Everything posted by EzRyder
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Toolkit Converter arguments
you are not correct, just add '/a' to the end of the command - the temp output folder is still needed so your command would look like: Contentconverter.exe fsx /i:"G\FS\FSX" /o:"G;\FS\TempContent" /a then you will end up with a "G:\FS\TempContent\FSXWorld.flightaddon" file which has to be manually added using the Addon Manager in addition to the temp files normally created.
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FSX blurrs out and becomes white
You may have better results in the FSX ("Microsoft Flight Simulator X") forum, this forum is for "Microsoft Flight" a completely different game. In addition I suggest you give some PC stats like Operating System, RAM, Processor, FSX version, etc.
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Converting FSX aircraft to Flight Tutorial?
I have this saved in txt form but no idea who posted it. I cant get this forum to allow me to post or copy anything so not sure how to give it to you. Also you should understand that this 'conversion' doesn't really work right (still alpha for sure) and even the piper cub, the only aircraft that converts 'out of the box' requires some graphics edits to work at all (the windshield is black because of the reflections). and of course it has no gauges either. I will try to get something working so I can attach the txt to this post but its not an easy process, and the 'instructions' are not very clear. Having said that I have managed to get a total of 4 aircraft to 'convert' with 2 more or less usable (I've tried several hundred ) 3 of these are default FSX or FS04 aircraft (Piper J3 Cub - Cessna 172 & Extra 300S) and one is the Dart Kitten II from Classic Wings. The Piper and Dart actually fly decent. there is a post from me on the top of page 3 of this forum with more details (again I cant get copy to work :L ) Also the Piper only worked with ver.1.15 not with the latest version of the toolkit Edit: As a temp Fix I thru the txt files in the last link on that page 3 post you will want to look thru both txt files in that folder.
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Multiplayer?
Are you in GFWL mode thru the toolkit? As far as I know the Microsoft servers where shut down a long time ago. There is however a way to play multiplayer thru the toolkit using a server I think was setup by stonelance, but I don't know much about this as I don't use it. Hopefully someone with more knowledge about the toolkit multiplayer will respond here.
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Flight cliff textures
While I cant speak directly on that statement or what ever he may have meant I will give you my thoughts here. The 'converted' scenery is not going to surpass all available scenery addons that may be found for FSX, IF you have enough machine and patience to set them up and use them properly. However even after you install the toolkit and convert the scenery you can still use Hawaii and Alaska scenery from Flight which DOES rival at the very least anything seen in FSX. Frankly I believe your 'over thinking' this the best way to find out 'how good' this or that is - is to try it, a lot will depend on your pc and settings anyway. Also you can still use FSX when you want so no harm done. By the way, I believe most of the 'conversion' replaces FSX stuff with Flight textures/models so not exactly converts it. Meaning if you add say orbx scenery and try to convert it - it either will be skipped and not converted or will make no difference, but just a guess here.
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Eiresim Lanzarote
I believe your in the wrong section. this is the "Microsoft Flight" forum. The only reference I find on google suggests this is an addon for "Microsoft Flight Simulator X". These are 2 different games.
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Flight Toolkit "World Region UI"
you will, infact this is a required addon for the FSX scenery, if you didn't have it then there would be no way to select these airports and locations
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Toolkit menu options and world scenery
You are correct the FSX scenery conversion uses ContentConverter.exe which is a command line utility so has no 'menu' Its worth mentioning that the second directory ( /o "xxx" ) referenced in the bat file is the temporary output folder (used to hold the converted files and can be named anything you wish) for the converter (output). Some have had to manually create this temp folder but that may have been fixed by now, also it is not used by Flight since the 'addon' is written to the addons directory at the end of conversion. Also note the conversion will take a good long time to complete so be patient (in my low end pc it takes more than 2 hours) And yes after conversion you will want to fire up the Addon Manager and 'activate the addon if its not active (this will also take some time ~15 minutes) The first directory ( /i "xxx" ) as you appear to understand is the install directory of your FSX (input). In addition I like to use the /a option on the end which tells the converter to create an actual .flightaddon file but then I have to manually add this to Addon Manager, but it allows me to save the addon for reinstall later if needed. here is my bat file for comparison: "C:\Program Files (x86)\Flight Tools\Flight Toolkit\ContentConverter.exe" FSX /i:"C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X" /o:"C:\FlightTemp" /a Pause Basically there are only 2 GUI programs that come with the Toolkit that 'do anything', The Addon Manager and the Addon Builder, the other 2 are mostly for developing addons and 'looking at' the available assets to do it with. I personally haven't used the dev apps more than just looking at them as the main one I use is Addon Manager so cant explain them at all. Not sure if this is what you are looking for but figured id give you what I could
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Alaska Install problems
the steam version of FSX is fine to convert, what they mean by 'unmodified' is that you don't have addon scenery, like Orbx, that probably wont convert properly installed. But of course, as you already stated you will have to point the bat file to the correct install location.
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Original default Aerocaches?
yep the in game marker disappears and in the aerocache menu it shows with a check as done
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What is Flight Toolkit?
