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  • 33lima's Avatar
    Today, 03:40
    I think most CFS3 campaign players would prefer a choice of aircraft and that more people might play campaigns if they got it. Even if you can just choose the aircraft and not between squadrons, that would be a big step forward. I got the choice of Spitfire by editing the campaign's techtree so that it has an earlier start date ('Date Month') than the other fighters listed. I haven't tried it yet, but how to get a choice between a given set of aircraft, without having to earn prestige points, is mentioned by Daiwllettii here: http://www.sim-outhouse.com/sohforums/showthread.php/119718-ETO-Battle-of-Britain-campaign-Mark-II?p=1223407&viewfull=1#post1223407 I haven't yet tried what I described doing there, but if the facility to pick for an RAF fighter BoB campaign between...
    78 replies | 1477 view(s)
  • djs1's Avatar
    Today, 03:14
    Thank you Pete, waiting patiently. David
    1 replies | 20 view(s)
  • mjahn's Avatar
    Today, 03:03
    Bill, Reviewing your reports I now think it's likely the errant sounds may be due to some sort of duplicate setup. The suspect item in particular would be the file "GCA_dsd_fsx_xml_sound.gau". You do have that in the Beverley's panel folder and a separate panel\GCA folder, don't you? (Just asking because some simmers habitually copy all such stuff to the main gauges folder.) Two additional tests along these lines come to mind: (1) Rename "GCA_dsd_fsx_xml_sound.gau" in the Beverley's panel folder to "BEV_dsd_fsx_xml_sound.gau" and edit the corresponding gauge02 of in panel.cfg. (2) (Errant calls still present) Run a file search in FSX to find duplicate instances of "GCA_dsd_fsx_xml_sound.gau". Temporarily disable (rename) them and test.
    70 replies | 4499 view(s)
  • Dev One's Avatar
    Today, 02:57
    I think this time it was designed & built by the apprentices, not by Blossom, & I think it must have suffered from the big blister canopy turbulence on the tail unit. Must read the Peter Amos book again. Keith
    21089 replies | 3356180 view(s)
  • pomme homme's Avatar
    Today, 02:54
    How many times has that can of worms been opened! :dizzy:
    21089 replies | 3356180 view(s)
  • Motormouse's Avatar
    Today, 02:47
    Miles always were slightly ahead of the game ; as the tale (or more correctly.... tail) of the Miles M.52 shows. ttfn Pete
    21089 replies | 3356180 view(s)
  • BendyFlyer's Avatar
    Today, 02:46
    Manfred Glad to help. For those who want to make the change here is the VC01 from the panel.cfg. Just copy all this and replace the current section (backing up the older one first of course!) as MJ says just drops the contents of the zip into the Bev folder in the panel folder> Background_color=0,0,0 size_mm=1024,1024 visible=1 pixel_size=1024,1024
    70 replies | 4499 view(s)
  • Motormouse's Avatar
    Today, 02:37
    Just uploaded the Swiss texture for Nigel's Avro (picture in screenshots thread) if anyone wants it ttfn Pete
    1 replies | 20 view(s)
  • gribouil's Avatar
    Today, 02:15
    Hi Gary, do you have any config file for AICarrier you could share with us? Cheers, Stéph.
    49 replies | 2972 view(s)
  • mjahn's Avatar
    Today, 02:00
    Pleasure, and I really LOL'ed on this! No flap lever I am afraid, didn't know where to put it. However, the flaps gauge has clickspots for moving them up and down. The boost stuff, just copy the 5 files to folder panel\Bev, then in the panel.cfg, replace all instances of "Bev!ManPress1649AFE" by "Bev!BoostPress".
