Jethro-VH-JET

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  1. Oh' Magoo, you've done it again! Nice one Les, Mr Magoo YT vid seems to have mastered the technique. Cheers Jethro
  2. My pleasure Les, glad it had positive results for your simming and screenshotting. I imagine these 2 camera views are seldom used under normal flights and are not needed when cycling Views from the "s" key or joystick programmed button. They work quite well with a vanilla FSX (no addons) but when scenery addons with enhanced detail are installed the whole situation becomes a lot more critical. PC Resources can struggle to cope with making both near and far scenery loading available in the time it takes to press the "s" button on the keyboard or button on the joystick. The beauty of disabling "s" key cycle for these 2 views is that you can cycle back to the VCockpit in a shorter number of button press without overloading your resources, the most important External views (Spot Views) and VCockpit Views remain, for capturing those all important screen shots. you will also retain the "a" key positional Views.
  3. Hi Kovariles, Another thing you could try is to add a line to your Cameras.cfg [CameraDefinition.007] Nearest Tower & [CameraDefinition.010] AI Planes. CycleHidden = Yes (adding this line disables the "s" key cycling for that Definition only, it will still be available from the menu bar Views) see examples below highlighted in blue. These 2 view points when cycled can prolong the time taken to draw / redraw the scene, as they often redraw from a distant point far from the user aircraft. When cycling the viewpoint back to the user aircraft the whole scene takes more time to redraw around the user aircraft, hence the unresolved textures, terrain, mesh, & local elevation. You can find your Cameras.cfg here: C:\Users\{yourusername}\AppData\Roaming\Microsoft\FSX [CameraDefinition.007] Title = Nearest Tower Guid = {60BC0819-BD04-4AF6-8954-8FC8AA3545FF} Description = This is the description of the tower view. Origin = Tower SnapPbhAdjust = Swivel SnapPbhReturn = False PanPbhAdjust = Swivel PanPbhReturn = False Track = Track ShowAxis = No AllowZoom = Yes InitialZoom = 8.0 SmoothZoomTime = 2.0 ShowWeather = Yes XyzAdjust = FALSE Transition = No ShowLensFlare = False Category = Tower ClipMode = Tower NoSortTitle = True CycleHidden = Yes [CameraDefinition.010] Title = AI Planes Guid = {75A8357E-AB58-4294-9416-90C73FAFDD90} Description = This is the description of the AI aircraft view. Origin = Center SnapPbhAdjust = Swivel SnapPbhReturn = False PanPbhAdjust = Swivel PanPbhReturn = False Track = FlatChaseLocked InstancedBased = Yes ShowAxis = No AllowZoom = Yes InitialZoom = 1.0 SmoothZoomTime = 2.0 ShowWeather = Yes XyzAdjust = FALSE Transition = No ShowLensFlare = FALSE Category = AirTraffic TargetCategory = Container ClipMode = Spot PitchPanRate = 30 HeadingPanRate = 75 PanAcceleratorTime = 0 CycleHidden = Yes
  4. Cheers Guys, Craig thanks for the reminder I did have TC's Parkes R/T, switched it off all good now.
  5. A few from Parkes and The Dish, magnificent! Headed for the Dish, Summer season on the way out Twice around the Dish and Spring season on the way back to YPKS, Both seasons look great.
  6. Hi Craig, Thankyou for your magnificent work on Parkes, tremendous job on the airfield and buildings I particularly like the Parkes Aviation hangars and the terminal. Also great to see "The Dish" so glad you put that into the scenery. Bloody marvellous!
