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About tailspin45

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  • Birthday 11/07/1945

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    KCRQ SAn Diego USA

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    ATP, CFII, MEI, CFI-G, Single Engine Sea

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  1. Nope! That was it! Good call! Thank you.
  2. Much later...I did finally get AS16 and ASCA to work in FSX after they released an update or two. And then a product called EaseUS trashed my systems while creating a clone for safety sake. Grrr. So I started all over from scratch and decided if I was going to have to do that I'd do it with P3D4. After adding ENVTEX textures and PTA tweaker to AS16 and ASCA updates I'm happy very happy with the results except I can't get rid of the damn jaggies on the aircraft. But I'm working on it. Still, the clouds AS16 produces, boiling off that ridge in the background, are awesome!
  3. For the life of me, I can't get rid of jaggies on aircraft using GTX760 in P3D4 with all the P3D settings as recommended here. Note the window line in the image above. Sometimes I just want to take crisp screenshots and don't care about framerate, stutters etc but can 't seem to get a clear image. Does nVidia control panel supersede Inspector or vice-versa? I've tried default NI P3D settings to no avail, and tried tweaking the control panel settings but no joy. I have the feeling I'm doing something fundamentally wrong, but don't know what.
  4. I just meant it was weird that some would be labeled Ai and some wouldn't be.
  5. They're in my Aircraft folder, along with a couple others clearly annotated as AI. Weird.
  6. After flying FSX since day 1, my system crashed (ironically while cloning my C: drive) so I decided to start afresh with P3D4. Poking around in the SimObjects folder I find numerous aircraft that do not appear in the selection GUI such as "Airliner", Goose, MV-22, etc. Are they only available to 'Pro" license users, did I screw up the install, or am I missing something obvious?
  7. Actually, your suggestion DID remove the flashing exhausts from the VC views. But not external views.They're in the aircraft.cfg file //---------effects below controlled by XML gauge----------------- //---------------port flash--------------------- //light.11=8, 3.45, -9.55, 0.00, fx_B25_BlueFlash1d //light.12=8, 3.25, -9.55, 0.00, fx_B25_BlueFlash2d //---------------starboard flash---------------- //light.13=9, 3.45, 9.50, 0.00, fx_B25_BlueFlash1d //light.14=9, 3.25, 9.50, 0.00, fx_B25_BlueFlash2d
  8. Well, rats. That didn't work. Commented the line out with the //, but exhaust flashes are still there. And I did verify that it's the right file in the right aircraft and the right line.
  9. Hi! You're everywhere! And so is you're great work! Whoever found a way to make those short B-25 stacks light up was a true artist! But I've never seen them during the day, and at night it's more a steady glow than flashes. Indeed, you can adjust the mixture by the color of the flame. Thanks for the tip! I'm lovin' this airplane. Figures you had something to do with it! Added Solomon V2 terrain and droppable bombs and reliving my Dad's childhood when he was flying over there.
  10. Search for but couldn't find the textures used to create the exhaust stack flashes. I'm not fond of them and would like to remove them. Does anyone know where they are and what they're called?
  11. I wouldn't have commented except for a concern that someone might get hurt using the procedure described. A cable break at 300' is going to be exciting, sure. And getting the nose down is indeed the first priority even if there are miles ahead of you to land. Falling out of the sky can ruin your day. If you and your ship are up to it, pushing over at zero G after a cable break would be optimum because no G means no lift means no induced drag means no slow down so much—all designed to get into a best L/D attitude. And that attitude, it's worth remembering, means you have to pitch from about 45º nose up to say 10º nose down. That's almost 60º and will take a deliberate push to avoid slowing down too much during the maneuver. It's tempting after the extreme nose up attitude to be satisfied to just get the nose back to somewhere near the horizon. But with the nose still up and the bird still decelerating, your setting up a stall. That said, a stall at 300' won't kill you if you recover properly. An improper recovery—a pull on the stick instead of a push, stimulated by ground fright, inexperience, or poor training—can kill you, however. I read somewhere recently that at Fighter Weapons School someone told a class to always remember that the ground has a kill ratio of 100%. (Yeah, I know, that's