Everything posted by chris_eve
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Taxiing shadow
Maybe it's the stealth version trying to avoid paying landing fees? 😉 Seriously though, implies a totally transparent model, which would be weird! My first test would be to make up a texture comprising just a straightforward 256x256 block of colour bmp and give it the same name as one of the original textures, (having saved the originals in a safe place, obviously), and see if the 'plane shows up wearing it's new colour scheme. If so, it's a texture problem, if not there's an issue with the model. Are you sure the textures are the correct ones for the model? Do you have other textures for that model that work?
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Sidney Schwartz Portland 2010 AFCAD Challenge
Thanks ... my FS2004 doesn't appear to have "Ticket Codes" ... was that an addon?
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Sidney Schwartz Portland 2010 AFCAD Challenge
If you isolate the specific bgl file that contains the unwanted trees, you could just then decompile it and remove the trees before re-compiling ... alternatively, an EXCLUDE, set in a folder above the folder containing the problematic scenery, should hide them. Sorry, I have no idea what "prototypical "PDX" black" is, or, indeed, PDX in any context, so can't help there.
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Sidney Schwartz Portland 2010 AFCAD Challenge
Only if you save the file from AFCAD with the same name as the original scenery file and allow it to overwrite the original scenery file ... at that point, yes, it's "destroyed", because it's been overwritten by a less featured file with the same name. As you say, placing the edited file at a higher level, thereby retaining the original file, will usually work perfectly adequately.
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Sidney Schwartz Portland 2010 AFCAD Challenge
I agree, AFCAD is a little outdated in this day and age, but AFCAD doesn't "destroy" anything ... it simply only edits the "AIRPORT" tag within the more extensive scenery file created by ADE, SceneGenX etc., which may well have included buildings, excludes, flattens, statics etc., none of which are part of the AIRPORT tag. If the edited file generated by AFCAD is placed in an active scenery folder ABOVE the original scenery in the Scenery Library, the replacement airport will become the active airport, all the other scenery details in the original file will remain active because AFCAD doesn't generate any EXCLUDES, however, if the AIRPORT outputted by AFCAD has been edited to a different elevation, then the other scenery elements may well appear to be "floating" or "sunken", at which point a more comprehensive editing solution will be necessary. Similarly, if aprons have been redrawn/extended, any buildings that were aligned to the original aprons will still be in their original positions. It's at this point that a complete scenery editor package becomes necessary. See the FS2004 SDK for details of what exactly is included within the "AIRPORT" tag ... alternatively the help file supplied with AFCAD is quite comprehensive.
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Editing textures with DXTBMP/Paint.net for FS2004
Windows Paint is available under Windows Accessories in W10 ... not sure about W11 I wasn't suggesting you should use it as a full-time editor ... it is "limited" ... but as a "go back to basics" test platform it might give you an idea of whether your issues are being caused by the editor you are trying to use or by some other installation/configuration issue. Simply draw a bright red cross (or whatever) on the texture you are wanting to edit, then see if that change finds it's way back into DXTBMP and then onwards to FS2004 ... obviously, make a backup of anything important before you start splashing red paint about the place 😉 Your symptoms may be due to a Windows security update being "over-protective" about what it allows to be written where and by which program, so by using what should be "known good" software you may be able to isolate where your errors are originating and hopefully create a workaround or find an alternative solution.
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Weird square texture
C:\Users\*YOUR_USER_NAME*\AppData\Roaming\Microsoft\FS9 is where mine is stores ... change *YOUR_USER_NAME* apropriately. At least one of the folders in the tree may be hidden and/or system, so you may need to use attrib from the command prompt to un-hide it, else go directly to the address by entering it in the address line of Explorer.
