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Rogen

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Everything posted by Rogen

  1. I don't have v6, but given the plane is no cost there is nothing to stop a trial of it to see if it does. Just be sure to grabe the latest windshield.dll from A2A. Cheers
  2. Manfred Jahn & Crew is the one you want. Don't get that megapack, it's an x86 release and is missing quite a bit. Grab the PBR version from Sim-OutHouse, you'll need a login to do so and might be a good idea to perform a search in case there is a newer download link. The PBR version will need the correct Windshield.dll for the rain effects obtainable from any P3D installed A2A aircraft or direct from A2A. Here is an AVSIM posting regarding. There are quite a few PBR paints available, I've installed 30 but there maybe more available now. There is also available a "Ground Controlled Approach" system which is a precurser to the ILS system in use today, ideal for installation in a plane of this era. Also the Aeroplane Heaven version is a freebee so you could give it a trial at no cost to yourself, that said I've found AH's planes to be lacking in many areas, but then again it is now free. Cheers PS: don't miss the discussion thread on the PBR download as it includes a couple of dropbox fix downloads and the paintkit.
  3. I played a little Starfield on a friend's Xbox and 86 inch TV last week, sitting in front of the big TV made it a quite spectactular time and the game certainly played well enough on the XBox (current release XBox). Made me think about the time I played fallout 3 quite some time ago, so I reinstalled fallout 3 on my Ryzen 5800x and 3080 Ti along with a host of nexus mods and it's fantastic, plays much better than I remember it all those years ago adn the mods hugely expand the look / feel and playability. New hardware makes all the difference, even installed Crysis with updated textures and additional mods including an AI mod that makes it very much harder due to the AI NPCs now working together to do things like flanking manovers. Cheers
  4. Just a further comment (or rant... 🙂 ) This sort of issue mostly occurs because of the "free" notion of updates. Typically when an item is first released there is a flurry of sales followed by a series of updates as more users = more issues found. With the item stabilsed and the initial sales rush over, it'll drop in the sales count and the dev will move onto building the next big thing they have in the pipeline. And, as more users of the host platform discover the item, sales will tick along although typically not at the initial flurry. Rinse and repeat... For a long time being as there was only FSX and FSX-SE the above was all the Dev houses needed to do as the host platform never changed. Now throw a spanner in the works via a new release of the host platform. The original item now needs to be revisited and will require development to support the change in the host platform. From a develpment point of view this can be quite expensive to do and require scheduling within the current ongoing work, scoping of what is needed (e.g. a minimum required update or use new options to the full), budgeting the cost of the changes and calculation of the ROI (return on investment). The existing consumers might want an update, but that's going to cost time and money, so how's that going to be paid for ? most users scream "free". And a dev will have to consider, if sales have reduced to a trickle, is it worth it overall ? Some Devs will perform just the minimum needed, as is the case with these Milviz products and most other dev houses, others won't do anything at all and the product will be discontinued. Mind you any platform is affected by this type of senario, more so MSFS as it's notion of constant "required" updates means revisting on almost every update of the host platform. So how does a dev cater for allowing such update occurances ? Well... if your sales have been in the 10s of thousands you can probably afford to do it as a freebee. But what if your sales have only been a couple of hundred ? in that case it is unlikely to be an affordable thing to update for no charge. Here MSFS has the advantage as MSFS vs. P3D sales counts would very likely be as above. In the commercial world of software such ongoing updating has been historically catered for via an ongoing maintenance charge, paid support agreement or nowdays as a subscription. Paid support agreements, are where payment is maintained for ongoing support of the product, usually in the form of a contract with stated terms and conditions. For the annual maintanence method a purchased product would entitle the purchaser to a year of access to any ongoing updates released provided maintenance payments are kept up to date (maintenance usually charged as ~25% of original purchace price). The maintenance payment method provides devs with income to cover for keeping the item in continued development. For the consumer it has the advantage of keeping the item in use even if maintance payments are discontinued. Subscription is nowdays the favoured commercial choice. It's typically a cheaper initial purchase outlay. It's not regarded as a capital purchase for tax reasons (capital expenses are depreciated over years where as a subscription is fully claimable in the first and ongoing years) noting not all countries tax systems work the same way. The item is kept in