not a ratio. But, give them some slack, they're Air Force.) But I digress. My point is the attitude required to get to best L/D is most certainly not achieved by pointing your aircraft at the ground nor looking for Vne. In fact, I doubt you could reach Vne from 300' in a sailpane anyway, unless the wings already came off. Why not? Induced drag again—and that's the reason why pushing to anything near Vne is a bad idea. You may gain some speed, but in doing so you'll have burned off a whole lotta energy as drag, energy that you can never get back. In short, things do break and you will make mistakes. What you do about it is what matters. Any time you have to succeed at some extreme maneuver to survive it's not something that should make you feel good because you've already flunked. Or said another way, "Truly superior pilots are those who use their superior judgment to avoid those situations where they might have to use their superior skills."
  12. Just in case anyone reads this -- as a CFIG I have to make sure you know just about everything he says is wrong except the part about trying to force the turn with rudder.
  13. What he said! Share here!
  14. As a huge enthusiast of ASN I bought and installed AS16 and ASCA without a second thought. Boy, was I disappointed. So, after several hours of uninstalling and reinstalling and googling and reading and fiddling, I concluded that the products were way below the HiFi standards and the results produced with REX textures + ASN. Then I looked at the weather settings in FSX and realized that AS was not selected and thought that was the problem, all was forgiven (see my post elsewhere here). Oops, no. FSX defaults to clear skies when the weather settings panel is opened, and selecting anything doesn't change a thing when AS16 is running. The latest hotfix notification came up during one restart and I thought, "Hooray, they figured it out, all will be fixed. Nope. Not only were the textures just as bad, but on every subsequent launch I got a pop-up saying there was a new update and when I selected it was told it couldn't be done because of some process already underway. Uninstall and reinstall, yet again. So I wasted more time trying to figure out how the clouds could look so terrible, what I could be doing wrong. I even dug through the CFG file, changed textures from 1024 to 2048 and then even 4096. No joy. The clouds still looked like cartoons. So I tried to go back to ASN. Seems AS16 and ASN require SimConnect settings that are not compatible, so that has to be done all over again. No switching back and forth. (Yes, I quit FSX first) The good news is ASN is once again producing delicious clouds, and I can create screenshots that are often mistaken for real photos. (That's the Manfred Jahn/Jan Visser C-47V3 with the exquisite vintage VC that was released yesterday at Sim-Outhouse.com http://www.sim-outhouse.com/sohforums/local_links.php?catid=34. Yes, I like the ASCA cirrus, yes I like the AS16 effect of clouds wooshing past when I go IMC, yes I still think I might be doing something incorrectly to get such poor results. But I'm feeling ripped off right now. Can anyone offer suggestions on what I may be doing wrong?
  15. Jan Visser announced today that an upgraded version of Manfred Jahn’s popular freeware Douglas C-47 for Flight Simulator X and Lockheed Martin Prepar3D is now available with an authentic vintage virtual cockpit and other improvements. A version that drops paratroopers is included. Under development since late 2013, the v3 beta release includes various external model upgrades including detailed 3D engines; a new flight model; new cockpit and engine sound sets; and a new interactive checklist with optional audio callouts. The development thread at sim-outhouse.com has accumulated over 1800 posts and 480,000 views. “Without a dedicated team of volunteers,” Visser said, “this aircraft would never have gotten off the ground. Manfred’s new monitor panel and checklist, Ted ‘Tufun’ Wolfgang’s engine and cockpit sounds, and Daniel Gauthier’s crew communications and interactive checklist are highlights, but many people cooperated to make this extraordinary aircraft available.” The developers are located in Australia, Germany, The Netherlands, Switzerland, and the United States. This release is a public beta. Some features, like cockpit night lighting for FSX users and an interactive on-screen checklist for FSX and P3D, will be added soon in updates. Skins from v2 are compatible, but will require minor modifications to take advantage of enhancements. A paint kit and new bump map skins will also be available. The FSX and P3D compatible aircraft and pilot handbook can be downloaded free from http://www.sim-outhouse.com/sohforums/local_links.php?catid=34&linkid=21645http://sim-outhouse.com.