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Everything posted by Sgt R Lee Ermey
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Neat free flying games to wile away 2 minutes
Sgt R Lee Ermey replied to Andyrooc's topic in General Discussion
Yeah the first one is pretty fun. It reminds me of an old game called Air Force Commander which I wish they'd remake. -
Newb Pilot Questions - Fixed Pitch vs Variable Pitch in KingAir
Sgt R Lee Ermey replied to Sgt R Lee Ermey's topic in Help!?!
Yeah thanks I want to but it isn't compatible with 64bit yet. You know of any planes that are compatible with the beta yet? -
Newb Pilot Questions - Fixed Pitch vs Variable Pitch in KingAir
Sgt R Lee Ermey replied to Sgt R Lee Ermey's topic in Help!?!
I tested it last night a little, if I throttle back all the way sometimes the torque goes into the negatives. Very odd. I did note that there are 2 sounds associated with the engines. One is a whine and the other sounds like the overall engine and prop. But when I throttle back sometimes the engine goes all the way back but generally it stays the same and the whine reduces. Just wish there were some manuals to some of these planes. I guess i'm going to need to buy one payware plane. I'm looking for a general aviation plane that is well done but fast enough to get around quickly... but can land at small strips. Something with the basic old school gauges but also some modern WORKING instruments like the Garmin that work fully. I mean I can navigate fine with just VOR/ILS/NDB with Cessna172 and the limited Garmin's direct to function. I'm kinda old school and think GPS is cheating, but I would like to learn the newer systems out there. So I'd like to find a plane that will handle the best of both old school and new school but with plenty to learn. -
Newb Pilot Questions - Fixed Pitch vs Variable Pitch in KingAir
Sgt R Lee Ermey replied to Sgt R Lee Ermey's topic in Help!?!
Yeah I'm going to need to learn this fmc. I'm wondering why I've been able to stall the engines out then. Thanks fore the reverse thrust.. I didnt think turbo props could do that? I know jet engines can but once the prop is going a certain way I wonder how it would be able to stop and reverse in air like that. All my joystick hats / key are assigned already. I just wanted to know if there actually was a full 2d model for that aircraft since it won't let me pan left/right. I'll just try and make more adjustments to my trackIR. Thanks for tips and the B29 is looking good. -
This reminds me of the joke about Jesus vs Satan in a computer war. Moral of the story.. backup your stuff.
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I'm trying to graduate from the Cessna up to the KingAir. I've only flown fix pitch props in real life and so I've had some issues learning the KingAir. The throttle doesn't seem to affect things the way I'd expect. If I have the throttle full and I throttle back, the plane really does not slow down the way you'd expect. I kept the throttles back trying to see if it would slow down without luck. In fact I was flying at night last night and couldn't figure out why the torque was showing in the negatives and I was unable to climb but my airspeed seemed ok. But the SOUND of the engines was fine. It sounded like the engines were winding up fine. I ended up crashing. So today I tried the same thing, to see if I could get the engines to stall by keeping the pitch at full and throttling back and I realized that it was actually the engines that cut out. I could see the props barely spinning but the SOUND was still fine like the engines would ramp up and down as I increased throttle. Is this a bug? So I realize I can't really fly around full pitch all the time. I knew you had to feather them slightly at certain points like when cruising etc. I also know you need to feather them completely when you lose an engine. So again I tried to see if I could simulate an engine stall and turned the mixture way back, it killed the engines immediately and I tried to initiate a restart without luck. So questions are should I be hearing the engines continue even when the props are not spinning? So climb/decend/cruise how should I vary my props? Also anyone know if the 2d panel of the kingair can be panned left/right and down further? My track IR no matter what the settings are giving me a hard time turning my head far enough to the right and down to see the autopilot and those other gauges I have still yet to learn. I thought the arrow keys control that? I can pan up down but not left right. \ Finally - is there a manual for this plane and some of the others? I assume all the provided aircraft at least some of the major ones would be fully functional and have some sort of manual or guide to their instruments? Also it took me forever to find the small dials to switch from VOR to ADF, and to figure out how it all worked. Eventually was able to get all nav aids working as they should except the ILS. I had tuned my nav1 to ILS and I was on the approach without the ILS working properly. I had NAV1 selcted on the bottom as well. Any ideas on this?
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Have to drag a box around the object or vertex. I have same problem. Also open the right side window and LOCK the object below the items you are working on so you don't drag it by accident. That is annoying I know. So all taxiways and orthophotos I lock until I need to work on them.
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NORCAL Scenery Preview - January 16th, 2013
Sgt R Lee Ermey replied to Cameron's topic in Northern California
Just out of curiousity is there a SOCAL scenery as well from someone? So if I wanted all of California etc I could get them? -
That would be cool. Actually even the hilarious "bus simulator" has this. But I dare say it is very low on the scale of work to be done. I mean they don't even have an ATC that works yet.
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I just took a look at your products and have to say some of them look great. Especially the one that fixes the sky colors.
