they work again. If it is the correct way then it would seem to have all repaints and legs work properly after replacing a schedule every aircraft in the list must be removed and added again.
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how is the time setting suppose to be used
or to google the current local time of the startup location is how I presently workaround it. The startup screen seem broke with the time thing. It does not change to the time offset of a new selected location either as seen by toggling the GMT checkbox.
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how is the time setting suppose to be used
ok, unticking that checkbox at the bottom of change location window got it back to normal. Easy to miss that setting. Is there a similar setting for startup screen aswell?
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how is the time setting suppose to be used
More than not I use the sim in sync with current GMT which ever part of the globe I may. Except for the time zone inaccuracies which were corrected by some free fixes, I liked the way FSX handled timezones - it preserved the GMT when changing location, whether it be at startup screen or in sim change of location. I had a local airport flight set in as default with fsx set to take system time and didn't need to touch the time setting after that. But I am confused about how LM intends the user to use the time setting in p3d - at first the startup screen would preserve the local time which I found quiet unsettling and thought was a bug, then they did this in sim too. How is fixing local time more useful or better than fixing GMT? Now I am having to doubly load scenery if I decide to change location when in sim - first to move location then second after correcting time. I think preserving GMT was a more appropriate way and should have been kept as an option at least, or have I missed it?
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What options and settings do you want in DTG Flight Simulator? (Official Discussion)
The answer to this is very obvious and simple - like any other game we need settings available that affect the performance most to be able to run reasonably on wide range of hardware and situations. The developer is to know best, unless they just look to superficialy rehash an old program based on existing user feedback not interested in diving to its core to improve by making significant changes (in which case older performance settings will not necessarily apply or need to be asked). That is why I think it is being taken in negative way.
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Rwy lights for imaginesim VIDP
It seems that stock runway lights are working on custom runways in p3d v3. I don't know since which version this happened but turning them on using ade did what I needed. So incase anyone is having missing rwy lights at addon airports can simply turn on the default ones in afcad file as a quick fix.
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Rwy lights for imaginesim VIDP
Requesting anyone knowledgeable with creation of custom rwy lights aside from the SCASM method (like used by flytampa etc) for lights at this airport. The runway lights that come with it are badly done (completely improper layout) and cause massive fps hit in p3d v3. I have explored into doing this myself but the methods seem sim specific and bit complicated as I am no programmer. SCASM method was simplest which I was able to do but it caused double arrows on threshold displacement and the lights blinking due to presence of another bgl for ground static vehicles. If anyone interested I can provide the SCASM bgl file that has the light placement details, or let me know how to do it.
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GTX1080, stutters and how I seem to have solved them!
no I mean does it accept 0.01? in fsx 0.1 was said to be the lowest it would go
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GTX1080, stutters and how I seem to have solved them!
Is it confirmed p3d v3 accepts FFTF=0.01 or does it default to some other value?
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fs9 movable tower like view?
thanks, totally missed that. tried setting it up, almost got what I wanted except the camera view doesn't track the user aircraft it only initializes looking in its direction when Look at option is set to ownship. The camera does pan though but sluggishly.
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fs9 movable tower like view?
Sometimes I wish I could view the aircraft land from ground view like at the airport boundary. It was possible to do this sort of thing in fs9 where tower view could be moved anywhere on the map, but this ability was omitted in fsx. Can something like that be done with camera functions available in p3d?
him225
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