Don't be afraid to install the toolkit, most Flight users here have it installed because it allows 3 things that will improve your enjoyment. 1- the addition of repaints for all the aircraft (most are available in the Avsim Library) 2- the conversion of the entire world (if you own any version of FSX) 3- the ability to use multiplayer again number 1 and 3 are pretty straight forward and easy to do, converting FSX scenery will take a little work and time but its not terribly difficult, if you wish I will happily post the cmd file I use to do it.
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Original default Aerocaches?
If I recall most of the original aerocaches are there, also some custom ones that are user created so you will likely run into a few by coincidence again Also there is an addon that 'fixes' the need for the Alaska Pack addon allowing people that don't have it to use the toolkit, but you can simply go ahead and add it if you purchased it already.
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What is Flight Toolkit?
Editing previously installed default Addons may cause issues as Flight uses meta files to check for corruption, it may be better to simply extract the files - edit them and then create a new addon using the Flight Toolkit. (dot)PAK files are just zip files and can be extracted using most common zip utilities. Also you may want to disable the original addon before enabling any custom edited ones with the toolkit to prevent overwriting the same files. I do not suggest you mess with any of the payware addons tho, these are likely to have license files/reg entries that will also cause errors I would guess.
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Flight Toolkit 1.1.22
this sounds like a permissions problem but I simply don't have enough knowledge to say for sure be sure to try stonelances suggestion first as he knows a lot more about these things than I would Did you purchase thru Steam? if not i have no idea why you would get that message. also if not I would suggest you follow the directions here by KavindaJD to re install Flight and your previously purchased addons directly from MS not from Steam. Pay special attention to the 'latest GFWL' link this is important. http://www.avsim.com/topic/482726-is-flight-and-content-still-available/ wait i just re read your post and GFWL is dead so not gonna help there, will need to get toolkit working before you can get your addons i guess I hope you can get this working with the least amount of frustration possible but this really sounds more like an issue with your permissions than with Flight or the toolkit.
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Flight Toolkit 1.1.22
I believe the toolkit logs go in: C:\Users\<your user name>\AppData\Local\Flight Tools\Flight Toolkit but you may not be getting that far I don't know. Also not sure if this would be for the installer itself or just the installed program.
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Flight Toolkit 1.1.22
HiFlyer, I don't think its Windows 10 issue as I've installed / uninstalled on my Win 10 64bit multiple times with no problems. Googling this gives a few results that may be a help but you may want to wait for someone with more knowledge than I before you proceed, these look promising though: https://support.microsoft.com/en-us/kb/976982 This issue may occur if the MSI software update registration has become corrupted, or if the .NET Framework installation on the computer has become corrupted. and http://www.thewindowsclub.com/windows-error-code-0x80070643 You may or may not get an Error Code 0x80070643 at the end. This may occur when the installers has insufficient privileges to modify a file or a folder.
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Aircraft Conversion and ver 1_1_22
sent you a pm hope it helps just looked thru it, at first glance I noticed the interior model file is a different size but may be more differences.
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Aircraft Conversion and ver 1_1_22
Well dang, I just tried some more aircraft with ver 1_1_22 and then again with ver 1_1_15 - found another aircraft that doesn't render the model at all when I import it with ver 1_1_22 but does render imported with ver 1_1_15 :( Guess I will go back and try some more with 1_1_15 to see if I can get the couple (at least 2) that I tried that did the same thing Both the Piper and the Beach Baron render only if imported/converted with ver 1_1_15
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Aircraft Conversion and ver 1_1_22
this is true the root chord is the widest point (measured at the base of the wing) and the mean chord is an average over a tapered wing but in the case of the Cessna these 2 would be real close to the same. the 'apex' would be the highest point of the airfoil, while not exactly the center of lift it again would be real close (a lot closer than zero anyway) this one I'm not sure about, I was assuming it was a reference to the rudder as it asks for long and vert offsets only - no lat offset - by using the rudder offset from the cfg file it does cause the aircraft to turn better on the ground but still may be wrong as you suggest. Just the same ones I used for wing apex position plus a few more for size [airplane_geometry] htail_area = 28.0 //Square feet htail_span = 10.5 //Feet htail_pos_lon = -13.1 //Feet, longitudinal distance from reference point, negative going aft htail_pos_vert = 0.0 //Feet, vertical distance from reference point, positive going up htail_incidence = 0.0 //Degrees htail_sweep = 10.0 //Degrees, horizontal tail leading edge of course the tailfin does give 'some' lift (not much) but more important it 'distributes' (thru forward motion forces) lift to the aft first some notes here, not all aircraft leave the Lift value blank, the Extra300S for instance fills this in (from what I have no idea) but it isn't from any cfg number I can find. Yea I thought the same here, so I just added what I could find here for the Hanger view (also may have some effect on missions Like the MaxTakeoffWeight & SeatingCapacity) There are only a few from aircraft.cfg that I added: max_gross_weight I added as MaxTakeoffWeight & MaxLandingWeight full_flaps_stall_speed added to StallSpeedVs0 flaps_up_stall_speed added to StallSpeedVs1 I added a few more but these either came from the Definition section or google like ServiceCeiling, RateOfClimb, GlideRatio etc Another note here: its possible to remove sections in StaticProperties.simData with no apparent ill effects, I removed a couple sections that reffered to waterlanding distance just to see if it broke things, all it did I could see was remove these values from the Info tab in Hanger view. so far all I'm changing to get them to fly is the Lift in Aerodynamics and the CG in BaseProperties (Oh and editing the textures to fix the glass alpha problem), by manually adjusting these a little at a time I can get a 'fairly' stable aircraft but obviously it isn't right - another note here is the trim doesn't seem to have any effect, likely its because I'm screwing with the CG so throwing of the balance to far for trim to be noticeable.
