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hiddenace

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Everything posted by hiddenace

  1. Hey Benny am i doing something wrong? I created the map OSM and followed the tutorial exactly but in game all i get are a few scattered building but i know for sure that it's a densly populated area of Portland / Vancouver. Also i know it's loading the file because its showing street map data, but no buildings
  2. unfortunate. thanks for the info and speedy reply Cameron Question : how do i do the overlay do i just drag and drop to the scenery folder or do i replace files in the actual payware custom demo folders
  3. Hey i am interested in the real Scenery Oregon and Washington. when i downloaded the demo I had mixed feelings. The scenery looks great but my concern is the 3D generated objects like trees and buildings. It looks like they are rand generated and does not line up with the mesh. In fact it looks really bad. Will the actual purchased scenery fix this issue? This is a deal maker for me. To elaborate. If you look at Orbx photo real scenery the autgen lines up in places where it would be plausible example http://fullterrain.com/images/ss/nablue/24.jpg http://fullterrain.com/product_napfj.html# In real Scenery Oregon Demo i get this =(
  4. Yeah i resolved it by copying the kingair folder from a post beta update folder. Looks like Beta 7 fixed it
  5. Resolved
  6. Yes i tried that. it's not a manipulator its a 1 off clicker which toggles the switch. I'm using the default C90
  7. on the default kingair C90B Several of the switches are not clicking. even when i try to drag them. Switches such as the landing lights ect work, but the Battery and avionics master does not
  8. the nose down that your experiencing is actually the plane fighting the ballooning tendency...If your trimmed for 85 knots and you add a notch of flaps you get a nose down motion with a slight rise in VS.
  9. How accurate is the Flight dynamics on this bird?. I have more than 300 hours in a BE-76 and one of the main quarks of this bird is it tends to balloon when adding flaps so nose down trim is req and. of course the counter-rotating props negate P-factor. are these things modeled?
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