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Weird square texture
I keep a default installation with no add-ons or modifications (except for the usual update to FS9.1 and the no-CD hack) purely for checking anomalies ... this is what I used to generate my above screen-cap. Admittedly, FS9 does use a common FS9.CFG, so any in-game fine tuning from my main installation will be reflected in my default installation ... not a lot I can do about that I'm afraid, but, as I wrote, I see no problem on two other machines, and I don't remember copying my FS9.CFG from one machine to another. I keep this text document for my own reference ... make of it what you will :- I've not got any complete reference per se, but a couple of settings I've picked up over the years that I find useful are :- ;####################################### TERRAIN_MAX_VERTEX_LEVEL=21 ; for best detail - default = 19 [MAIN] Display_Fractional_Minutes=0 ;set to 1 otherwise [SCENERY] ShowTriggers=1 ; for fuel or weather triggers to be displayed ;######################################## also :- ;######################################## ; The "Ten Test Tweaks" (for FS9.Cfg only !): [GRAPHICS] DETAIL_TEXTURE=2 // 1 <-- Tweak #1 TEXTURE_MAX_LOAD=262144 // 256 <-- Tweak #2 (use calculated larger value discussed in AVSIM thread if you have more VRAM) [DISPLAY] TEXTURE_BANDWIDTH_MULT=25600 // 400 <-- Tweak #3 WideViewAspect=True // False <-- Tweak #4 (investigational only) [TERRAIN] TERRAIN_ERROR_FACTOR=100.000000 TERRAIN_MIN_DEM_AREA=100.000000 // 10.000000 <-- Tweak #5 TERRAIN_MAX_DEM_AREA=400.000000 // 100.000000 <-- Tweak #6 TERRAIN_MAX_VERTEX_LEVEL=21 // 18 <-- Tweak #7 TERRAIN_TEXTURE_SIZE_EXP=8 TERRAIN_AUTOGEN_DENSITY=5 // <-- (set to "5" if already set to any other number) TERRAIN_USE_GRADIENT_MAP=1 // 0 <-- Tweak #8 TERRAIN_EXTENDED_TEXTURES=1 // 0 <-- Tweak #9 TERRAIN_DEFAULT_RADIUS=9.500000 // 0.000000 TERRAIN_EXTENDED_RADIUS=4.500000 // 0.000000 TERRAIN_EXTENDED_LEVELS=1307992 // 3 <-- Tweak #10 ===================================================================== The "Twelve 'Extreme' Test Tweaks" (for FS9.Cfg only !): [GRAPHICS] DETAIL_TEXTURE=2 // 1 <-- Tweak #1 TEXTURE_MAX_LOAD=1228800 // 256 <-- Tweak #2 (...calculated from your '1.25 GB VRAM' capacity in MB you stated above) [DISPLAY] TEXTURE_BANDWIDTH_MULT=25600 // 400 <-- Tweak #3 WideViewAspect=True // False <-- Tweak #4 (investigational only) [TERRAIN] TERRAIN_ERROR_FACTOR=100.000000 TERRAIN_MIN_DEM_AREA=150.000000 // 10.000000 <-- Tweak #5 TERRAIN_MAX_DEM_AREA=1500.000000 // 100.000000 <-- Tweak #6 TERRAIN_MAX_VERTEX_LEVEL=21 // 18 <-- Tweak #7 TERRAIN_TEXTURE_SIZE_EXP=8 TERRAIN_AUTOGEN_DENSITY=5 // <-- (set to "5" if already set to any other number) TERRAIN_USE_GRADIENT_MAP=1 // 0 <-- Tweak #8 TERRAIN_EXTENDED_TEXTURES=1 // 0 <-- Tweak #9 TERRAIN_DEFAULT_RADIUS=40.000000 // 9.500000<-- Tweak #10 TERRAIN_EXTENDED_RADIUS=60.000000 // 4.500000<-- Tweak #11 TERRAIN_EXTENDED_LEVELS=1307992 // 3 <-- Tweak #12 ========================================================================== Be sure to re-set the "Test Tweaks" to the numbers specified in the suggestions above every time before re-starting FS9. 😉 The reason for doing this is that when FS9 exits any session, it writes its 'own' internal "default" parameter numbers back into the active FS9.Cfg file each time; so one would otherwise lose certain Test Tweaks without restoring them each time. As described in the AVSIM thread linked in my post above, to prevent this from happening: 1.) One must "lock" the FS9.Cfg file in some way 2.) Use a batch file to swap out backup copies of the FS9.Cfg file which have the Test Tweaks 3.) Or simply open the active FS9.Cfg file which has the Test Tweaks in it ... in NotePad before starting FS9 and leave that NotePad session open until one's FS9 session is completely exited back to the Desktop. The "Ten Test Tweaks" (for FS9.Cfg only !): [GRAPHICS] DETAIL_TEXTURE=2 // 1 <-- Tweak #1 TEXTURE_MAX_LOAD=262144 // 256 <-- Tweak #2 (use calculated larger value discussed in AVSIM thread if you have more VRAM) [DISPLAY] TEXTURE_BANDWIDTH_MULT=25600 // 400 <-- Tweak #3 WideViewAspect=True // False <-- Tweak #4 (investigational