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Everything posted by Kronovan

  1. I remember the aircraft.ini file from FS9, but I've noticed that this file isn't present in FSX-SE. Is the replacement perhaps all the individual aircraft subfolders located under \Users\username\AppData\Roaming\FSX\Simobjects\ ?
  2. Doh! Yes aircraft.cfg was the file I actually meant. Many thanks for listing the folder location.
  3. Thanks for the reply nolonger. I'm aware of those Steam procedures for moving a Steamapps installation, but those instructions are for moving all games from one Steam Installation location to a new one. I only wish to relocate FSX:SE to the new drive and folder. Meanwhile, I've been told by a number of gamers that cutting & pasting a "\Steamapps\Common\specificgame" folder for a specific game doesn't work, as there's a number of additional support folders and files under \Steamapps that are tricky to identify and relocate. If any one knows of a sure-fire procedure for moving a specific Steam game though, I'm all ears & eyes. 😉
  4. I've found the need to move my FSX:SE install to a different, faster SSD. I spent quite a bit of time tweaking my config to get it to a state where I have decent performance, so I don't want to lose that. I do have a bit of fan-made scenery in my Addon Scenery folder, but it's minimal and all specific to BC, Canada. I also enabled the Adventure Creator, which if IIRC requires some tweaking of an XML file, which was problematic and frustrating. I have Joystick, rudder pedal and throttle quadrant, so I definitely want those settings backed up and reinstalled. So my question is; what do I need to backup other than the FSX.CFG file? I also have concerns about my 3rd party addons. Most were purchased through Steam and I don't expect there to be too big a problem, because most required adjustments in the FSX Settings menus and IIRC those are all written to the FSX.CFG. I have Accu-feel, Active Sky Next, FS Global 2010, HD Airport Graphics, Natural Tree Environment X, and Ultimate Terrain X Canada. I do have some custom settings with Accu-feel, but most personal configs with it were for fan-made Aircraft for which I disabled it. UTX Can is my biggest concern, as it required a lot of tweaking to get acceptable performance. UTX Can installed to it's own folder though and it has an option that allows you to reset the path where FSX is located, so I'm assuming that would recreate the settings in a different location. Without having used that feature before though, I'm not sure about that. If anyone has any experience reinstalling FSX:SE to a different drive on the same PC, or knows of a good doc/reference explaining and listing the important files and settings, I'd really appreciate hearing about it. [Edit] Probably should have mentioned that I also have Steve's DirectX 10 Shader fix. it's files though are installed in one of the User folders on my C (system) drive, so I'm assuming it would continue to work with a new FSX:SE folder location too.
  5. Many thanks for the reply Frank. I'm not sure what EaseUS does other than it sounds like a backup app. I will make copies of every single install folder for my FSX and 3rd party products before reinstalling, so I'm not sure if such an app would be necessary. For me it's more a case of not knowing which files or registry entries I need to put back in after the uninstall and reinstall to the new drive location is complete?
  6. I haven't purchased many missions other than the Explore... series from Steam. I haven't had any problems with them including the freebie aircraft which have proven to be fully FSX Dx10 compatible. When I buy from other sites I pay attention to the compatibility and requirement listings. I've noticed that FSX items on some online stores that state whether an aircraft is FSX Dx10 compatible. Any items advertised as FS 2004 and FSX compatible are a red flag for me and I avoid them. On the other hand, items that list FSX and Prepar3D v4 compatibility have always worked properly. Which makes sense to me, as supporting a newer edition of P3D they're most likely newer, or updated products. There's also the added bonus that, if and when you upgrade to P3D, you'll be able to bring such products with you.
  7. Kronovan

    Good realistic addon for weather

    I would strongly recommend submitting a support ticket with Hifi. I did that and had a solution within a day or 2. Top quality support from them IMO.
  8. Kronovan