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This is what is missing in 10x
Sgt R Lee Ermey replied to Jim Kallinen's topic in General Discussion
I think this fundamental switch to 64 bit is going to open up a lot of avenues for people to use to expand this. I think once its tweaked and done they'll work on improving the long list of broad things that need improving such as color, clouds, wind, atc, autogen and updating wed to be a little more detailed to include visualizing more. -
Speaking of choppers did you guys see t hat video of a guy who got the RC aircraft out of the tree? That was some damn good flying. Case you didnt see it \
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This is what is missing in 10x
Sgt R Lee Ermey replied to Jim Kallinen's topic in General Discussion
Well since the 64 bit version is such a huge development and the autogen, once it is all stable and plugins I guess you could call it v11. But I think we should all get a free upgrade to 11 though. -
This is what is missing in 10x
Sgt R Lee Ermey replied to Jim Kallinen's topic in General Discussion
After clouds smokestacks should blow in direction of wind and windmills too -
It looked fantastic, thanks.
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Well after messing around all day I was able to get most of the ortho done on an island I'm working on as a training tool, but there are issues. Was a good learning experience. I did have a few issues though. Hope these pics are not too big I cut the size in half. I had issues with my painstakingly done shorelines in photoshop messed up by Xplane's shorelines. I also have forests where there are non including on docks and other areas that don't have trees. Also since my area is predominantly farm land there are a LOT of ditches with LINES of trees that are thick. I actually set some of my manual forests to 55 and still only got a few popping up. I think that can be controlled by the graphic settings. But is there a way of making a "string" of trees like lights? So I can set manual densities that override the graphics settings?
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Thanks perfect, just what I was looking for. I also realize that my USGS photos have some gaps in them. I also know I deleted one tif by accident and the zip is gone. So I know they don't really have the "same" photos to download it depends on where you zoom but adding a big overlay to cover up two or three missing shouldn't affect things too badly right?
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Oh and a quick question about purchased planes like this - is it fully functional? Like if we were to purchase one that has a garmin in it would we expect the garmin to work? Because 700 bucks to unlock the garmin in this is a little steep.
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Where they get the grass at? Is that a mod? I've never seen grass and I have some things cranked up pretty good.
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I've got the 64 bit version of photoshop but yeah I'll convert them first and then try and level the colors.
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By seeing that there is an object on the ground, its footprint would be in 2d and those coords would be exluded. Just the base of the object. That way if we make custom sections. For example if I wanted to add a dock and some offices for a ferry, a whole complex as one object if I placed it down across a 100ftx100ft area Xplane should know a user generated object from a scenery file was loaded in that area and not to generate. I'm just saying maybe theres a way of adding objects in WED - we could have WED auto script it to deposit an exclusion zone below any object. Maybe a new tool "Object and exclusion" combo tool. In the case of the church I want building around it to be autogen but not right on top of it. So I'd have to make very small exclusion for the church and any other objects I place like a windmill etc. Just 2 steps per object. Hmm you can cut a rectangular tiff into pieces? Will it retain its geo data? I'm wondering how we'd snap them into place. Speaking of which have you ever have the USGS give you a large square area, then you import them into wed and it actually missed some areas in between tiles? Like I've got some empty spaces between some! I don't know what I'm going to do. Maybe it'll fill it in the original mesh? Thank you.. thanks you! Nope not there.. I've even removed orthophotos and looked. I know about a beacon for the "light" but I'm talking about the NDB.
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Awesome idea. What I did is used the actions to automate the process of leveling and resizing and exporting etc. But I'm not sure how the colors will come out. Problem is as a start I have 30 or so images to load and photoshop bitches at me when I load 12 or more.
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That does nothing to improve the photo quality. Unfortunately I need to adjust the levels on each photo and then the gamma. The effect is the colors, greens more specifically get brighter, but that overall haze sort of disappears. But also the whites tend to whitewash completely out including some of the brighter colored dirt. Dirt I have to darken if I want to see the details of it. So the trouble is getting the levels and colors and gamma all similar across all the photos at least in the same area.
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I've read the manual for the most part, yet there are some issues I still am trying to grapple with and understand before I start actually designing any scenery. So this is going to be my question dump. Maybe others who are getting started as well can benefit from this thread. Airport Borders Do we really need them? What if we want to use high res photos for the airport area? Also I added a new border and exported the scenery, went into OE to see how it looked it shows its own airport borders I didnt draw. It also didnt show the border I drew. I looked in the wed list and there was no existing border I could remove. Polygons vs Taxiway tools. I notice if I want to make a gravel road at the airport or parking lot I am sort of out of luck because there are no .pols that have gravel. But if I choose taxiway there is an option to use a gravel texture. Also the asphalt and parking areas should I use .pol tool or the taxiway tool? What about adding other textures around the airport? Really what is the difference between the two? Exclusions So this is another issue I run into. I added a church to the area and I want to add water towers and other objects, but the autogen actually put buildings on top of it. Do I really need to add small exclusion zones for every building / warehouse / tv tower I want to add to scenery? Can't there be some automated way of doing this maybe in the next version fo WED? Where if you place an object down it knows to exclude that area from autogen? High resolution textures for airport. When I bring in orthophotos I have to downsample them to maximum 2048x2048 png/dds files. Problem is that isn't really detailed. Is there a way I can cut sections of the airport up and apply those textures to a similar polygon and apply it to the airpot? Hierarchy This is where it gets confusing. In the instructions it says to send orthophotos to the bottom. The list on the right hand side will send them all the way down. Is this the correct way to read how the layering will go? The bottom most will be at the bottom and anything above will be on top? What about going up one subdir it shows "world" . What should be in the "world" section. Navigational Beacons and other things not displayed in WED I have an airport that has its nav beacon on the field and it actually off and clashes with my scenery. How can I get nav beacons and things like that to show up in WED or how do I adjust them? Thanks for any help you can offer.