only) [TERRAIN] TERRAIN_ERROR_FACTOR=100.000000 TERRAIN_MIN_DEM_AREA=100.000000 // 10.000000 <-- Tweak #5 TERRAIN_MAX_DEM_AREA=400.000000 // 100.000000 <-- Tweak #6 TERRAIN_MAX_VERTEX_LEVEL=21 // 18 <-- Tweak #7 TERRAIN_TEXTURE_SIZE_EXP=8 TERRAIN_AUTOGEN_DENSITY=5 // <-- (set to "5" if already set to any other number) TERRAIN_USE_GRADIENT_MAP=1 // 0 <-- Tweak #8 TERRAIN_EXTENDED_TEXTURES=1 // 0 <-- Tweak #9 TERRAIN_DEFAULT_RADIUS=9.500000 // 0.000000 TERRAIN_EXTENDED_RADIUS=4.500000 // 0.000000 TERRAIN_EXTENDED_LEVELS=1307992 // 3 <-- Tweak #10 ===================================================================== The "Twelve 'Extreme' Test Tweaks" (for FS9.Cfg only !): [GRAPHICS] DETAIL_TEXTURE=2 // 1 <-- Tweak #1 TEXTURE_MAX_LOAD=1228800 // 256 <-- Tweak #2 (...calculated from your '1.25 GB VRAM' capacity in MB you stated above) [DISPLAY] TEXTURE_BANDWIDTH_MULT=25600 // 400 <-- Tweak #3 WideViewAspect=True // False <-- Tweak #4 (investigational only) [TERRAIN] TERRAIN_ERROR_FACTOR=100.000000 TERRAIN_MIN_DEM_AREA=150.000000 // 10.000000 <-- Tweak #5 TERRAIN_MAX_DEM_AREA=1500.000000 // 100.000000 <-- Tweak #6 TERRAIN_MAX_VERTEX_LEVEL=21 // 18 <-- Tweak #7 TERRAIN_TEXTURE_SIZE_EXP=8 TERRAIN_AUTOGEN_DENSITY=5 // <-- (set to "5" if already set to any other number) TERRAIN_USE_GRADIENT_MAP=1 // 0 <-- Tweak #8 TERRAIN_EXTENDED_TEXTURES=1 // 0 <-- Tweak #9 TERRAIN_DEFAULT_RADIUS=40.000000 // 9.500000<-- Tweak #10 TERRAIN_EXTENDED_RADIUS=60.000000 // 4.500000<-- Tweak #11 TERRAIN_EXTENDED_LEVELS=1307992 // 3 <-- Tweak #12 ========================================================================== Be sure to re-set the "Test Tweaks" to the numbers specified in the suggestions above every time before re-starting FS9. 😉 The reason for doing this is that when FS9 exits any session, it writes its 'own' internal "default" parameter numbers back into the active FS9.Cfg file each time; so one would otherwise lose certain Test Tweaks without restoring them each time. As described in the AVSIM thread linked in my post above, to prevent this from happening: 1.) One must "lock" the FS9.Cfg file in some way 2.) Use a batch file to swap out backup copies of the FS9.Cfg file which have the Test Tweaks 3.) Or simply open the active FS9.Cfg file which has the Test Tweaks in it ... in NotePad before starting FS9 and leave that NotePad session open until one's FS9 session is completely exited back to the Desktop. ;######################################## Most of the above was found in a forum post ... unfortunately I didn't make a note of the url or the original author.
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FS2004 unable to save flight
"Invalid Flight Name" often refers to the use of unrecognised punctuation or accented characters, possibly even filename length. FS9 does have some limitations regarding stuff like flight and aircraft names ... an invalid aircraft name will simply not show up as a choice or work as an AI. You've probably already tried, but, using the default Cessna or similar, try saving TEST at one of the default airfields and see if that works.
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FS2004 unable to save flight
Try doing a global search of your whole drive for *.FLT files to see if FS2004 is saving the flight files somewhere other than expected. The search may take a few minutes, depending on the size of your drive and the total number of files, but you might get an answer you weren't expecting 😉
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Editing textures with DXTBMP/Paint.net for FS2004
Dunno about paint.net specifically ... DXTBMP sends the image to be edited to a "temp" folder as an "ordinary" bmp, then calls the editing program and tells it to load that temporary image. The assumption is that the editing program will save the edited image to the same place, with the same name, which DXTBMP will then "Reload after edit" for re-saving in the chosen format, with or without alpha as required. Try a basic test using the default Windows Paint program rather than paint.net ... that should at least work to prove everything else is correct, then you can look into why paint.net isn't saving the edited image as expected.
