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Found 2 results

  1. Hi guys, yesterday I landed my Leonardo MD80 in EDDL via RNAV 05R approach in FSX Stem Edition. This is the approach plate: https://fly.rocketroute.com/plates/adminview/EDDL_3-1-5_GPS___FMS_RNAV_Arrival_Chart_Transition_to_Final_Approach_%28Overlay_to_Radar_Vector_Pattern%29_RWY_05L_05R.pdf?cmd=pdf&docid=400000000096018&icao=EDDL Starting from DOMUX at FL140 down till to FAF NATOS to 3000' The strange thing is this: when I do the final right turn base to align with 05R (always following lateral navigation with FMC NAV TRK) the aircraft was completely misaligned with runway 05R (I arrive parallel to 05R and not aligned to) so I can't capture the LOC and was unable to capture G/S beacause I'm also too high, but I'm correctly at 3000' as indicated in the approach plate and confirmed in the altimeter. In your opinion is there a problem with default scenery EDDL in FSX? I suppose is not an aircraft issue. Has anyone tried this approach? Thank so much for your help, Riccardo
  2. Hi fellow users of the mighty Maddog MD-80 Thought I'd start my own topic to continue talking about my High Resolution Virtual Cockpit project for Leonardo's MD-80. We all know the aircraft is great system wise, but many of us felt disappointed with the texturing not being on par with MSFS next gen rendering engine and GPU capabilities of today. To that effect, I'm actually doing an entire overhaul of the VC textures. I'm not repainting everything from scratch of course, but using a whole bunch of enhancing softwares I have access to and different techniques to higher up the resolution with much greater and finer details. Some of the VC parts/details were so low-res due to too much VC parts that are big on screen and close to the camera all crammed into only two small 4K textures for example, that enhancing techniques failed to give acceptable results, meaning I decided to repaint them from scratch which is time consuming for someone that has knowledge of photoshop and how texturing works but is not a texturer/artist 😅 For optimization purpose, the mod will normally come in two iteration: one with needed textures going as high as 8K and another one going as high as 16K to allow some of our lucky friends with beasts of war to fully take advantage of their bigger amount of VRAM. Work is taking more time than I initially thought but progresses are going well. Some people have contacted me already for beta testing and I expect to send them both version for testing very soon. Here's a couple of comparison shots: Hi-res pictures, be sure to zoom in to the max Managed to get rid of those horribly pixelated faked shadows that were especially bad looking during night time but day also Especially worked on replacing all the windows/windshield seals because originals were too low-res to enhance and looked like snail skin more than anything else lol. Tried to paint the seal/part to the green color you see on a lot of cockpit real pictures. Added some handmade HiRes weathering to them (currently not finished, time consuming) Stay tuned, a first version will be released pretty soon. Subsequent versions will focus on smaller details everywhere (like replacing all the screws by Hi-Res counterparts, replace air masks hose textures, almost entirely remake PBR texturing etc)
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