    FSX vs Acceleration

    I'm just going to chime in and mention A2A's Accu-Feel addon for FSX and FSX:SE. While its default realism settings doesn't take if far enough IMO for default aircraft (or non accusim ones), its settings for air, land and water realism can be tweaked on a case -by- case basis. I've Found it's water settings in particular to be quite real for aquatic physics and dynamics that effect seaplanes. Not every 3rd party aircraft is happy with it though and I've had to turn off sections for some and in a few cases with fan-made aircraft, turn it off entirely. It does require you to disable the "aircraft damage causes stress" global realism setting, which could potentially impact some of the more realistic modeled aircraft.
  9. I googled and found a FSAddon PDF titled "FSX Mission Editor." I then enabled the Object Placement tool for my FSX:SE install, by following the instructions in the fsxsdk.chm file found in the SDK folder; major pain because Active Sky had a hissy-fit over it being enabled and even crashed FSX, which I resolved by doing some voodoo cut-&-pasting in my DLL.XML. Anyhow, that Mission Editor PDF discusses using a Mission Creation wizard that is no where to be found in the Object Placement tool I have. As well, the whole look of the Mission Creation tool in the PDF is very different than what I have installed and even has a menu bar which mine doesn't. That PDF also mentions running a Setup.exe to install the Mission Creation tool which is now where to be found in my FSX folders. I had earlier installed the Prepar3D SDK v1.4, as I wanted to have the ImageTool. Located in its \docs\Mission Creation Kit\ folder is a "Mission Creation.html" doc that has instructions and illustration that match the Object Placement tool I have installed. So it looks like what I have at least aligns with what was included in the early edition of the Prepar3D SDK. So I'm wondering if the Mission Creation wizard was something that was phased out for the later editions of FSX? Or is it still usable for FSX:SE and available for download on some website?
  10. I've just recently discovered FS Economy, was impressed and decided to join in. When I read about installing the FS Economy client it mentioned there are 2 versions for FSX; a client that uses FSUIPC and one that uses SimConnect. To the best of my knowledge, the only other FSX:SE app I have that uses SimConnect is Active Sky Next; also own Accu-feel, but I don't think it uses it. I also have the FS Panel Android app, who's companion PC server app use FSUIPC. Since SimConnect is the newer FSX technology I chose that version of the FS Economy client. When I read the installation instructions, it mentions that it must use a legacy/earlier edition of SimConnect that's not installed by default by FSX:SE. That would require me to run a SimConnect.msi installer located in the "\FSX\SDK\Core Utilities Kit\SimConnect SDK\LegacyInterfaces\FXS-SP1" folder. My concerns are that it reads like I'd then have 2 editions of SimConnect in my installation of FSX:SE, which worries me that it might negatively impact Active Sky Next. I admittedly have next to no knowledge of the architecture and workings of the SimConnect API. If anyone here who knows SimConnect technology well and can comment as to whether the legacy and newer edition of SimConnect can harmoniously coexist in a single installations of FSX:SE, I'd really appreciate hearing about it.
  11. Kronovan

