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Jon Clarke

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Everything posted by Jon Clarke

  1. @rinkerbuck I believe Sentry11 was directing this mod to you but you weren't "tagged" correctly.
  2. That's good news. Now you can bike there in the real world or fly there in your sim!! Nice dirt bike by the way Also nice to see that a plane from the UK Channel Islands managed to make it to Tillamook on one tank of gas
  3. You need all the correct requisites for the remedy to work: 1. You need this modded airport from maurice: Link removed on the instructions of the developer 2. You need to ensure that the layering sequence in your scenery_packs.ini is exactly like this example below. The main important factor is to have TE Washington above TE Oregon. SCENERY_PACK Custom Scenery/Global Airports/ SCENERY_PACK Custom Scenery/Orbx_A_US_Washington_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_Washington_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_Washington_TE_Orthos/ SCENERY_PACK Custom Scenery/Orbx_A_US_Oregon_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_Oregon_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_Oregon_TE_Orthos/ SCENERY_PACK Custom Scenery/Orbx_A_US_NoCal_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_NoCal_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_NoCal_TE_Orthos/
  4. There is no timeframe given. The situation can be remedied as you know by adopting the advice and modifications given in the above posts.
  5. It may well be written in an order depending on when the 3 TE addons were installed. For example NorCal may be first on the layering if it was the first TE added by a customer ans subsequent TE entries may be layered below NorCal. Just a theory not a fact that I have tested. The current layering in your example is based on a sequence of installations, TE Washington was the first TE US released followed by TE Oregon and lastly by TE NorCal. That installation sequence is what is reflected in the exampled layering. Could be different if a customer installed NorCal first, liked it and then installed Oregon, for example. The sequence could then well be : SCENERY_PACK Custom Scenery/Orbx_A_US_NoCal_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_NoCal_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_NoCal_TE_Orthos/ SCENERY_PACK Custom Scenery/Orbx_A_US_Oregon_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_Oregon_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_Oregon_TE_Orthos/
  6. @mauricecohen @Sentry11 You 2 are a great problem solving combo and i want to thank you for your combined efforts in resolving this annoying anomaly. Tests show that users need @mauricecohen modified KTMK airport file, and that they then need to ensure that the layering sequence in the scenery_packs.ini is as per @Sentry11 example number 2. SCENERY_PACK Custom Scenery/Global Airports/ SCENERY_PACK Custom Scenery/Orbx_A_US_Washington_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_Washington_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_Washington_TE_Orthos/ SCENERY_PACK Custom Scenery/Orbx_A_US_Oregon_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_Oregon_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_Oregon_TE_Orthos/ SCENERY_PACK Custom Scenery/Orbx_A_US_NoCal_TE_Custom/ SCENERY_PACK Custom Scenery/Orbx_B_US_NoCal_TE_Overlay/ SCENERY_PACK Custom Scenery/Orbx_C_US_NoCal_TE_Orthos/ We now need to get the devs to fix the issue in a suitable manner to ensure that customers who don't have TE Washington nor @mauricecohen's modded KTMK file also get to see the Museum. @Nick Cooper suggest we may want to add this as a possible limited fix for the anomaly for those customers who have the required addons of both TE Washington and TE Oregon This is what I now see:
  7. I have tried both the recent mods but get the same view as per my pic earlier. Really appreciating your efforts here.
  8. The visual accuracy is totally random. If you look at the early posts on this, I attached a pic which showed the museum but it was sat on the default white building. Ever since I then Verified Files i have not got the museum back at all only the white building. The new mod has removed the white building but not in my case, added the Museum as you are showing in your pic. It is an installation error I believe. It may rectify itself by uninstalling and reinstalling but I am not personally inclined towards reinstalling. I am on the SD version. If the mod works for some then I am glad but the problem needs to be fixed for all. To date we have 4 different outcomes. 1. White building only with trees in it. 2. White building with Museum sitting on top. 3. No white building, with the mod, but a ground imprint of the museum, 4. A fix like you have.
  9. Is that with the initial attached zip, extracted and put into Custom Scenery above Global Airports? Because i did that and only got the rust coloured ground with an imprint of Museum written on it. What is your scenery_packs layering with this added?
  10. Thanks. I was expecting to see what you see in your pic of the Museum. My misunderstanding. I was aware that you only removed the white building but your pic indicated it would then leave a space for the Orbx Museum to appear. I also meant for you to zip your installed KTMK file to see if it differed any way from the original zip you offered. Thanks for your efforts in trying to overcome this annoying anomaly. Let's hope the Devs get working on a fix having acknowledged the anomaly.
  11. Please be kind enough to check the zip file you attached. I have extracted it and installed as a standalone airport rather than in the default Global Airports, placed it above Global Airports but only get the rust coloured ground area where the museum should be and no 3d building.Would you attach your installed modified copy so I can see if I get a 3d building instead of just a ground texture
  12. @Nick Cooper Please label this as BUG Report TE Oregon, as it is not resolved. The museum does not appear but can do randomly but sitting on top of the white building as shown in numerous pics in above posts.
