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Tim013

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Everything posted by Tim013

  1. I'm still trying to figure out who has the better "job." The flight school classmate of Jan's who is now the big boss CEO, or Jan, who gets to fly transport category aircraft for a living. Tough call. Tim
  2. some of the aircraft in FSX have wing flex. Does that help? Tim
  3. I didn't think about doing that...good call. Ideally though, at least for me, the fewer times I have to access the plugin (any plugin for that matter), the better. I'd prefer to do it via the 3D cockpit if possible. Thanks for reminding me of this xsquawkbox functionality, it's appreciated. Tim
  4. I thought that might be the case, but I didn't see the mouse pointer turn into the usual curved arrow icon, or the horizontal double ended arrow icon. I'll try that again when I get home from work tonight. Thanks.
  5. Is it possible to adjust the comm volume in the cockpit? Online, I'd like to have ATIS very low in the background on comm 2 (just like real life...lol), but still be able to have comm 1 at normal volume so I don't miss a call from ATC. Am I missing the volume controls somewhere? Tim
  6. LOL.....thought I missed the "update to 1.1 is released" announcement. So.........1.07 is starting to obey you? That's good. I don't think I've ever tried the VNAV Tim
  7. And then, after reading that admittedly nice list of updated airports, read some of the threads where people have continuous crashes, and lockups. For me personally, I'm not an early adopter. It's rarely worth the headache, especially when you have the sim running smoothly in it's current 10.45 state. I usually wait a few weeks to a month before moving forward, and this way, other folks find the issues, and iron them out, before I finally decide to update.
  8. Agree. Systems, systems, systems. Visual trinkets are nice in time, but I want the flight deck to be right. Tim
  9. Nope. After the excellent Reflected Reality videos came out, Jan mentioned he was going to make a few of his own showing standard procedures, and upload them. Tim
  10. Hi Jan, A while back, you mentioned you would be uploading some videos showing your standard operations in the IXEG 737. Is this still in the works? Thanks, Tim
  11. That is good to know. There are a lot of people that would probably like to know that information. It might be worth posting it over at the .org in the XFMC forum. Tim
  12. I agree that a very few exist, but only in the private sector. That picture is of a Saab that was owned by Indiana University, and flown under Part 91 as a corporate aircraft. There were no airline operators that flew the Saab under Part 135 or Part 121 with Garmin's. They all had a basic FMC installed in the center pedestal, and was basically a LNAV only version of an FMC. It looked, and operated just like any other LNAV unit we see today. The LES Saab appears to be a fine aircraft, worthy of most of the praise it has received. I'm just astounded that the third most important system for an aircraft was not modeled. Behind the flight control system, and the engine system, the navigation system is next up in importance. The X-Plane Garmin unit is an after thought that we already paid for once when we bought X-Plane, and now we get to pay for again with the Saab add-on. Not the expectation for a "study level sim." Anyhow, it's your project, and you certainly are in control to direct its development as you envision it. With the system depth that is there in things like CTOT, and such, a basic LNAV FMS is a glaring omission for a line operated aircraft. Tim
  13. That would be awesome if true. Since no line aircraft flew with a Garmin, but did have retrofitted FMS's in the center pedestal, it would be nice to be able to use XFMC.
  14. Is this update the final one for the SAAB?
  15. Do you have a working list of things that will be in the SAAB update you are currently working on?
  16. The only thing keeping me from buying the SAAB is the cop-out of using the default X-Plane 530 GPS. Is the Citation going to have a dedicated FMS, or at the least, support for XFMC? Maybe an option to load a version that doesn't have a 530 in it to interfere with XFMC?
