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hobofat

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Posts posted by hobofat

  1. Scales of economy folks, the more products sold the narrower the profit margin can be compared to costs invested in the project.  More products sold at smaller margins still equals recouping initial investment.  But in a super-narrow niche market such as airplane addons, well, costs just to recoup are higher.

    I think the X-Plane market has not seen products equivalent to what you get when you purchase a PMDG product.  If you do your job right, Javier, I think people will understand better the costs involved.

    Can't wait to see that custom FMC in action!

  2. Whichever road you do decide to go down, I seriously doubt you'll be put into the same camp as Captain Sim with their blocks.  I think that you've communicated your intention very well and clearly, that if you do do a "block" release, it's so that those who wish to add greater complexity can do so, and those who wish to have a more basic experience pay a price commensurate.  The FMC screenshot looks good!

  3. I managed to get my hands on the entire AOM for the Saab 340A/B. 4 PDF files at close to 100MB each (Gives you an idea of how many pages each section has.).

    This aircraft was truly state of the art in the 80's.  The more I read about it, the more I love it.

    I have learned a lot more about them and I feel confident I can model each variant to 100% accuracy with what I have seen in the AOM so far.

    It's stuff like this why I keep X-Plane on me harddrive!

  4. My own experiences with upgrade packages with the 'other' flight simulator has been mixed.  I think I would personally prefer that if you were planning on selling a non-fmc 'A' and an fmc 'B', then sell them as separate items rather than as an upgrade.  If you felt that the entire package were worth $40, then price them to reflect their relative complexity, i.e. $15 for the A and $25 for the B or some such scheme.  I guess this is just semantics, but I think that many people might like one or the other, instead of just wanting B but needing to purchase A to get to B.  Of course this might generate less revenue in that many people may opt for just one of the packages, but from a consumer standpoint, "upgrades" feel, I dunno, more like an MMORPG than a flight simulator.

  5. Just dropping a line to show my interest in the A320 project  ;)  It will be really nice to finally have some good-looking heavy metal with systems and whatnot in the sim.  I typically prefer light GA aircraft, but on some of those days don't we all just like pretending to be airline pilots??

  6. The modeling is pretty good, and the textures are definitely above average.  The gauges are really nice compared to many planes in my hangar.  Plus all the stuff behind the scenes...blowing out engines on takeout if you run them too hot, etc.  I would say that it was money well spent!  With that being said, it has a pretty large FPS hit for me.

  7. No need to rush--your countless revisions and attention to detail are really showing, the model is looking...really...good!  The hardest part about a detailed project like that is once you start making things look good then parts of it that aren't quite right show even more!  I'm working on a major scenery product and it seems that I have to keep going back and re-doing things I thought were finished, because as the project matures and progresses my earliest work stands out like a sore thumb, hehe.  So keep going at whatever pace the project needs, its looking fantastic!

  8. Thanks Javier!

    Glad to know some of the bugs will be fixed.

    For the joystick thing, I push the button once, and I HEAR the landing gear go up, but when I look, they are open, and then I push landing gear again, and they come up.

    It's not a big deal though, I can live with pushing a button once more.  :D

    I do not have this issue, I have landing gear mapped to my Saitek X52 and pushing the button once sends the gears up.  Just fyi, to help you pin-point the problem ;)

  9. It's disturbingly easy to get banned, black listed, suspended or censored over there, which was a large part of the motivation for providing a new playground so that we can all sit around and enjoy threads like these.

    ... popcorn, beer, anyone? ;)

    Not to derail this thread in anyway, but I do find it refreshing that this type of discussion can be had here.  It's very enlightening and healthy, I think.  There are many satisfied users of RealSCenery's products, and there are some users who undoubtedly are more in line with the review posted on Dave's blog.  Understanding why people feel either way is both useful for getting a better understanding of the product before dropping $40 on it, and for future scenery development.  I do think that negative assertions should be balanced by positive ones (i.e. scope of coverage is a good point), but ultimately I think that reviews such as this can serve to improve the quality of payware products.