development and auto updated. Unfortunately with subscription based software stopping payments also means loosing access to the item. Subscription is what the corporate world wants for both company and consumer based software and services as it is the path to maximising profits, as is basing that subscription on cloud delivered software e.g. Microsoft's Game Pass, Office 365 and other Azure software, and Google / Amazon equivelants, additionally there are the streaming TV platforms. Although big and powerful company's can be a problem for consumers, in Australia we have the Australian Competition & Consumer Commission to support the consumer e.g. the ACCC is the reason Steam provides refunds and is part of the reason why Amazon has simplifed their prime membership cancellation processes. The ACCC keeps records back to 1995 and can be searched if interested Anyway rant over... Cheers
  5. Happy to help, the plane is a good example of an FSX plane that's been made compatible with later versions of P3D. Llikely the most they did was recompile the gauge dlls for x64 and change the installer. So while it is compatible persay, it's only compatible in the limited scope of yes it works but without any later P3D specifics. Cheers and have a great day 🙂
  6. Ok, getting somewhere. It'll never work from an addins install location, try with the aircraft installed to the sim root for v5. You shouldn't have to actually install it, just copy the aircraft's simObjects folder into the P3D root simObjects folder and comment out the sim objects section in your add-on.xml
  7. Well... without the lighting service running there will be no lights. The aircraft appears to call and run the exe automaticaly, as in it's not defined in the P3d exe.xml. e.g. I load the aircraft and the exe starts running, I load a different arcraft and the exe stops running. Is the exe running on v4 ? AV is not blocking the running of the exe perchance ?
  8. Great, although it kind of looks like there is no glass now, but considering how blue the CP was previously it's better. That streak around the bottom of the glass is a reflection streak that shows a faux reflection when dynamic reflections are disabled. There is a time limit on the editing (not sure how long), perhaps pose the question to a mod for any delete options as a mod can certainly delete or hide if they deem. There will be nothing in the [Lights] section as the lights will be part of the model. Where here the most flexable workaround is to add additional lights and set their positioning via the [lights] section. In the Sabre's case I'd say an additional gauge will be needed to manage those lights in step with the lights already defined, which will be basically an off/on type of gauge based event switch reading the landing light's on/off variables. Battery needs to be on which you've found. Is the generator on? noting the generator warning light should be off and the voltage should be at 28 volts. The actual F-86 manual is included and is full text searchable, I searched for "generator" to find the details. When the plane loads open Windows Task Manager, choose the more details option and go to the Details tab. The plane should have loaded "MV_F86_NL.exe" and show in the details tab, if you then look in the Processes tab and expand the Prepar3D section it will show as the Milviz F-86F Lighting Service. If it's not shown then you'll have no lights, so lets confirm the lighting Service is running as a first step, note P3D will need to be run with admin rights as the Lighting Service has a manifest requesting the highest priviliges. <requestedPrivileges> <requestedExecutionLevel level='highestAvailable' uiAccess='false' /> </requestedPrivileges> The requestedExecutionLevel can be easily adjusted via tools such as Resource Hacker and I've edited the exe's manifest settings on my install to requestedExecutionLevel of "asInvoker" which is the same as P3D itself, but that's just my personal taste as the exe will run fine anyway with P3D runnng as an admin. Cheers
  9. Unfortunally a common effect with cockpit glass where the model is FSX based, as a workaround try turning off Dynamic Reflections. Such a blue tint typically indicates an FSX model not fully converted for later versions of p3d, I personally feel many dev houses rode the P3D "compatability" coat tails and performed only the bare minimum of work to get products up and running. Lighting works fine for myself (v4.5) (as per the manual snip) athough the taxi and landing lights are not very illuminating, something I'll likely resolve by assigning a default light source to brighten up the existing. This plane is a bit on the special side, very well made for an FSX plane, but comes with a few quirks. The internal lighting has a dependancy on an executable MV_F86_NL.exe (in the Texture folder) and will really only work easily if the plane is installed to the Sim Root, additionally the exe is set to require admin rights to run, therefore P3D must be run with admin rights. Once installed to the sim root the internal lights all happen as described in the manual. I guess this would fall into the issue of "other problems" requiring the aircraft's installation into the sim root... although you could use a process of elimination and maybe process monitor to track down just the files required to exist in the sim root if you really wanted too. Cheers Personally still a pretty good plane when installed to the sim root.