    70 replies | 4499 view(s)
  • marijn's Avatar
    Today, 01:41
    Whoow:applause: keep them coming please, I love them:wavey:
    5 replies | 221 view(s)
  • mjahn's Avatar
    Today, 01:40
    Thanks Bendyflyer, that situation does look spot on. I think if there is going to be an update I'll include the boost gauges as a panel.cfg option so that the user can decide which one to use. The boost numbers can easily be added to the checklist. When I started out on this project I was briefly in touch with Kevin Kelleher, who made significant modifications to the original FS 2002 Beverley model by R. Pegram, R. Hazeldine, and B. Horsey. His father was a Beverley pilot, and Kelleher's Notes on Flying the Beverley describe some of the Bev's "pleasant and endearing" handling characteristics:
    70 replies | 4499 view(s)
  • YoYo's Avatar
    Today, 01:32
    YoYo replied to a thread AH_C-47/DC-3 PaintKits in Prepar3D
    Thx! I hope that after release PCAviator will add this update sooner than last time :biggrin-new:.
    2 replies | 39 view(s)
  • roger-wilco-66's Avatar
    Today, 01:29
    Thanks for the update, Baz. Cheers, Mark
    2 replies | 39 view(s)
  • HighBypass's Avatar
    Today, 01:24
    :wavey: Some of you might recognise my username from other flightsim forums. Finally joined SOH. Wrong side of 50, never growing up. Been into video games and sims ever since a Space Invaders cabinet showed up at my local sports centre in 1978.. Currently using FSX:SE on a Win7 64 bit ultimate PC. I'm familiar with an XBOX controller too! :a1310: Cheers!
    0 replies | 13 view(s)
  • HighBypass's Avatar
    Today, 01:19
    Hello All, Just joined SOH and getting to grips with the Beverley. Thank you Mr. Jahn for a fine freeware product! A couple of questions if i may: Where's the flap lever in the cockpit please? I've found the parking brake! :untroubled: Also, I've downloaded the boost gauges. How do I install them into FSX:SE please? My wife's older sister is called Beverley (good job they are not twins!!). I'm sure I mentioned to Beverley years ago that there is a plane with the same name. I shall take some delight in reminding her - unless my missus has already told her about me already flying the fat biffa around.. :beaten::dizzy:
    70 replies | 4499 view(s)
  • bazzar's Avatar
    Today, 00:51
    bazzar started a thread AH_C-47/DC-3 PaintKits in Prepar3D
    As we are nearing completion of the V5 Upgrade, we have been working on the PBR paintkits. There are two. The first is a full Pro quality HD PBR kit with everything a re-painter needs to produce professional quality full PBR materials and textures. Here is an example where we have taken Paul's Florida Cargo scheme and processed it through the Pro kit to give it full PBR goodness. The Pro Kit will be packaged with the forthcoming livery packs. The second kit is what we call a "re-skinner's"kit which is better suited to those who do not have the experience or skillsets to work with full PBR materials and textures but still wish to create their own leveries and schemes.
    2 replies | 39 view(s)
  • Daube's Avatar
    Yesterday, 23:54
    Daube replied to a thread P3D_V5 Screenshots P3D V 5 in Prepar3D
    Quite an impressive airbase ! A few remarks though, concerning your settings, you might want to change a few of them in your sim: I'd recommend you to disable to dynamic vegetation (a.k.a. SpeedTrees). These trees are not looking so nice, and their density is extremely low. They will make your forests look bad. It seems your shadows are completely disabled ? I would recommend you to enable all of the "cast" and "receive" checkboxes, excepted for the vegetation (only receive, no cast, because it's very expensive on FPS), particles and no shadow flagged content. The shadows on ground will greatly enhance the rendering, especially for the various scenery elements such as buildings/hangars (finally your plane will be in the shadow when sitting under an open hangar :) ) or static...
    286 replies | 11318 view(s)
  • centuryseries's Avatar
    Yesterday, 23:48
    Thanks will give it a shot. I'm sure they are inundated with things like this, and with the current global pandemic if they come back to me, then great, if they don't then it's still great - the new game looks incredible! :ernaehrung004:
    3 replies | 283 view(s)
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