    I was personally annoyed at the misalignment of airports with the underlying terrain, but I also see Cameron's point about online flying.  I also understand the way that X-Plane moderates all its airport data (and updates it) makes it difficult to change things.  I do not think it unreasonable however for the author of RealScenery to provide optional airport overlays aligning airports with underlying textures, so those who wish to use default data for online flying are happy and those who wish for continuity between the airport and underlying scenery are pleased as well.

    That's just my two cents, for what it's worth, take it or leave it, beer is on me.

  10. MeshTool version 2.0 supports both SRTM DEMs (.hgt) and GeoTiff 16-bit (.tif).

    You might want to look at a new dataset from NASA and METI called ASTER (read this thread: http://forums.x-plane.org/index.php?showtopic=39186&hl=). You won't be able to distribute your work due to legal terms but for personal use it should be OK. How accurate the data is compared to SRTM is yet to be determined, but my initial tests with the data are not that promising.

    Anyway, good luck! Please let us know how it all turns out and if you come up with a usable solution for the rest of us :)

    I've been following this for some time.  I've read the legal terms and it should be ok for distribution as long as the data is cited, it is basically the same terms as the SRTM data.

  11. I'm afraid you're out of luck, unless you've got access to a higher resolution elevation dataset.

    At the moment there's no editor that allows us to edit the .dsf tiles or the source SRTM data for that matter. The only way is to edit the height points by hand, but that's not a simple task in its own. LR says they won't release tools that will allow you to make such edits, and unless 3rd parties come up with something we won't see an editor anytime soon.

    However, I've read that you can convert the SRTM data into graphic files (GeoTiff ?? or something else I can't remember), and then hand-edit it in a Photoshop or something similar, but this isn't any easier nor a good solution if you ask me. You will have to do some googling on your own if you choose this path, and you will probably need a windows machine as there are no tools available for the Mac if you need to convert the data into graphic files...

    Not much of a help, but this is the reality for scenery designers atm.

    Thanks for the response.  That's pretty much what I figured.  I still might go the hand-editing route, as the area I'll need to hand edit is quite small.  If I upsample to 10m/pixel I may be able to create a reasonable result of much more realistic terrain for my bush mountain strip.  This tool allows you to work on a per pixel basis much easier than photoshopping:

    http://www.daylongraphics.com/products/leveller/index.php

    I just need to make sure I can export into a format that MeshTool can read.  Does meshtool only work with .hgt files?

  12. Greetings,

    I'm working on a little project and having a lot of difficulty coming up with a method to do what I want.  Not sure if it's even possible, but I thought at least I should give it a go.  First, let me explain that I am used to working with MSFS, so my terminology might not be absolutely correct.  Second, I am taking time to carefully read the documentation that comes with XP Tools, etc. and asking this now after I've been stumped for awhile.

    I'm trying to create an airstrip in Papua New Guinea that sits atop a narrow ridge.  Unfortunately, the 90m SRTM mesh data that X-Plane 9 utilizes isn't high enough resolution, and the area where the strip sits (while not flat) is a mound, and not a ridge.  Manually editing the SRTM .hgt file (with a 16-bit editor) doesn't really allow me to create the ridge because at 90m pixel, I need more finite control.  Another thought I had is that the new beta MeshTool supposedly allows up to 10m resolution terrain data.  It might be possible to roughly create the terrain at 10m/pixel manually in the elevation data, but once again this method is extremely difficult, time consuming, and hard to keep checking your work in the sim.

    Is there any other possible method I might gain more finite control to manipulate the mesh terrain?  I see that somebody has managed to import SRTM .hgt files into Blender, but that it has too many triangles or some such.  Maybe it would be possible to isolate just the small portion I am working on, manipulate it to my liking (would be terrain the size of a narrow bush airfield) and then somehow work that back into the .dsf (which is the output of MeshTool converting the elevation data into a poly mesh) in place of the terrain it would cover?

    I love the sloped runways in X-Plane, but it really is only as effective as the underlying mesh.

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