dhazelgrove 41 Posted August 13, 2018 Share Posted August 13, 2018 Anyone know how the Team SDB Binbrook works in P3Dv4? Dave Link to post Share on other sites
peter197 32 Posted September 3, 2018 Share Posted September 3, 2018 Afraid not. Link to post Share on other sites
dhazelgrove 41 Posted September 17, 2018 Author Share Posted September 17, 2018 Judge for yourselves. Dave Link to post Share on other sites
wingman5 144 Posted September 17, 2018 Share Posted September 17, 2018 4 hours ago, dhazelgrove said: 6Judge for yourselves. Dave Isn't that the same photo you posted back on 26th August …… ? D Link to post Share on other sites
dhazelgrove 41 Posted October 2, 2018 Author Share Posted October 2, 2018 Yuk!! I'm having to practically rebuild the parking at Binbrook. All bar three of the parking spots are too small for John Young's Lightnings -- which require a parking spot with a width of 7 metres each. Team SDB set them all at 4.7 metres. There are other issues with the AFCAD too. Orphan spots, etc. Dave Link to post Share on other sites
dhazelgrove 41 Posted October 5, 2018 Author Share Posted October 5, 2018 Here we go. It's all beginning to look a lot better. Dave Link to post Share on other sites
wingman5 144 Posted October 6, 2018 Share Posted October 6, 2018 17 hours ago, dhazelgrove said: Here we go. It's all beginning to look a lot better. Dave Hi Dave Are you working on the textures as well as the set up ? I don't remember the pan being so dark and with all those pretty lines ! It was concrete laid in big square slabs . there would be a grubby white line for the nosewheel position and a very faded yellow hatched box for the houchin. And it seems a bit big ( or are the aircraft small ?) … I'd have been exhausted running all that way from the hanger to sort out a start failure ! Cheers Dave Link to post Share on other sites
dhazelgrove 41 Posted October 6, 2018 Author Share Posted October 6, 2018 4 hours ago, wingman5 said: Hi Dave Are you working on the textures as well as the set up ? I don't remember the pan being so dark and with all those pretty lines ! It was concrete laid in big square slabs . there would be a grubby white line for the nosewheel position and a very faded yellow hatched box for the houchin. And it seems a bit big ( or are the aircraft small ?) … I'd have been exhausted running all that way from the hanger to sort out a start failure ! Cheers Dave As happens, I'm with you. This is the Team SDB offering that I'm working on - just getting it to work in P3Dv4. That it displays properly is surprising enough. The aircraft are standard size. The lines and texturing for the pans/spots are the default ones provided by ADE. The yellow lines could all be removed once I'm happy with the airfield function (the big assumption made was that the Lightning pilots all knew where they were going -- but the jury's still out on that one). I haven't looked at alternate pan textures yet, but there are alternatives available through Rex4. The Houchin boxes will probably have to stay virginal, though. While I'm at it, I've also got the Team SDB Leconfield on the go. Dave Link to post Share on other sites
dhazelgrove 41 Posted October 7, 2018 Author Share Posted October 7, 2018 21 hours ago, wingman5 said: I don't remember the pan being so dark and with all those pretty lines ! It was concrete laid in big square slabs . there would be a grubby white line for the nosewheel position and a very faded yellow hatched box for the houchin. And it seems a bit big ( or are the aircraft small ?) … More on this as I dig deeper..... The reason it all seems so dark is that Team SDB declared the whole AFCAD to be paved in asphalt, rather than concrete. So, my first question is where there was asphalt laid -- if anywhere. The reason for the pan depth is that room has been made for aircraft to taxi past both to the front and the rear of the parked aircraft, and as it wasn't unknown for larger aircraft to visit (Victors, etc) room has to be left for their wingspan. I've added a large parking spot to the side of 5 Squadron's hangar. I may add more smaller spots in other places, as we're definitely lacking LTF spots. At the moment, all parking on the flight line is coded one of "5SQN", "11SQ" or "LTF". The two spots in the "Q" shed are coded "QRA". Fun, innit? Dave Link to post Share on other sites
dhazelgrove 41 Posted October 7, 2018 Author Share Posted October 7, 2018 Better? Dave Link to post Share on other sites
wingman5 144 Posted October 7, 2018 Share Posted October 7, 2018 7 hours ago, dhazelgrove said: More on this as I dig deeper..... The reason it all seems so dark is that Team SDB declared the whole AFCAD to be paved in asphalt, rather than concrete. So, my first question is where there was asphalt laid -- if anywhere. The reason for the pan depth is that room has been made for aircraft to taxi past both to the front and the rear of the parked aircraft, and as it wasn't unknown for larger aircraft to visit (Victors, etc) room has to be left for their wingspan. I've added a large parking spot to the side of 5 Squadron's hangar. I may add more smaller spots in other places, as we're definitely lacking LTF spots. At the moment, all parking on the flight line is coded one of "5SQN", "11SQ" or "LTF". The two spots in the "Q" shed are coded "QRA". Fun, innit? Dave Hi Dave I think only the main active was tarmac... the hard standings and peri track were concrete. In fact in the late seventies they detached all the aircraft so the concrete could be stained brown as camouflage ! It worked but soon faded …. anyway it made it harder for the pilots to find the runway . D Link to post Share on other sites