    loading issue

    I agree too that it sounds like a graphics driver not correctly displaying DirectX 9. However, I don't entirely agree with this statement: Unless by "addon aircraft" you're referring to fan-made, free downloads. I've yet to purchase any FSX Steam Edition compatible addon aircraft, that didn't correctly display textures when DX10 Preview is enabled. That even includes bonus, freebies offered at some online stores. Also includes the freebie aircraft thrown in to packages such as the Discover adventure series. Fan-made aircraft claiming to be FSX compatible on the other hand - for sure, there are few that have updated textures.
  12. Ahah, well that probably explains why I can get the 256x256 textures to successfully convert, but none of the others. Those panels, pilots and interior textures in the Junkers 52 are probably legacy. I was under the impression it was a FSX DX10 issue and not universal to DirectX 10, I just don't understand the intricate details of the cause, or know of a way to fix it. It's all sounding like it's too much effort, while at the same time I'm not willing to chance further degrading performance with any real-time texture fixers; only running an i5 2500 quad @ 3.3 Ghz, with 8 GB DDR3 RAM and a Nvidia TX 680 w/2 GB. At this point I'm going to finally throw in the towel with converting/adapting/massaging (whatever the correct term is) any aircraft textures. I'll either just fly aircraft fully compatible with FSX DX10 (all of the ones I've bought), or live with the lovely, smooth grey primer paint jobs. :) BTW Thanks for all your excellent work on the DX10 shader fix.
  13. I run FSX:SE with DirectX 10 Preview enabled along with Steve's improved DX10 shaders. I like the roughly 5 fps increase I get and the look and effect on my stock aircraft and those I've purchased. Running like that of course eliminates using any of the FS9 aircraft that have been updated for FSX, but never had their textures converted to the new DDS file format. So...I've been trying to convert 2 fan made editions of the Junkers 52, but I'm very frustrated by the process and are about to throw in the towel. I noticed with everyone of my stock FSX:SE aircraft and DX10 compatible ones I've purchased, they have textures in a 1024x1024 DTX5 format with a DDS file extension. I've tried the DXTBmp, Convimx and ImageTool (Prepar3D SDK 1.4 version) utilities to convert them, but have failed each time. Every time I get a little step forward in that any previously missing parts are now present, but aircraft always appear as if every single texture on them was sprayed with a fresh coat of grey primer. I've never seen any of the liveries display correctly. With one of the Junkers I was able to get a few textures that were initially in a 256x256 format to correctly display by converting them to DXT3 format, but those are only a few. I've also tried flipping the original bitmap image, flipping the bitmap image + alpha channel and have event tried creating a new alpha channel for textures where it seemed to be missing, but nothing works. Meanwhile I've scoured the Internet for a good "How To" document, but have come up dry. I did find this this thread from the DX10 forum posted in 2012 , but it never really provides a solution for aircraft textures, or any it does haven't worked for me. I'm hoping someone here might know of a good, definitive document that can provide me with step -by- step procedures that actually work.
  14. I missed this part of your post earlier, but yes I have Steve's DX10 Fix installed. That's one of the reasons I want to keep the DirectX 10 Preview setting enabled - FSX:SE looks great and performs well. :)
  15. Thanks for the tip Jim. I was aware of the Converter X add-on, but I'd read it has some impact on performance. I'm already frame rate challenged (low 20's) in large urban areas with extensive coastlines and diverse topography (i.e. a major city I often fly from & to), so I didn't want to introduce anything that could lower those further.
  16. Well I gave TextureManager the college try, but no joy with it either. I should have probably mentioned that the interiors, dashes and pilots convert just fine. I'm impressed with a lot of what I see on that stuff4fs website and Texture Manager seems like a very good tool, so I might email the site owner about my experiments. I guess I could use the aircraft I've converted if I could be content with a lovely, uniform grey primer exterior - or never go to an outside camera view. 😉 I can just imagine the fictional conversation at the airport, between an admirer and the aircraft owner. Admirer: <whistles> "Geeez, that's the most uniform and even primer job I've ever seen - beeeeauuuutiful! But why the heck did your painter paint the tires, props and all the cables too?" Owner: <Sighs> "You just can't find good help these days. They either aren't enthused enough, or do the job with way too much enthusiasm." 😁
  17. Many thanks for the info Bjoern - I'll give TextureManager a try. BTW The link to the PDF that you provided didn't work, but I was able to find the TextureManager archive and PDF easy enough on the Developer Utilities menu. :)
  18. I've been trying to use some of my FS9 aircraft in FSX:SE and each time the textures are missing. I've noticed that's even the case for free FS9 aircraft downloads that are claimed to be FSX compatible. I've been surprised a number of time that reviewers of such aircraft that claim to be using them with FSX, never seem to mention that they've taken the aircraft through some conversion step. When I browse these FS9 airplane's folders, I notice that the texture folders have files with a BMP extension (what I know to be standard bitmap graphics format), whereas my FSX aircraft texture folders have files with a DDS extension. So I'm guessing that the DDS format is some new (likely more compressed) graphic format intro'd for FSX. So my question is whether it's possible to even use FS9 aircraft in FSX and if so, how do you make the textures compatible? I'm also curious if running with the DX10 support in FSX:SE / FSX Accelerated has any impact on the compatibility of FS9 aircraft; i.e. is this the likely explanation why players using FS9 aircraft with FSX SP2 or earlier don't need to convert anything?
  19. Kronovan

    FS9 Aircraft in FSX:SE - Textures?

    Well in theory if you can convert one way, you can convert the other - at least that meshes with my experience using cartography and GIS software for over 2 decades. That said, in my experience it's rare for anyone to develop a conversion tool that coverts from a newer, optimal format to a simpler, older one. If my theory about the DDS files being a more advanced, compressed version of the BMPs in FS9, converting the other way might be problematic.
  20. Kronovan

    FS9 Aircraft in FSX:SE - Textures?