  7. Hi Gazza, It sure is one of the weirdest interesting, anomalies I have seen in FSX. I have done a little testing with the OZx YMER Merimbula package and the YMER traffic file/folder and AI Aircraft (PAD bepbrownx Saab340b & REX texture) recommended by Developer Jono in the package. He has not been around for some time I was not hopeful of a reply. Initially I thought it might be my Shaders folder in need of a refresh, but further testing showed that my Shaders were fine, I use (FSX/AccPack in default DX9 mode) see spoiler for system specs. I have an identical Topic over on the Orbx Forum where I have expanded on my testing, http://www.orbxsystems.com/forum/topic/130886-monster-aircraft-shadows/ (plenty of pictures). Not many could point to a possible cause/fix, no one had ever experienced "Massive Aircraft Shadow" problems, one member suggested the AI Saab might be the issue as he believed it was an FS9 model conflict, he recommended swapping out for a TFS version which would require a rework of the traffic file. I have since re-checked the readme from the (bepbrownx PAD Saab340b Aircraft, it appears that it is an FSX model so there should not be any need to swap it out for another TFS Saab340 & REX texture. My flights are quite randomly selected, they can be located anywhere around the globe that captures my interest, this being the very first time a Monster aircraft shadow has ever been seen by me or anyone else for that matter. "Aircraft Shadows on Ground" from AI and User aircraft display quite normally at other locations around the globe and other nearby areas of the southern highlands and coastal areas outside the 3k vicinity of YMER. It appears to be a local phenomenon within 3Km of the YMER Merimbula scenery and seems to affect the ability of the AI Saab340 from appearing on the apron at YMER while ever (Aircraft Casts Shadows on Ground) is selected in FSX settings. It seems that the only workaround (temporary Fix) is to Disable "Aircraft Casts Shadows on Ground" and have no shadow at other airfields where the problem (Monster Aircraft Shadow) does not exist, but be able to have the REX Saab AI flying in from Melbourne and Sydney twice a day and visible on the apron at YMER. OR Keep "Aircraft Casts Shadows on Ground" selected, and remove the (bepbrownx PAD Saab340b) from the Simobjects folder and additionally disable the YMER traffic file, resulting in no AI Saab traffic or display but a visually unaffected YMER Merimbula airfield and visually correct User Aircraft Shadows. Thanks for your interest Gazza, I'll keep you posted if any new info comes to light.
  8. Can you give us some clues! I'm not gathering any from your instruments or GPS.
  9. Hi guys, I was wondering if anyone has ever had or seen this phenomenon before, and knows what causes it and how to fix. Gigantic (Monster) aircraft shadows following the aircraft they were flying, which are not reflective of the aircraft type they are flying. And could perhaps point me to a solution. (See System Specs in Sig) At this stage I'm considering a "Shaders" folder refresh might fix the problem but would like some thought on the matter before going ahead. So in the below pictures, was a flight in a C152 (FSInsider model) flying down the east coast of NSW heading for and landing @ OZx YMER Merimbula. As I approached from the north, lurking above me was the shadow of a Gigantic twin prop aircraft, thinking that I was about to be crushed by a monster I paused the sim and rotated the spotview to see what was casting the shadow and why it was so big. There was actually no aircraft above me so proceeded to land, the shadow was pointing in the opposite direction and did not seem to be my own. On exiting the runway it appears this is my own shadow (somehow wrongly displayed) but not reflective of the tiny C152 single prop. Prior to arriving in Merimbula and on flights elsewhere around the globe the C152 aircraft shadow behaved quite normally and appropriately to the shape size and position of the aircraft, relative to sun angle, as it has on all other flights since installation.
  10. Hi Teecee, I don't know which files cause those 2 tree types to display, but would like to check what appears in my sim at those locations, (Do you remember roughly which coastline in the first shot, and airfield in the second, and what season. In the old FTXCentral v1 v2 and I believe v3 as well, there was an option to use OZx trees when switched to Oceania region. With the introduction of Orbx Unified LC and removal of region switching, (Global Hybrid or Region selection is nolonger available in FTXCv3) setting your region to Oceania is nolonger possible. In my current setup I'm still using FTXC v2.0 along with older v160321 Orbx libraries, so both Global Hybrid and Oceania are still switchable. Perhaps as a test, to force display of the native Aussie Gums in Oceania, have you tried un-checking "Use Orbx Trees" & "Use TreesHD" ( if you have it) in FTXC settings.