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Aircraft Conversion and ver 1_1_22
My first 3rd party Aircraft !! the Dart Kitten II from www.classicwings.net converted correctly some pics here with one of the Hanger window also: https://onedrive.live.com/redir?resid=93EF7AF58A9E9F26!104&authkey=!ABZOEDzzI62DeGM&ithint=folder%2cjpg
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Aircraft Conversion and ver 1_1_22
Looking closer into the Aerodynamics.simData I found the location of "Lift" isn't set also the wingchord was wrong. aircraft.cfg: [airplane_geometry] wing_root_chord = 4.9 //Feet wing_pos_apex_lon = -2.4 //Feet, longitudinal distance from reference point, negative going aft wing_pos_apex_vert = 0.0 //Feet, vertical distance from reference point, positive going up so edited those here Aerodynamics.simData: <ReferenceWingChord>4.9</ReferenceWingChord> </Aero.AirplaneAerodynamicGeometry> <Aero.AerodynamicCenter Type="Lift"> <Position> <LongitudinalOffset>-2.4</LongitudinalOffset> <LateralOffset>0</LateralOffset> </Position> and the rudder: vtail_pos_lon = -16.2 //Feet, longitudinal distance from reference point, negative going aft vtail_pos_vert = 1.5 //Feet, vertical distance from reference point, positive going up <Aero.AerodynamicCenter Type="Side"> <Position> <LongitudinalOffset>-16.2</LongitudinalOffset> <VerticalOffset>1.5</VerticalOffset> cant find any reference to the Horizontal Stabelizer (TailFin) in the Aerodynamics.simData (May be part of the problem) this helped a lot but still having to move the CG forward some (@ -0.5 atm) to get hands off flight in addition I did add some missing data to StaticProperties.simData Most importantly was MaxTakeoffWeight & MaxLandingWeight taken from cfg max_gross_weight, likely most of this stuff is just used for missions but its nice to see the range and such in Hanger view
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Aircraft Conversion and ver 1_1_22
I'm sure you are right, it just seemed to me that the first line states "distance from FlightSim Reference position" then maybe the CG was being give from that point "distance from specified datum" while the converter might still be using the FlightSim Reference Position as the starting point for the -3.0 value. But I'm just guessing so please don't waste your valuable time on my assumptions. I'm just messing around and filling in missing data now but still cant get the aircraft to balance out yet, it 'noses up' badly after takeoff even after moving the CG forward, so likely it is something else any way.
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Aircraft Conversion and ver 1_1_22
More Success, I have gotten all the Cessna files back in the build with only 1 edit - some balance issues but not bad still. So here it is - I found this in the aircraft cfg; reference_datum_position = 3.6, 0, 0 // (feet) distance from FlightSim Reference position: (1/4 chord, centerline, waterline) empty_weight_CG_position = -3.0, 0, 0 // (feet) longitudinal, lateral, vertical distance from specified datum and in the BaseProperties.simData: <DatumOffsetFromModelCenter> <Position> <LongitudinalOffset>3.6</LongitudinalOffset> <LateralOffset>0</LateralOffset> <VerticalOffset>0</VerticalOffset> </Position> </DatumOffsetFromModelCenter> <MassProperties> <Mass>51.28357</Mass> <CenterOfGravityFromDatum> <Position> <LongitudinalOffset>-3.0</LongitudinalOffset> <LateralOffset>0</LateralOffset> <VerticalOffset>0</VerticalOffset> </Position> </CenterOfGravityFromDatum> where it appears the converter just grabs the CG from the second line of the cfg BUT I believe it needs the difference between the 2. By changing this one line here <CenterOfGravityFromDatum> <Position> <LongitudinalOffset>-3.0</LongitudinalOffset> to <CenterOfGravityFromDatum> <Position> <LongitudinalOffset>0.6</LongitudinalOffset> I get a flyable aircraft - it still has some balance problems and wont quite 'trim out' yet but still looking thru the files to see what else may refer to an ambiquous data point rather than the actual datum position I'm guessing the converter uses.
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Aircraft Conversion and ver 1_1_22
First flight in Cessna !! https://onedrive.live.com/redir?resid=93EF7AF58A9E9F26!119&authkey=!AOKJLoLSmkl-rNk&v=3&ithint=photo%2cjpg although it flies a LOT like a Piper Cub hehe replaced all the simData files from piper and now adding the Cessna files back a couple at a time to narrow down if I can locate 1-2 files I will start replacing data, chunks at a time, see if I can get it closer.