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JonP01

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  1. Hi, Since YPOK is more or less a "local" airport where I live I have been looking into adding traffic to the version that came with Australia V2. It took a fair bit of fiddling to get it to happen (not helped by me being a complete novice) but I was able to finally set up the required parking, taxi paths etc and then setup a 1300 Ft right traffic pattern for runway north and left pattern for runway south (basically to preven the aircraft flying into Mt. Buffalo...). I have been using ADE and AI Traffic Planner. Things seem to be working fine and as predicted but of course YPOK is one of those imperfect grass runways that is not flat. I know this was a limitation in FSX (flat runways) so it is what it is but it seems Orbx got around this sort of thing by perhaps creating a "fake" runway and then putting the real sloped runway on top of it. Or something like that - I don't know - I know nothing about scenery design. I just know it is sloped yet it works! But the (minor) problem I am left with is that the AI treat the runway as dead flat so that by the time they are at the north end (around two feet lower than the south end) they are floating two feet in mid air. This is purely a visual issue - function wise it is working flawlessly and it is not a deal breaker. What I have now is still way better than now traffic at all - and you'd need to be watching them closely to even really notice. I think for the most part most of us just allow the AI to do their own thing around us and we concentrate on our own plane anyway! But I just thought I would ask is there any simple trick to get around this? Come to think of it I have never really noticed precisely what the AI do at all my other Orbx payware airports since none of those have flat runways either (unless they are flat in real life). Again, maybe I have just never paid such close attention as I have when trying to do this stuff myself. As I say, this is no big deal - I just wondering if a minor refinement is possible with little effort. Obviously if is complicated and a big deal to resolve it is not worth it. Thanks!
  2. OK thanks. I did have longer term plans to go to P3D when I build my next computer since to really make the big move worthwhile I want a much beefier machine and particularly GPU to really justify all the effort and expense and take advantage of the later DX11/12 features. The eventual move to P3D for me is a longer term inevitability I think, but with the costs of GPUs completely through the roof now (at least in Australia where you are looking at $3K to $4k for the RTX309X series!!), I am going to hold off for quite a while! Can't even buy enough new cars here because of the chip shortages!
  3. Thanks for the very prompt replies Nick. I actually had almost identical Nvidia settings to those you have shown. I did try the file you attached but agree with you that the white outlines all around the runway ad taxi ways are arguably not really worth it in view of the magnitude of the original issue. I think I will just live with it "as is" but again, thanks for the effort to respond and provide an updated file. I am just curious though - does this issue occur in P3D or only in FSX:SE?
  4. Any possible chance of this file still being made available? I have the same problem. EDIT: Nevermind, was able to download it.
  5. I admit I had this issue from the very start when installing this airport so it is not like I have changed anything to suddenly make the above-mentioned problem happen (all the white runway markings flashing on and off at certain angles relative to the airfield). I just didn't bother looking seriously into doing anything about it as I was very busy setting up other things with the sim. But now Winter is here in Oz I have had a lot of time to check off some of the issues I had on my list. Anyway, this problem is independent of any fsx.cfg setting and independent of any Nvidia graphics card settings. And independent of any scenery settings via the Orbx Central interface. I have tried to research the issue and I suspect it could have something to do with the way this airport was modelled versus earlier products that were using earlier techniques that were FSX focussed only. Something to do with Z bias ordering or similar and how it is done for P3D versus FSX, even though this product is obviously useable for FSX as well. So is this something unique to my setup for some odd reason and / or is there anything I can do to resolve it? It also happens on a couple of other more recent Orbx releases but does not happen on any of the older Orbx airports I have that were principally made for FSX only but then later made compatible for P3D.
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