  10. The SND<number> sounds in the P3D root\sound\milviz are likely not being referenced. In the SimObjects\Airplanes\Milviz F-86\Sound folder there are 2 x ground roll files, 86groundroll_1.wav 86groundroll_2.wav These are actually referenced in the sound.cfg however they are not really audiable, especially over the top of the engine and wind noise. Try changing the values in the sound.cfg file, it's just a text file. LM's link below has the value descriptions. https://www.prepar3d.com/SDK/SimObject Creation Kit/SimObject Container SDK/Sound Configuration Files.htm I've set the following which makes the ground roll sounds audible enough, do feel free to have a play though. [WIND_SOUND] minimum_speed=60.00 [GROUND_ROLL] maximum_speed=120.00 minimum_volume=1000 maximum_volume=9700 minimum_rate=0.80 maximum_rate=1.60 Cheers
  11. When it comes to sounds there are generally two sound sources, the main <P3D root>\sound and one within the SimObjects\Airplanes\<name of plane>\Sound The source of SimObjects\Airplanes\<name of plane>\Sound is managed by a sound config file located along side of the sounds in the folder. Sounds in the source of <P3D root>\sound are typically played via an alternate method - usually via some custom sound.dll and it is these sounds that typically barf when an aircraft designed for installation into the root of P3D is then installed into an Add-ons path outside of the root, usually being due to not being able to locate the sounds themselves. Sometimes it's possible to repath the sound.dll or use a Doug Dawson variant dll, however the F-86 is quite a different aircraft where it looks like practically all functions are held within the one dll. For the F-86 you'll need to copy the complete Sounds\Milviz folder to the <P3D root>\sound so that the path of <P3D root>\sound\Milviz exists and contains the required sound files. And you'll be able to tell the sounds folder is being found by flipping switches and turning dials. As to ground roll sounds, I have such anyway as I'm using A2A's Accu-Feel, but with Accu-Feel disabled the ground roll sounds don't apear to be functional at all. Possibly was a bug not resolved. I've seen various developers release things where items don't function, however you as a consumer don't know the function is missing if you don't know it was ever meant to work, and thus cannot raise it as a bug. Case in point Orbx's TerraFlora v2, I've used it for years, yet one day I was troubleshooting a different problem and discovered the TerraFlora v2 package was missing a host of tree images. After making a report to Orbx and multiple followups, Orbx resolved the issue and where previosuly there were no trees - there are trees now showing. Cheers
  12. If you installed into the root of P3D via the installer the sounds would have been installed, I actually removed them from the P3D root\sound folder to trial the add-on method. The first set of 12 sounds within the Sound\Milviz folder are ground roll sounds as you've found. The set of 46 sounds under the Sound\Milviz\F86 are things like switch toggles and clicks, buttons, horns, flaps, gear, missles, guns & bombs, ground power etc. Because a plane and it's cockpit should not be silent 🙂 Cheers
  13. Just to make them a bit easier to find.
  14. Ok, I've removed the F-86 from the root of the P3D install (completely including the SimObjects\Misc, sound and effects). Then reinstalled to my Milviz addon discovery path outside of P3D. Ran ProcessMonitor to see what the F-86 is looking for. And it is looking for the aformentioned gauge images inside the root of P3d, e.g. H:\Lockheed Martin\Prepar3D v4\SimObjects\Airplanes\Milviz F-86\Panel\misc.png As a workaround I created a folder in the root of P3D and copied the gauge image files only into the newly created path, e.g. H:\Lockheed Martin\Prepar3D v4\SimObjects\Airplanes\Milviz F-86\Panel And the gauge images now display fine. During the review process I found sound was an issue where to resolve I copied the Milviz\Sound folder to H:\Lockheed Martin\Prepar3D v4\Sound Note some of the effects files the F-86 installs are used by some of their other aircraft, which was the type of thing I was talking about that typcially affects product lines of a single developer or publisher e.g. reuse of existing assets. Otherwise all seems good so far, and if there are other problems that crop up it's easy enough to just copy the whole kit and caboodle back into the P3D root paths. Tthe pics are with the aircraft installed to my addin's path. Cheers
  15. Generally you don't have to worry about stock or other companies items as typically such are uniquely named or are within a folder dedicated to the aircraft. I note the F-86 the gauges are dlls, meaning they are likely written in C/C++ and probably have particular pathing expectations for finding dependancies within the P3D root. dll gauges generally offer greater sim functionality and are complied for speed, however are not easily editable without the source code meaning sometimes there is a need to live within whatever dependancies are needed to run the application. I personally don't run the default P3D addon path as it is a windows user path applicable only to the current logged in user, I surmise LM uses the default Windows user pathing to avoid Windows permissions issues in a default install senario. Myself (being an I.T. professional), know how Window's applies file access permissions and I run 29 add-on discovery paths spread over 3 drives with one of those drives being a ram disc for speed. Microsoft do have a tool to record real time file access which can be handly for finding paths applications maybe looking for, it does record a quite huge amount of data though but it can be filtered. https://learn.microsoft.com/en-us/sysinternals/downloads/procmon Cheers