    I did a bit more research and it is indeed the DirectX 10 support that goofs up the textures. There's even a 3rd party app called Converter X as discussed in this Avsim thread, that will do the graphics conversion on the fly; albeit at a performance hit. I'm already challenged for frame rates in large cities with extensive coastlines and highly varied topography (i.e Vancouver Canada which I most often fly from or to), so I don't want to entertain any solution that will further dent performance. That tool also does't do any permanent conversion, so textures remain in FS9 fromat once you stop FSX. I'm guessing there's some tool out there that can permanently convert aircraft BMPs to DDSs; I just need to find such a tool and how to use it. I normally wouldn't bother with FS9 aircraft, but there's a few that have never been recreated for FSX by fans or 3rd party companies.
  21. Kronovan

    Current FSX state of the art, performance-wise?

    Just my own 2 cents, but I wouldn't buy a new gaming PC with the idea of FSX:SE being the target flight sim. In my recent experiences with 32 bit combat sims that have been recently upgraded to 64 bit via fan-made efforts, performance has improved significantly in each one. If I was to consider a new gaming rig with the idea in mind that a GA flight sim would be the most used app, I'd be looking at what would be required to optimally run Prepar3D v4 or X-Plane 11. For the very reason there's only so much you can squeeze into the roughly 3.2 GB of RAM available to a Win 32 app and there's inherent performance limitations because of that. As an example; 8 GB RAM (provided a 64 bit OS is run) will provide FSX:SE with all it could possibly have an apatite for, but it's far from optimal for either of those 2, 64 bit flight sims. Don't get me wrong, I think Aces and Dovetail did a terrific job delivering and then tweaking a flight sim that could fly well beyond its expected retirement. I still get lots of enjoyment bush piloting around in it, but IMO the 32 bit ship has long sailed. The specs for my next gaming rig definitely won't be based on the needs of FSX:SE.
  22. I spend most of my time in FSX:SE bush piloting around the Pacific North West and unfortunately very few of the smaller, rural airports feature buildings. Meanwhile, I have a nice addon from Zinertek called HD Airport Graphics, that enhances the building and objects at default / plain vanilla airports. Of course those airports must at least have some buildings that can be enhanced. So...I've wondered if it's possible to add just a few plain vanilla buildings to these small airports, so that HD Airport Graphics could take care of the rest by enhancing them with better looking / textured buildings? I toyed around with an airport editor for FS 2002, but my recollection is that as soon as you make enhancements to an airport, it must then be loaded as separate scenery in the scenery library. That was more than a decade ago and FSX is 2 versions newer, so I'm wondering if that's actually the case, or whether my memory is not serving me correctly here?
  23. Yup, it's a weird one. For now, for those times I want to Free Flight out of CYVR I can just have a simple flight plan to load up. My problem is more nieces and nephews that enjoy flying around in the Cub or Robinson, who just want to quick take-off from CYVR and putt around greater Vancouver. Guess I'll just need to take the next step and show them how to load up a flight plan. 😉
  24. I had an earlier, similarly related thread I started back in April, but trying to resurrect it recently didn't result in any replies. Anyhow...I'm hoping my cute subject line might have got people's attention, because I'm at wits end with this problem. I've now tried with 2 different fan-made seaplane scenery addons, to add Vancouver Seaplane (CAM9) while still keeping Vancouver Intl (CYVR) as a selectable current location for a Free Flight. The problem is, the moment I copy a CAM9 BGL file(s) {1 addon has a single AF2_CAM9.BGL, while the other has a AFX_CAM9.BGL + CAM9.BGL} into my \Addon Scenery\Scenery folder, CYVR is no longer selectable as a Current Location for a Free Flight. While I can see Vancouver International in the Current Location drop-down list, any attempt to select it instead results in Vancouver Seaplane being incorrectly selected. When I remove the the CAM9 BGL file(s) from the \Addon Scenery\Scenery folder, Vancouver International can be successfully selected from the Current Location drop-down list. Airporst near other Seaports included in these fan-made addons, don't appear to suffer from this problem. I really want this to work -bought Ultimate Terrain Canada v2 so it could- as I'm a big fan of seaplanes and bush piloting. So I'm hoping someone here can give me some ideas as to how to iron out this wrinkle. Unfortunately my knowledge of the location of FSX scenery files and their contents, is too limited. I do have a BGL viewer installed, so I can look in specific files it it will help with the process. If anyone has suggestions, I'm all ears.