  13. @Tony Wroblewski Is it a TE Oregon issue or an Orbx Central problem? Initially I have the rust coloured building with Museum written on it in view but sitting on top of a default building, and then after Verifying Files I end up with just the default building?
  14. There is definitely some anomaly here. I see the rust coloured building with "Museum" written on it, BUT it appears to be sat on top of the white building that @Sentry11shows in his pic. My scenery_packs.ini is correctly layered. I then ran Verify Files for TE Oregon SD and got what you see in picture number 2. No rust coloured building but the default one with trees growing in it ! What buildings do you see @Nick Cooper or @Tony Wroblewski
  15. What is indicating that you are missing some custom buildings? What is the source of the info you have that for example Tillamook Air Museum is missing? @Tony Wroblewski Tony can you advise if there is a list of POI/custom buildings in Oregon SD. The OP says for example that some custom buildings are missing like Tillamook Air Museum, but I don't know if that building is actually modelled in Oregon SD. My assumption is that if you run Verify Files then any missing files like some custom buildings, would have been downloaded and installed. @BibimbapWhat is the size of your Oregon SD install folders? My copy reads: Custom= 2.02GB 2187 files, 48 folders Overlay= 1.53GB 6282 files 91 folders Orthos=54.8GB 50041 files, 5folders
  16. I have rearranged your scenerypacks.ini. I am unsure as to whether this rectifies your other problem of seeing only some of your custom buildings. scenery_packs.ini
  17. No you are not going mad but it drove me mad
  18. @razgo I have just discovered through testing that if your choose EGNX in the Flight Configurator and then go to Custom and choose Runway 27 then the picture/display changes. from this to this Notice the difference in the view? The top pics hows the raised lights on the first part of the Runway 27. This is without choosing in the Customise option Runway 27. The 2nd pic shows grassway and a clear defining beginning of the runway and end of the approach lighting. So it is either an anomaly created by Orbx EGNX or one created by XP based possibly on the default EGNX coordinates. So, @Dav555 if you don't want raised lighting and you want to depart from Runway 27, you need to click on the Customize and then Runway 27 as shown in the 2 pics below: I hope this has cracked the cause of the anomaly, created a method of resolving it Hopefully the Dev will comment.
  19. Determined not to close this topic out until conclusive results are available, I have again looked at your query at EGNX. I attach 3 of pics of maybe what you are referring to. and conclude that any raised lighting shown in pics are part of the approach lighting. It looks like a one of the Runway 27 taxiways leads to the point where approach lighting is visible rather than a bit further down to where I gave arrowed the presumably correct Runway entry point. maybe @Greg Jones could comment if the lighting array is correctly placed based on real life.
  20. The fact that it appeared to display correctly the first time you ran it indicates that it is not an Orbx issue per say. You have not indicated if you have any plugins other than Live Traffic nor whether you have disabled them. To truly test if a plugin is affecting the display and possibly causing the anomaly, you need to temporarily remove the plugin from the XP /Resources/plugin folder, prior to starting XP up. I too run Live Traffic and again as my pics show, I do not see the raised light issue. It has to be some other aspect of your particular XP set up, addons etc that is influencing the raised lights. VR is known to decrease FPS and I would suggest that your performance issues over Orbx is also due to a combination of VR use plus the very large amount of resource demanding detail contained within an Orbx addon. You are running TEGB Central with all it's Overlay and Custom objects & autogen and on top of that a demanding PBR rendition, high resolution buildings, additional POIs and animated extras in a 2.5GB addon airport. However, having said that, I still believe you should be getting a better performance with your PC specs. The performance you are getting in Orbx addons though was not the point of your initial post or support request. It was regarding the raised lights at EGNX and I believe that this anomaly is localised to your set up and I'm afraid I have run out of ideas as I am not convinced it is an Orbx induced anomaly, especially when no one else is reporting it and you have stated it appeared OK initially on first XP start up.
  21. I would like to know if you still have raised lights? Regarding performance, all I can suggest as a trial/test is to disable ALL your plugins and see if there is an improvement. If there is then you can start looking at adding them back one at a time and see if there is a particular one that reduces performance noticeably. Your XP settings are already quite low for such a relatively high spec PC. Certainly lower than my settings. There is no longer a problem of layering issues in the scenery.ini, as long as you are using the one I sent you. So that leaves "other" areas to look at considering your PC specs are relatively high-end. You don't mention what your CPU is running at and nor do you mention if your CPU or GPU are overclocked (by you not factory set). This can have a negative impact on performance contrary to thinking it will naturally improve performance, but is very much an individual potential problem.
  22. I've rearranged the layering of several entries in your sceney_packs.ini. You had some zphoto Ortho sceneries above Global Airports which means it would be masking any nearby scenery from appearing correctly, especially autogen. Anyway, rearranged correctly. Regarding you problem with raised lights I cannot initially see any addon or additional mesh that may be conflicting. As I illustrated in my pics I don't see the raised lights in the area you do, and don't recall any other reports from other users seeing this anomaly. Insert the revised scenery.ini and it may have a positive result but I see no logical reason as to why it would !. You will however have a properly constructed scenery_packs.ini for use. scenery_packs.ini
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