• Content count

  • Joined

  • Last visited

Community Reputation

21 Neutral

1 Follower

About kristolz

  • Rank
  • Birthday 07/11/1984

Flight Sim Profile

  • Commercial Member
  • Online Flight Organization Membership
  • Virtual Airlines

Profile Information

  • Gender
  • Location
    Trondheim, Norway
  • Interests
    Everything technological

About Me

  • About Me
    Broadcast Engineer at Norwegian Broadcasting Corporation

Recent Profile Visitors

274 profile views
  1. I’ve seen something similar a few times, when altering altitude constriaints on a STAR during descent, that the AP will start a left turn for no reason, and continue to do so, probably to catch a waypoint not visible on the ND, nor the McDU. The FD mode is still showing NAVTrk, although the plane is flying all by itself further and further away from the magenta line. Seems like a bug to me. Does not happen every flight, so not entirely sure how to reproduce it..
  2. Thanks - that worked this time around! Strangely it didn't last time I tried (hence this post!)
  3. Hi! I like having the Play aural on AP Disconnect turned on. However - there is a problem. When I disconnect the AP via the glareshield, Betty will not shut up. In the old model, I recall having to press the yoke AP disconnect button to shut her up in the old 2010 dog. In this version, pressing the disconnect button twice, makes no difference. Betty will yell all the way down, and not quit. Is this a bug, or am I doing it wrong?
  4. Maddog & MD Rotate worth?

    Hi! I have both! I even have the ATS MD80 which breafly was available on the org. A shame they never finished it properly - it has so much potential! Both the Rotate and the Maddog are great! They both have their pros and cons. Rotate: Beatiful 3d modelling on the outside. A wash of brilliant detailed liveries. A good load manager. (new in 1.4) VC Graphics are great, though a bit too "cartoonish" for my taste. Sounds are not great - to be kind. Systems: As far as I can tell, they are all there, and some of the 80s quircks as well. Flight controls seem a bit to jiggly, but you can tune these with a seperate profile for your joystick/yoke/pedals, to be a bit more sluggish, as I reckon they are in real life. Maddog: Beautiful modelling both inside and out. It perhaps looks a bit more like the real MD80, judging from pictures, and a childhood memory of visiting the cockpit of a Spanair 83 in 1994. VC Textures look a bit washed out color/contrast vise to my liking, but that is nitpicking. The 2D McDU is probably lifted from the old Maddog 2010/2008 - it's really low quality, compared with the rest. Willl probably change soon! Sounds are not great. 95% of the sounds are probably from the old model - they are really low quality. The quirks and failures you can trigger by not handling it as per the manual are really challenging!Example: If you don't turn on the fuel heat in a long cruise, and neglect the warning panel, the engines will flame out! The Maddog is a "new" release, and will probably get even better - the Rotate looks like it has had it's prime - the developer is more focused on the MD11 project. That said - they still update it. ---------------- I like both very much, and can't really choose between them! I love handflying in X-Plane - it feels so much more immersive somehow - the plane reacts in a way that is more in tune with what I would expect it to do, without having too much real life experience. That is more down to the sim core than these plugins to be honest. Tough choice choosing between them! Good luck!
  5. Hello! Thank you for a brilliant aircraft! Will offsets be made available in the future, so one could bind a hardware controller or write LUA scripts in FSUIPC? I know there is a Event Command-function in the Load Manager, but doing this via FSUIPC is probably easier / more flexible, for us who don´t have space for a full size cockpit, and have to make amends wit a Thrustmaster Warthog Throttle Quad, and it´s limited buttons. An example of use case: APU Start / Shutdown: The Thrustmaster has only a on/off switch, but the switch in the plane have three positions. In LUA, one could program the On/Off hardware switch to, given that the script has not run before, first switch the APU switch to ON, then wait a second, then flick it to start, wait a second, then release it. It´s not brilliant, but hey - it´s much cooler flicking a physical switch!
  6. If you are running P3D 4.2, there is a fix for the zoom issue ( I had the same problem last night). There is an update here: Hope this helps!
  7. Flashback from a few trips from EKCH to LEMD seated behind the aft galley: They are really loud, and the whine is really cool! Even cooler on the outside..:) Hopefully sounds will improve over time - the rest is already a work of art!
  8. I love this thing!:D Performance is great, and everything is as it was in the good old Maddog! Did a quick flight from ENVA to ENGM. It went so well, I figured I'd just turn around and go to EKCH. I must have done something wrong (Ice perhaps?) - the AP refused to engage after takeoff, probably because the pitch trim did no longer want to move. Tried the suitecase handle and the alternate trim, but it was still stuck in takeoff position. She became a real interesting Maddawg to fly with a stuck stab! Managed to manually fly her back to ENGM, and now she is parked here for the night...:) Hopefully they fixed her by tomorrow afternoon..;)
  9. Thanks Cesar! Indeed - it´s perhaps one of the most important parts for creating a realistic experience. As I´ve mentioned in another thread, I´m an audio engineer by trade, and have worked a lot with "lossy" audio files / formats over the years, so my ears have become seriously oversensitive to any form of lossy compression or sample rate conversion issues (or lack of full 20kHz resolution). Sadly, there are no MD80s left in Norway. If there had been one, I would gladly have made stereo recordings of the avionics etc, and tried to filter out as much ambient noise as possible to all the aural warnings. A stereo recording of the cockpit, with fans and servos, recorded from several positions, partially mixed together would probably be the way to go:) Hopefully you´ve got a MD80 at hand somewhere, available for a full days recording session! Hopefully it´s easier to embed higher quality sound files in P3Dv4, now that the 32 bit anchor is left at the bottom of the software ocean. Anyway - I will still buy it - the old Dog is one of my favorite aircraft of all time - both in the real world, and in the sim(s). Best regards, Kristoffer.
  10. I´m really looking forward to the release! I´ve had the old Dog in the hangar for far too long, since it was pretty much INOP in P3Dv3.x One thing i noted in the preview video is that the cockpit sound samples sound exactly as they did in the FS2004-version. They have a harsh, 22,5kHz sample rate + bit reduction mono sound to them. Hopefully it will be possible to replace some of the sound files with better resolution ones - especially the avionics.
  11. Some advice on VR

