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Stewart Hobson

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Everything posted by Stewart Hobson

  1. Thanks for the clarification, wolfko. I don't own any TE products, so I can't comment about autogen vegetation changing or not.
  2. Truthfully, that's not how I understand how the TE scenery works. It's a once only snapshot of the area in question, dependent on when the photo was taken. That seems to be the feedback that I have read, anyway.
  3. Robert, TE uses photoreal scenery, the regions use landclass scenery--two different display methods. TE scenery doesn't change with the seasons, the landclass regions do.
  4. Hey, Rodger. I believe you have to go out and find those airstrips. There was at one time a google map or kmz file of their locations, but off hand I don't know where that is located on the Orbx site. Perhaps someone knows where to find it. Stew
  5. Thanks, Nick. I had forgotten about the two extra parking spots--it's been awhile.
  6. It appears to be for v5 only, per the product page information.
  7. I take it you are not keen to trying my suggestion I posted above ^^^? If so, there doesn't appear to be any other solution.
  8. There was a recent update to the Orbx Libraries. Perhaps that's the one you are referring to?
  9. Thanks, Nick. Wasn't really sure of the proper place to post this. It's an unusual problem which I haven't encountered before when using SimStarter.
  10. The file in question is this: FTX_VECTOR\FTX_VECTOR_APT\scenery\APT_LPPT.bgl. If this file is not turned "off", then when using SimStarterNG to start a flight at Lisbon, SimStarter does not list the correct starting positions, even though P3Dv4.5's starting positions are listed correctly, and I have "refreshed" the airports using SimStarter's airport refresh tool. Any comments from SimStarter users or perhaps an Orbx Central expert are welcome. Thanks. Stew
  11. I recommend it, as long as you make the adjustments made in the thread, especially to get rid of the vehicles on taxiway B.
  12. Thanks, Jon, for your persistence and the bgl file! Stew
  13. I found the snow mounds and turned off those two files. Thanks for the tip, Jon.There's still vehicular traffic on a part of Taxiway B. Stew
  14. Then I'll have to check again if I have those snow mounds. Using a runway that doesn't require Taxiway B is maybe why I haven't seen them up close. Stew
  15. I'm not really inclined to turn those settings down that low. Will look forward to whatever FSimStudio's has to say.
  16. Yes, I am using Vector. And the last time I looked, I didn't have the snow mounds, even those two files are still "on". Strange that Jon is experiencing this. Stew
  17. Hello, guys. Just to let you know I'm seeing the same thing. Also, I don't have the two above-mentioned files turned off. Will be interested in finding out any solution, but it's not a game-breaker. Stew
  18. Thank you for the added information. It's a beautiful area up there in Idaho and your area of Boise. I enjoy flight simming to all those small airports in Idaho once in awhile. Cheers! Stew
  19. My version was for FSX originally (in 2014), and I just ported it over to P3D. Running v4.5hf2 and it looks ok. The only difference I've noticed is that the areas between the taxiways and the runways, those areas where you saw the depressions, are not green in my version. That may be because P3D has assigned different textures to those areas. Anyway, the scenery works for me as is, so I'm going to leave it alone. There may be differences in the city of Boise itself, but I haven't checked those.
  20. Interesting! I'm curious why my version of KBOI works as is, without a corrected AFCAD. How new or old is your version?
  21. Is your KBOI installed above all Orbx products? It is the case with my installation and I don't see the "canyons" you are seeing. The fact that you do not have Vector installed is not an issue, since CRM uses its own data.
  22. Thanks for the update, Chris. I know that's the case with many of us old farts!
  23. Exactly so, Chris. Crash detection has never been accurately represented in either FSX or P3D, as far as I know. It has made no sense to me that some folks insist on keeping crash detection enabled because "it contributes to the reality of the sim", when, in fact, it does not.
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