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Weird square texture
Well, you've obviously got a problem! I've got two installations of FS9 on my "main" computer and three other installations on different computers and don't see this problem on any of them. FWIW ... I don't see the problem in FSX either. I even tried loading the default "Global" 747 that you're using, but still no problem ... maybe it's a choice of screen resolution?
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Weird square texture
Well, when I load your map references from the image my default FS9 looks "normal", so there's "something" at your end causing the symptom. FS9 test.jpg
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Weird square texture
I have seen similar symptoms ... I've found that changing aircraft can cause the problem to disappear, but what causes it initially, I don't know.
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airport ILS and attach
The default SBKP only has ILS on runway 15, if that's any help. According to the FS2004 "Learning Center" (sic) Jeppeson publishes SIMcharts, which are designed for use on IFR flights in Flight Simulator. I don't think this forum allows attachments, you'll need to set up a share and link to that.
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Problems with fsdreamteam
Just wondering if this is due to W11 "security". Do you have FS2004 installed in the default "C:\Program Files (x86)\Microsoft\etc... " or is it in a location not "protected" by W11, eg. "C:\FlightSimulator\FS2004\..." ? I don't use any of these sceneries, so I've no first-hand experience, but I've experienced similar symptoms with other sceneries.
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Square island problem
Everything looks "normal" in my default basic installation ... could you post map co-ordinates, altitude and direction of view for confirmation? You write "tried reinstalling" ... reinstalling what exactly?
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AI Malcontent DC-10 not showing up
If you can provide a link to the problematic aircraft it'd be easier for others to have a "dig and a poke" I keep a "sandbox" environment specifically for this kind of problem (usually for my own benefit) so setting up an aircraft and testing it is just the work of a few minutes .... once I've got the aircraft to play with 😉
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Precision landing helicopters
From another 'simmer' who's had little success with helicopters ... I'm given to understand it's a lot easier with a "proper set" of helicopter-type controls rather than the more conventional joystick(s) and keypad, also an aircraft with a full virtual cockpit should give you the downward visibility you require. The default Bell 206B JetRanger seems to be a better option in this respect rather than the Robinson R22. Presumably you have worked through the help files and instructions included in FS9? Just my tuppence worth ... as I say, I've not been very successful either!
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Works on FS9/2004
Exactly what I said - you need a paint kit. This will retain all the panel details etc. and you simply paint the areas you wish. Unfortunately, if a paint kit is unavailable, it all becomes very hard work 😞 You may be better served looking for an alternative model (with a paint kit) to start with.
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Works on FS9/2004
Usually one would start with a "paint kit", which comprises various levels of detail on different PaintShop layers, then add the paint job to the appropriate layer before recombining for use in FS. Trying to remove/replace livery details on a pre-painted aircraft without losing a lot of surface detail in the procedure is usually a thankless task. Good luck.
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Cockpit instruments problem
I think whatever version of Windows makes no difference at all ... I've used XP, W7, W10 32bit and 64bit and W11 64bit and the only noticeable difference is in the load time due to the speed of the hard drive. Obviously you've got symptoms I've never encountered, so my opinions and experience are probably of no relevance whatsoever. Good luck.
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Cockpit instruments problem
Sorry, I don't understand your "there's nothing to do" statement. I've got FS2004 installed in XP, W10 and W11 with no problem and until a couple of weeks ago W7 as well, but the system board died in that machine, so I no longer have a W7 reference 😞
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Cockpit instruments problem
But what are your resolution settings in FS2004 itself? Choose "Settings | Display | Hardware" from your FS2004 start-up screen and change it there 😉
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Cockpit instruments problem
It's probably due to the aspect ratio of your FS2004 installation ... if the panel was designed for 4:3 and your computer is running in 16:9 (fairly normal these days) the dials can be distorted width-ways. There may be alternative choices on the aircraft menu within FS2004 for "normal" and "wide", or possibly alternative choices at install time. The symptoms may be less apparent in the virtual cockpit, if the model has one, else it may be possible to modify the background bmp for the 2D cockpit and re-write the panel.cfg to reflect the changes. Unfortunately there's probably no "one solution fits all". Good luck