  17. Believe you me, it was worth working out. I've been flying in and out of it a lot these past few days. I know you've had a scrape with the .org as was alluded to in a post somewhere, so I'm glad to see you are going to update it. As my late father used to say "I'm not telling you what to do, but if it were me..." LOL. I'd hate to have people have second thoughts about your upcoming KDTW payware because of a negative installation experience with a freeware offering. And yes, MisterX's scenery....any of it....is fantastic as well. Tim
  18. I think the version with the too large .png and .dds is the current version on the .org because I re-downloaded it last night thinking that maybe there had been an update since the first time I snagged it. And, yes, I WILL judge your future offerings off of KLAN, because KLAN is a fantastic scenery as it stands right now. Stellar work. I am really looking forward to KDTW, and can't wait to buy it. I have my credit card ready to go. It's one of my favorite airports. Having lived in the Detroit area for many, many years, I have fond memories of KDTW as a Northwest Airlines hub. Thanks, Tim
  19. ========== SOLVED =========== Well, after two scotches, and 1 hour of trying different things, it turns out the KLAN.dds and KLAN.png files were 6000 x 6000 pixels, and for some reason, XPlane wants them to be 2048 x 2048 on my system. So, I haven't worked with .dds files in a loooooooong time, so I just renamed that file to get it out of the mix, and then used Gimp to rescale the KLAN.png file from 6000² to 2048², and all is well. XPlane, and KLAN specifically now loads without crashing, and it looks FANTASTIC!!! I'm guessing that disabling the KLAN.dds file will give me a performance hit in the frame rate area, so, at some point, I will rescale the .dds file when I have the time to refresh my memory on how to do that, and what free tool is usually used. Tim
  20. Hi Steve, Thanks for looking at the log for me. The weird thing is I don't have an issue until I put the Capital_City folder into the custom scenery file, then I get a crash. I tried it again, and here is what I get, after looking over the log.txt file. Scenery/Capital_City/objects/KLAN.dds 0:00:00.000 E/SYS: THREAD FATAL ASSERT: value: 0:00:00.000 E/SYS: THREAD FATAL ASSERT: 6000 0:00:00.000 E/SYS: THREAD FATAL ASSERT: ..\source_code\core\TEX\TEX_obj.cpp:51 --=={This application has crashed!}==-- Just as a side note, I removed XSquawkbox, and had the same result. Very strange. I'm not giving up.....hahahahahahaha......this scenery looks too good to pass up. Tim
  21. Hi Steve, Sorry it took so long to get back to you. I had lost hope of a response....LOL. Anyhow, here is the log.txt file that was generated when trying to load XPlane and your KLAN. If you'd be so kind as to look it over to see what I'm doing wrong, it would be appreciated. I know you're busy, and I'm in no hurry. The scenery looks great, and having flown in there many times, I'd love to get it up and running. BTW, I'm pretty stoked about KDTW. I'm really looking forward to that one. Thanks for looking, Tim Log.txt
  22. I would rather have functional eyebrow windows instead of opening doors. Tim
  23. That nose area is a problem, no matter what. Take a look at other repaints, and they all have this issue to some degree. You have to counter the mapping with a little bit of an up curve at you reach the tip of the nose. The best way to see this, is look at one of the 250+ liveries that have already been painted, then open the fuselage .png file in your graphics program, and you will see how they handled this situation. You may not have to start over, but you might have to put some effort into doing a multi-layer fix over the nose to get it as right as it can be. Tim
  24. Thank you. Thank you. Thank you. A hundred thank yous! That is exactly what I need. I appreciate you doing this. Tim
  25. If any of you painters would be so kind to lend me a hand, it would be appreciated. The IXEG paint kit is a .psd file of course, and the engine.psd contains a "luminosity" layer in it, that is native to Photoshop, but not to GIMP. GIMP does not recognize that type of layer, and so it doesn't display it. In other words, since the luminosity layer isn't displayed in GIMP, you can't use the paint kit to paint the engines, since those textures will be missing when you export as a .png file. So, would someone be willing to modify the default paint kit by removing this luminosity effect from the engine.psd to make it GIMP useable, and upload it for us GIMP users? Thanks for looking. Tim
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