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Greg Jones

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About Greg Jones

  • Birthday 05/11/1972

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    http://www.turbulentfs.co.uk

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  • Gender:
    Male
  • Location:
    Corhampton, Hampshire

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  1. Hi, The .off and .off.off is the correct naming of the files - for a number of reasons this was the way we were able to get the system working as intended. As far as any missing textures are concerned, I need to know what your current control panel settings are in order to verify what textures should be being loaded at the time. It's always possible that we've overlooked a texture file though I'd be surprised if it's only becoming apparent this long after the product was released. Are you seeing a visual anomaly (ie black textures or lack of vegetation)? The textures your error msgs refer to constitute the bulk of the broadleaf vegetation in the Dark setting (as I recall) this would mean that in areas such as NE US where there's an abundance of broadleaf species, you won't be seeing much at all in summer. Best place to check would be around KMHT. Regarding the number of textures per season; there is intended to be an variance in the volume of textures for each season and the numbers you're seeing look about right to me. Greg
  2. Apologies, I meant to update this. I had a look at the airport in v5 and, although I can replicate the issue, I'm struggling to find a fix for it. The main issue is that we made it so long ago and it so fiddly to get working properly, that even though I was the one who built, I can't quite comprehend why it's doing what it's doing. There's no physical obstruction at that point (which was my suspicion). Just needs a bit more coffee and brainpower. I'll try to get it resolved this weekend. G
  3. This was a bug reported in the initial version but should have been fixed in an update. Let me look into it. Greg
  4. Perhaps you could take a screenshot from a slightly higher angle so that we can see what is happening? G
  5. Hi, Terraflora only replaces the existing 2D cross-plane tree textures. It does not create new trees, new placements or 3D models of trees. Greg
  6. Hi, It looks to me like you've got another version of the airport installed. The approach lighting gantries, grass and lights aren't the ones included with the Orbx airport (you can see those ones on the ground). As a first step, I'd suggest having a look through your addons to see if there's something conflicting. Failing that, run a search of your P3D install for any files with 'LDSP' in the name. Greg
  7. Hi Terry, I've verified the height of the tower model as we've depicted it is 48.8m without any antennae. The height is listed as 49m so I think 20cm off is acceptable. My guess is that surrounding vegetation is height is causing the visual difference you're seeing. You're right about the GA terminal, it is slightly sunken in the ground, most likely due to terraforming issues introduced in the last WU. I've made a note of this for future reference. Unfortunately the correction won't make it into the current round of UK airport updates. Greg
  8. Hi, Apologies, I was only made aware of this yesterday. Can you indicate which building is the actual GA terminal? I'm assuming you mean this one: As you might have guessed, such changes aren't high on the list of priorities but I can take a look at the model and see what's involved. Scaling up is fairly straightforward but, as you've suggested, that will likely encroach on the apron and also adjoining models. So making such a seemingly small change can have a domino effect and before you know it you're building an entirely new version of the airport!! Greg
  9. We're still in testing at this stage so difficult to say with any degree of certainty. The improvements come primarily from a more efficient way of placing large numbers of optimised objects. Combined with the fact the Brisbane v1 had one of the earliest implementations of a ground polygon which gives us plenty of scope for improvement. Greg
  10. This is an entirely new version built from the ground up to match the airport layout as closely as possible to how it is today. Greg
  11. Hi, We're adding additional ground services in an update which will be available soon. Greg
  12. Hi, EGFF: Correct, the airport is 'flat' with static jetways EGNT: Jetways should be animated and controlled using SAM. There are no marshallers. For EGPH and EGNX, I believe your findings are correct but I've not checked specifically. Greg
  13. I've not looked at the airport since the release of v5. I'll try and have a look and see what can be done in the next few days. Greg
  14. Hi, I'm afraid I'm not quite understanding what the question is. As far as I'm as I'm aware, all of the MSFS airports that Orbx has produced depend on the stock nav data for nav/comm frequencies, waypoints and all other nav data. Theoretically, as the base sim's data is kept up to date, there should be no need for 3PPs to provide any adjustments except where the provided data is incorrect of course. Admittedly, the initial releases had the this data excluded however these have now all been rectified. Is there a specific problem you're encountering? I hope this helps. Greg
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