  16. The training simulators LM put together look like the pic below. Note though, there is more than just that in the pic, as they are typically whole of training packages intended to get a novice pilot up to speed in a cost effective manor and ready for actual flight. And given P3D supports the use of CIGI (Common Image Generator interface) the view out the screen doesn't have to be that of the P3D default. e.g. here's one CIGI system available. Cheers
  17. I have a number of Milviz's aircraft installed via an addin path outside of the P3D root, however the NVAMS was typcially an issue as was sound in some instances. Mostly I opted for a hybred type of install, where the install location is in a custom addins path (H:\Addons_P3D\01.Aircraft\Milviz), where the add-on.xml is used for the reference of everything other than "SimObjects" and where SimObjects is added to the P3D root, either directly or via a symbolic link. The exception being the Milviz MVAMS folder which i would manually copy directly into the P3D root. Also some were too much trouble and I didn't bother with such a hybred install and just installed directly into the P3D root, like the F-86 for example. The Milviz aircraft, while great aircraft in themselves, show that often more than just an installer needs to be tweeked to support an add-ons path. But hey, whatever works for youself is the best option. Always installing to an add-ons path is not always the best option, as on occasion other products from the same developer will install updated content (effects, gauges, textures, etc.) which maybe referenced by their other products, mostly though this affects scenery and a good example is the old vertical waves issue with Orbx scenery as not all their scenery packages have been updated. The good part is once the files are installed outside of the sim, you can easily review what files are included within the package. Cheers
  18. Yes of course a scenery fully decked out with objects is the ideal, but as you say that'll take years. This particular scenery intent is to complement and enhance the default base or Orbx scenery, so the underlaying scenery (with objects) shows through for low level flight and at high level the photoreal is what is visible. Yes it's not perfect but is a useful compromise at an affordable price. It's a somewhat unique concept, plus is also commercially available now. Cheers
  19. There should be a Milviz folder in the P3d main root and within that are various folders and ini files for their various aircraft. e.g. for the F-86 there will be \Milviz\F86\F86_init.ini in the P3D root. I would imagine if installed to a path outside of the root that the Milviz folder would be located in where ever the install path was. What happens if the Milviz folder and contents are moved into the P3D root ? I also note the gauges are actual dlls, which probably means they have been build with some path expectations. Cheers
  20. That's fine, my post was more about inovative methods some people are using to produce commercially viable products. Yes it's long been a neglected area, Gibson Sceneries does include China though. Cheers
  21. He'd be pretty much the only developer I've yet seen with 30 of his airports supporting sloped runways ! cheers
  22. Hey Guys, Just to jump in, there are additonal options for selected scenery. So say you've been a long user of Orbx and have their scenery enhancements for the land class types, trees and buildings. Looks Ok but at altitude it's quite repetitive and lets face it, a photoreal set of base textures would be nicer, which is why Orbx were producing their TrueEarth series and why other developers are also performing similar. In between all that sits a layer of alternate scenery, although not of a high resolution. And there is a developer who has managed to utilise the alternate to create scenery that blends with the underlying base, where the base is blended to photoreal for distance view. He calls it "Enroute" scenery and it does enhance whatever base scenery you're using quite well and for quite large areas at an inexpensive cost. https://secure.simmarket.com/gibson-sceneries-for-flight-simulator.mhtml Here is Victoria Australia where my Orbx base is showing and blends in to the photoreal thus providing a more realistic view out to the distance while still showing the Orbx base (AU2, Terraflora v2 and HD buildings). This one shows more of the circle of base scenery and the distance blending. At altitude in the Northern Territory Australia, from the cockpit window the base scenery is typically not in the circle of visibility. Cheers
  23. Yep, for the main at least, I'm also experimenting this alternate cirrus types from a non-rex package (see pics) See this thread... Cheers
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