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Showing content with the highest reputation on 05/24/2017 in all areas

  1. Hey guys, I have the fabulous 737 from IXEG working in XP11. Because this plane is not officially supported in XP 11 yet, I had to do a few tweeks to get the bird flying. I see a lot of people, asking the same questions in this regard here. What I'd like to do with this post, is to help people who would like to use the 737 in XP 11, by providing a single post with all the required steps so that people don't have to search that much. So, here we go: Installation Install XP 11 as you like by using the X-Plane 11 Installer.exe Install the IXEG by using the windows-installer.exe that comes with the download Specify your XPlane 11 (not 10!) root folder when asked by the IXEG installer When this is done you may, or may not be able to already fly the plane without further tweaking. However, I wasn't and here are the two tweaks I did. Fixing APU not starting and plane not correctly responding to thrust problems Make a backup of the file B733.acf under X-Plane11\Aircraft\X-Aviation\IXEG 737 Classic In your XP11 root folder, open PlaneMaker.exe Select File -> Open and find the file B733.acf under X-Plane11\Aircraft\X-Aviation\IXEG 737 Classic Select Standard -> Systems Navigate to the Electrical tab Check the following APU Checkboxs: auxiliary power unit (APU) APU provides bleed air for engine start APU provides generator for electrical supply Close the View with X (Note: Close the view, not the program) Select Standard -> Engine Specs Select the Description tab Set hi idle fuel adjustment to 1.16 (fuel ratio) Set lo idle fuel adjustment to 0.88 (fuel ratio) Close the View with X (Note: Close the view, not the program) Select File -> Save Quit PlaneMaker.exe And that's it. Go have a good time flying this beauty :-) For the sake of completeness: I use Windows 7 Home Premium (Version 6.1; Build 7601: Service Pack 1) X-Plane 11.01r2 IXEG 737 1.0.7 No other add ons Cheers, Chris
    2 points
  2. Where are they? Have not flown through one yet, all I've seen are 2d sprites that rotates as you fly through them. I'm sorry to say but I think the defualt xp 11 clouds do a better job at this. As a paying customer I am disappointed, I thought this would be an at least an improvement of some sort. Are there any plans on adding this feature even know you the product is advertised with this, " 3D volumetric cloud layers adjustable up to 320KM wide " And I've read the thread about the performance issue this guy had with a "state of the art system" and he can't run this with good FPS.... really? Something tells me a coder has messed up down the line. By all means I'm not a computer Wiz with coding and things but I have played a fair amount of un-optimized games/products to know something is not right just for some bitmap images for clouds. I don't mean to get off on the wrong foot here but these are things that concern me and maybe other potential customers. I would love to recommend this to other Simmers out there but as of right now I can't.
    1 point
  3. Doing more tests with SMP v4 I noticed that performance was improved compared to the v3. Setting the cloud distance to 20000 would not hit fps as much as it did in v3. For comparison with v4 and above cloud distance I was able to stay at around 30 fps in areas with heavy cloudy. Before in v3 that view distance was impossible to use because of the stuttering. Any setting above 10000 would induce too much stuttering which for the most part seem's to be fixed. The test's were done using XP11. I can't wait for the next version because of some great features and more performance updates. The only feature not listed that I would like to see in the next version implemented is the cloud brightness setting. They still seem a bit too grey for my taste. The new things I really liked: -Particle rain and snow -Performance -HD Puffs -Probably more features I haven't yet noticed Areas I'm hoping will get more improved over time: - Better clouds coloring. I would really like to see top of the clouds to be more illuminated then the bottom because of the sunlight, specially the storm clouds. - Storm cells being displayed as storm cells http://pre07.deviantart.net/bb71/th/pre/i/2011/101/c/d/storm_cell_by_sunflowercyclist-d3dsg7m.jpg - Anvils and in general more cloud variety. Right now they can still look very synchronized and flat. Picture of AS16 for inspiration - Clouds redrawing is still happening. I'm pretty sure this problem can be completely eliminated by working with Laminar. -The rest I'll leave at the imagination of the team In general I think that SMP v4 is a step in the right direction and an overall great improvement compared to v3. Definitely worth a buy. Can't wait for the future
    1 point
  4. No I don't feel there is any need for rec to be a stand alone product..... Not to burst your bubble but SMP is doing fine, we do appreciate your feedback though and will take it under advisement..... Thank you have a great week
    1 point
  5. I feel as if your expectations are outside what SMP provides.... Very simply we offer what we say we do, which given all the reviews and user videos out there representing the product, you somehow expect something else..... Cameron is not dismissing your concerns, he's describing our product very accurately.....
    1 point
  6. Volumetric is the measurement of volume for how many puffs are applied to a cloud. SkyMaxx Pro dynamically creates clouds based on puffs (unlike X-Plane, which uses 2D billboarding). Our clouds are truly volumetric and each one unique in it's own way. This is a horrible description of what volumetric is, and is not accurate at all. X-Plane's strobe light effect has nothing to do with the volume of a cloud, let alone a wing disappearing into one (if it ever did). No. Stay tuned for what's to come.
    1 point
  7. Still waiting for a Gizmo update by XA.
    1 point
  8. Nice guide I would add that you should take a backup of the .acf file before changing it with planemaker.
    1 point
  9. "Broken" is defined in the METAR spec as more than 50% sky coverage - so that can still leave a lot of blue sky visible. With cumulus clouds like this, SkyMaxx Pro pays attention to the base altitudes primarily. Individual clouds are grown procedurally, and some will be larger than others - there is no fixed ceiling with these types of clouds in nature. I think you'd get results closer to what you want by selecting overcast cumulus or stratus. For those cloud types, we do simulate a more rigid ceiling height.
    1 point
  10. I know it's easier to just open a topic and get an answer, but we actually have a topic here full of information on the next update. Please investigate a little more next time before opening a new topic like this.
    1 point
  11. I started my post explaining exactly what it was. You're grasping for straws at this point. Your definition of volumetric from a game development standpoint is inaccurate. You continue to fight this. The clouds in default X-Plane, by proper and technical definition, are not volumetric, and they are not 3D. Even the effect of entering a cloud in default X-Plane is achieved by rotating the billboard toward the plane at a rapid rate. I think it's evident with your lack of understanding that this thread is going to continue going nowhere. It's okay to dislike the product. I'm sorry if you do. There will never be a release of RWC without SkyMaxx Pro. There is also no need for such considering how insanely well SkyMaxx Pro sells. End of story!
    0 points
  12. Utilize the SkyMaxx Pro menu to change your cloud types (crisp, fast, etc). This product is much more than "bitmap images for clouds" and that logic is precisely why you can't understand it.
    -1 points
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