    That is the question... I'm hoping to avoid AA altogether, or nearly, and save a bunch of GPU power that way. One could take comfort in that on the CES demo last week they ran it of a laptop...:
  12. Some advice on VR

    I borrowed a HTC Vive from work last weekend, set it up, and was instantly hooked! VR is definently the way forward for simming! Although - I discovered some caveats, similar to yours. 1. The ”screen door-effect”: it is pretty noticeable, especially when trying to read any of the cockpit dials. Tried flying the 172 G1000, but had to give up - I couldn’t read any of the dials unless I stuck my nose though the dash like a narrow sighted 80-year old. I tried several settings, and combinations of super sampling and AA to get a tolerable result. I recall ending on 1.8 super sampling, and 2x AA with HDR. Anything over that wold kill my Titan X Pascal. I also overclocked the GPU to 2.1gHz, which improved smoothness drastically! Most other VR titles available thorough Steam VR are made with the poor resolution of the Vive and Oculus in mind, so everything is huge! X-Plane was not, and if the cockpit size is to remain 1:1 in VR, it has to stay that way. The only way forward, is to increase the resolution of the built in screens. There is a new Vive, called Vive Pro on the way, which boasts a 70% increase in pixel density. There is also a new Rift coming. Im holding of buying VR until the Pimax 5K and 8k are available. The 8K offers a wider field of view, and 2x 4K resolution, which - if we are to trust YouTube - nearly eliminates the screen door effect. (This does not make it a true 8k VR headset - it’s just dual 4K). If it is enough for x-plane - well - time will tell! 2. Blurrieness when looking up and down with your head stationary. A big problem for me. Turns out that the lens made to wrap a flat screen around your eye balls has some serious chromatic issues, so the colors and pixels turn into a smudge when looking around the lens. This is supposed to be better in future generations.. 3. Performance: as long as 45fps are kept steady, all is well. When it’s not, bring out a plastic bag: you are gonig to puke. That said though - flying over ortho Alicante, doing visual short finals in the 172: it’s nearly as good as in real life! Not having to use a mouse or hat to pan around is brilliant! Track-IR has never worked for me, but this did - instantly! I did try flying and manipulating the potentiometers etc with the touch controllers. I didn’t like it..ended up flying with a yoke, throttle and one touch controller. I found it very hard grabbing the knobs with the touch controller. Maybe it was something wrong with my lighthouse setup, but it could definently do with some improvements. cant wait for the next gen VR headsets to hit the market!
  13. MadDog update from Facebook

    I know the MadDog is a whisper jet:) I always tried getting a seat in one of the single digit rows when traveling with one, back in the days SAS and Spanair had them. i am a audio engineer by trade, and tire very quickly of sound that is either heavily bit reduced or poorly sample rate converted - my brain starts to bleed out of my ears. I know many developers back in the days used many “tricks” to save VAS and other resources, and therefore compressed/bit reduced the audio, and/or kept just a mono (l+r) mix. Nowadays there is no need to go mono, 8 bit or 22050kHz sample rate. Anyway. What the Dog needs, is a new, stereo recording of all the avionics fans, recorded from the pilots seats, with a good stereo mic, or a 50cm French pair setup. If I had access to a real MD80 I would record my own and share, but since the Dogs left Norway a few years back, I can’t..:(
  14. MadDog update from Facebook

    Looks good! Does anybody happen to know if there is a plan for a higher resolution / less compression / stereo etc, sound set from the developer? To my ears the sounds are exactly the same as they do in the FS2004/FSX-version - just as low res and mono.
  15. Flying with live traffic!

    @kiek you are a superstar! Thank you for this absolutely brilliant, and astonishing tool! You´ve given me back a LOT of performance in P3D, that I now can use to fly with higher autogen settings, wile smooth, and with AI traffic following SIDs and STARS. To improve on VAS usage with AI-liveries, you can use the the Ordenator Texture Optimizer (made for Skyrim) to mipmap and compress textures to DXT. It can be downloaded from here . There is a tutorial on how to do this on AVSIM somewhere, but in a nutshell: 0. Point the program to the WoAI (MyTraffic etc) path. 1. Select Make if not mipmaps. 2. Resize down, and select if > 1024. 3. BE SURE TO LET THE PROGRAM MAKE BACKUPS (if you screw up etc): 4. Select "Make Backup" and point it to an empty directory. 5. Press the Start button, and make coffee. I´m not sure that it will improve performance that much, but it´ll sure help VAS consumption. Many of the WOAI textures are big. (This tool can also be used to compress textures in airports. Many scenery developers offers lite texture packs to save on VAS, but they don´t use lower res textures in all objects necessarily. The texture quality might suffer a bit up close, but who cares, as long as you don´t run out of memory.. fair trade:) ) .