dhazelgrove 41 Posted October 7, 2018 Author Share Posted October 7, 2018 2 hours ago, wingman5 said: Hi Dave I think only the main active was tarmac... the hard standings and peri track were concrete. In fact in the late seventies they detached all the aircraft so the concrete could be stained brown as camouflage ! It worked but soon faded …. anyway it made it harder for the pilots to find the runway . D That's a lot of work. Do you think the concrete is too bright? I've added more parking outside the doors of each of the three hangars - at both ends in the cases of the 11 Sqn and LTF hangars. There's still only the one large parking spot, though. Dave Link to post Share on other sites
dhazelgrove 41 Posted October 7, 2018 Author Share Posted October 7, 2018 How does it look now? Dave Link to post Share on other sites
wingman5 144 Posted October 8, 2018 Share Posted October 8, 2018 On 10/7/2018 at 9:29 PM, dhazelgrove said: How does it look now? Dave Aye looking better., Realistically though there would never be so many aircraft on the line ( not in the era with those colour schemes ) ….. even if all flying had been suspended because some idiot had violated airspace in a microlight I have vetted a picture to show the car parking and the fire lanes to the hangars Being as the lazy runways had never been use for landing since the war I don't think you need the tire marks D Link to post Share on other sites
dhazelgrove 41 Posted October 9, 2018 Author Share Posted October 9, 2018 11 hours ago, wingman5 said: Aye looking better., Realistically though there would never be so many aircraft on the line ( not in the era with those colour schemes ) ….. even if all flying had been suspended because some idiot had violated airspace in a microlight I have vetted a picture to show the car parking and the fire lanes to the hangars Being as the lazy runways had never been use for landing since the war I don't think you need the tire marks D I'll have a look at removing the tyre marks. I have left your marked areas clear -- especially the immediate fronts of the three Squadron hangars. There's a taxiway goes along there. The reason for so many Lightnings is so that I can check all the parking is occupied as I expect. There are two full squadrons and almost as many LTF in there. The tyre marks on the unused runways is an issue. ADE won't allow me to remove them. I'm wondering if Leconfield is the same as Binbrook (concrete, rather than asphalt). Ever go there? Dave Link to post Share on other sites
dhazelgrove 41 Posted October 9, 2018 Author Share Posted October 9, 2018 About as good as it's going to get. Visitors already. Banana bombers..... Q shed -- interrupted by some idiot in a microlight..... Movement once more. Dave Link to post Share on other sites
dhazelgrove 41 Posted November 2, 2018 Author Share Posted November 2, 2018 There's an issue with John Young's AI Lightnings in P3Dv4 -- specifically the reheat effect. Dave Link to post Share on other sites
wingman5 144 Posted November 3, 2018 Share Posted November 3, 2018 16 hours ago, dhazelgrove said: There's an issue with John Young's AI Lightnings in P3Dv4 -- specifically the reheat effect. Dave If its the same problem I had the fix is quite simple …. just double the size of the fx settings …. or rename and use mine . D Link to post Share on other sites
dhazelgrove 41 Posted November 3, 2018 Author Share Posted November 3, 2018 This is what it looks like. Dave fx_JY2aftburn.fx Link to post Share on other sites
wingman5 144 Posted November 3, 2018 Share Posted November 3, 2018 2 hours ago, dhazelgrove said: This is what it looks like. Dave fx_JY2aftburn.fx Clever coding , but visually what are you getting Link to post Share on other sites
dhazelgrove 41 Posted November 4, 2018 Author Share Posted November 4, 2018 The issue can be seen in the above shot, which shows two Lightnings moving towards the runway. Up close, the effect isn't visible. Here, you can see the reheats in glorious action. They display just before the aircraft actually starts to roll. Here's the pan as it looks now -- still fully loaded, of course. Link to post Share on other sites
wingman5 144 Posted November 4, 2018 Share Posted November 4, 2018 So is it the case the aberration only occurs when the view is zoomed out ? Link to post Share on other sites
dhazelgrove 41 Posted November 4, 2018 Author Share Posted November 4, 2018 48 minutes ago, wingman5 said: So is it the case the aberration only occurs when the view is zoomed out ? There does seem to be a link between the distance viewed and the appearance of the effect, yes. From a distance it's obvious, but close up it simply vanishes. It almost looks just like the effect of hot engine exhaust on a wet taxiway. Link to post Share on other sites
wingman5 144 Posted November 5, 2018 Share Posted November 5, 2018 23 hours ago, dhazelgrove said: There does seem to be a link between the distance viewed and the appearance of the effect, yes. From a distance it's obvious, but close up it simply vanishes. It almost looks just like the effect of hot engine exhaust on a wet taxiway. I had the flaring of the reheat when zoomed out , the only cure I could make was to remove the class of effect that was causing it ! i.e. re-do that part of the reheat as an attached effect rather than a light effect ( or it could have been vice versa !) But surely the AI reheat only kicks in on the threshold , whereas the flare seems to be during the taxi ….. are you sure its not a smoke effect ? if so just remove it . D Link to post Share on other sites
dhazelgrove 41 Posted November 6, 2018 Author Share Posted November 6, 2018 21 hours ago, wingman5 said: I had the flaring of the reheat when zoomed out , the only cure I could make was to remove the class of effect that was causing it ! i.e. re-do that part of the reheat as an attached effect rather than a light effect ( or it could have been vice versa !) But surely the AI reheat only kicks in on the threshold , whereas the flare seems to be during the taxi ….. are you sure its not a smoke effect ? if so just remove it . D Fixed, like this: //light.6 =7, -34.40, 0.00, 1.72, fx_nicksmokeAI_sm_lear, //light.7 =7, -34.40, 0.00, -1.06, fx_nicksmokeAI_sm_lear, Right, on to Leconfield. Dave Link to post Share on other sites
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