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him225

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Everything posted by him225

  1. For anybody looking to fix the lights, I found a workaround fix is to open the *halo*.dds textures using imagetool and saving them in DXT1 format.
  2. scenario startup time zone bug still there. how did they miss that? not a big deal but annoying
  3. After further testing I can confirm that it was the common frequency that was causing the problem. The centers do not touch each other but both have boundaries with the center I start to move from. Perhaps all centers surrounding a center need to have unique frequencies for atc changeover to work properly.
  4. Thanks for the link. I will give decimal coordinates a try. Do you have a tool to batch convert coordinates in the xml file? I faced problem something similar to what Nigel French reported in comments on that page. Going to the locations directly the centers appeared fine but during cruise at the changeover for some reason a center from nearby region that shouldn't have come at all stuck the entire way to the destination in the atc window. Interestingly that center had same frequency as the one I modified to.
  5. Forgive my initial excitement, upon doing another flight I still found misplaced center names enroute my flight path. Strange that when I load up the locations directly the centers show up correctly. Moderators may delete the topic.
  6. Sorry if this has been already found but I had been looking for a way to correct the default airspace control centers of my region. I found that it had to do with the bvcf.bgl file which need to be modified but there was very little information on this and nobody reported to have done it satisfactorily. I tried to do it myself using the bgl2xml tool and recompiling it with bglcomp in the sdk. Although the process went without errors the resulting file with little to no changes the size difference was huge. Testing with the modified bgl although I got the changes to my region reflected I found many other airspaces messed up with control centers from far away regions appearing in wrong places. Then I came across a post on p3d development forum about there being a problem in the decompiling process with the polar coordinates. After further looking into the decompiled file I made following three changes to the bvcf.xml: replaced all- "180 00.000" with "179 59.999" "90 00.000" with "89 59.999" "60.000" with "59.999" and recompiling again, voila! I got a bgl file of same size as the original. I tested in the sim again and this time everything worked perfectly. So anybody looking to modify this file, you need to do the three changes before compile.
  7. I just transferred my ai traffic from fsx to p3d. I had landing speeds and distances set nicely in fsx through the tweaks in aircraft cfgs, but it appears these are not having effect in p3d with planes coming little slow and stopping in a short distance on the runway all over again. Does p3d 2.5 read aircraft cfg differently?
  8. the stuttering returned upon installing additional scenery and complex aircraft. fixed by disabling hardware tessellation. now seems to be working fine, with all shadows enabled.
  9. Figured it were the shadows causing the stutters. Had to disable them all. Needed to restart the sim for changes to take effect. Too bad as I was looking to fly with them turned on. Hope there is a fix for it.
  10. Tried with the tweaks removed as suggested but didn't help. I also have FSX installed which runs perfectly smooth with no such stuttering so I suspect it is something confined to p3d only.
  11. Hi I have just installed p3d 2.5 on an old machine- q9550, gtx560ti. With default baron at the airport I am getting smooth 35-40fps but simulator is causing slight stutter every 3 seconds or so, killing the immersion. I have tried lowering all settings yet the stuttering remains. I have used FFTF=0.1 and affinitymask=14 tweak. Using 355.6 driver. Any suggestions on what could be causing this?
  12. The problem I find with fsx AI sounds is when there are too many instances of same type of aircraft they get messed up.
  13. I tried the scenery in p3d 2.5, I have the cargo and fire terminal moving here and there on panning view when I have ut2 traffic enabled. Any ideas on how to fix this?
  14. just found the issue returns when approaching from south. removing VABB_RWY9_LIGHT.BGL and VABB_RWY14_LIGHT.BGL appears to fix it. this disables the rwy lights though.
  15. try these files: filedropper.com/vabbadexcvx put the CVX file in airport's scenery folder and ALT file in world\scenery folder also try after removing cvx_yahoo bgl file from airport's scenery folder
  16. For those still struggling with the elevation issue I think I have found the cause. The airport and its associated terrain is set at an elevation of 27.03m whereas the stock airport is at 37m. There seems to be an issue about changing elevation of FSX stock airports, to correct which ADEx creates what is called a 'stub' BGL file in World\Scenery, in this case it would be VABB_ADEX_ADE_ALT.BGL. Further, from what I gather, this file needs to be in the said folder to have effect. So to create this file what you can do is open the VABB_ADEX_ADE.BGL afcad file in ADEx and change its elevation to something else and back to 27.03m and compile. This should fix the elevation. Remember to backup VABB_ADEX_ADE_OBJ.BGL and replace when done as ADE deletes it upon compiling.
  17. I am trying to use the latest version posted above. I intend to handover aircraft to FSX to fly and land after end of star so I have disabled custom/autogen approaches. I am having issue where AI after exit of star shortly after being released to approach are taken back into slew and go around. In the console it says entering downwind for landing runway, then next comes the detected leaving star - slewing released - aircraft is now on approach, but next for some reason it shows runway not assigned at end of traffic pattern forcing go around. Inside FSX however I hear ATC approach control normally assigning and clearing for intercepting ILS. Anyone pls tell what I am missing here. Regards EDIT: Putting AITrafficPattern=0 appears to have stopped the go arounds.
  18. catchman, Sad to hear that it is locked. I have been very looking forward to something like this too.
  19. I am a little confused with the performance. Though I have an old mid range pc, with workload shifted to gpu I was expecting to get atleast 'some' fps/smoothness gain for the same addons/detail I have in fsx. But all I see different is more ram/vram usage with cpu core1 reaching 100% as in fsx but bottlenecking at somewhat lower performance. For a more equal comparison I put FFTF=0.1, disabled pools and switched to fsx type autogen which helped but still not as smooth as fsx. Another negative is I get long freezes with AI enabled as vram usage maxes out. Maybe that what has been shifted to gpu might not be what is bottlenecking for my hardware and fsx setup.
  20. will user be able to take position of ATC and command AI traffic in V2/planned for future update?
  21. is it possible by any chance to manipulate arrival runways assigned to ai aircraft with this program? by default fsx assigns runways based on direction of origin airport of flight which at many airports leads to arrivals crowding on a particular runway. would be nice to have runways assigned randomly or by airline or aircraft type if fsx allows
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