  11. tasmania

    Which TC - Devonport & YDPO .bgl files should you remove or switch .OFF for proper display of (Flukeys) YDPO OZx version ? As we are all eager to fly Flukeys YDPO Devonport I thought I might post a list of files you may wish to disable from Teecee's earlier modified file-set. (Sorry Teecee, trying to tread lightly across your toes here, thankyou for your earlier YDPO airfield and LandClass for Devonport). I noticed there were a few LC mismatches and some lamp posts interfering with Flukeys scenery, a sim search revealed the following. For those of you who have installed TCs (Teecee's) files from either the "OZx Extras" folder or "TC_Folder" containing the same files but named slightly different. Below is a list of files to search for, relating to TC's modified Devonport, YDPO, dpo & extra lights on apron/taxi. You may find, located in your TC_Folder, and/or OZx_AUS or OZx Extras, for Tasmania LC if activated. These are the files I have switched OFF AFX_YDPO.bgl.OFF YDPO_Lib.bgl.OFF dpo area.bgl.OFF TC_dpo area.bgl.OFF tas around YDPO.bgl.OFF TC_ around_ YDPO.bgl.OFF TC_devonport_lighting_IS.bgl.OFF TC_devonport1_8646_LC.bgl.OFF TC_devonport2_8746_LC.bgl.OFF tc_TAS_devonport1_8646_LC.bgl.OFF tc_TAS_devonport2_8746_LC.bgl.OFF You might also notice some additional (short black lamp posts) distributed around the apron and taxiways (Flukeys flood lamps are the taller ones which are correctly placed according to the new PR APX), some of these posts are placed too close to parking spots or taxi lines and one is in the middle of the main taxi from the terminal ramp. To remove these lamps and posts you need to disable (.OFF) the bgl file below from your TC_Folder\scenery. Not sure why it is named "Elizabeth town lights" and displaying at Devonport YDPO, but having isolated this file the lamp posts disappeared. I'm not sure what effect this has on Elizabeth town lights TAS, but since there seems to be no airfield located in the area I figure no harm to disable the file so that Flukeys YDPO can shine . TC_Elizabeth_town_lights_IS.bgl.OFF @Flukey Please feel free to split this post from your topic, into a new topic if you feel it is misplaced.
  12. Hello Peter, Could you post a picture please. (Showing the hangar issue) Also, which sim are you using (FSX:MS+Accpack FSX:SE (Steam) or LM: P3D v1, v2, or v3) I visited the location last night where the large hangar is located, in my FSX sim the hangar and all other objects appear to be there, but depending on my aircraft position and aircraft view & zoom level in relation to the hangar, the hangar is clipped from view when panning in VC or Spot view. Otherwise the large hangar is present when viewed from greater distance without being clipped while panning / zooming view. Since you describe only seeing the front & frame of the hangar with transparent roof side and back walls, a picture might indicate wether it is a Camera.cfg clipping issue or something missing in your setup or a library ordering issue. Usual indicator of missing texture is a black object model, but you describe transparency which would indicate something else. Also are you using EZdok for camera views. See pics
  13. Hi Craig, I don't think the opening hours for the main terminal would warrant all the extra effort to have lighting in the terminal, although the Taxi lighting and Flood lighting is very much appreciated from a sim POV, the RFDS guys on call are probably working in a dimly lit back office during the night. Terminal staff would probably be at the local hotel. Opening Hours: Mon 7:45am - 6pm Tue 7:45am - 6pm Wed 7:45am - 5:15pm Thu 7:45am - 5:15pm Fri 7:45am - 5:15pm Sat 7:45am - 12:30pm Sun 2pm - 8:30pm
  14. HI Craig, Thankyou, DL installed / Tested, I have sent you a PM with results.