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Post by michael on Apr 7, 2014 20:10:36 GMT
Does anyone know why I'm getting this strange texture problem, it looks like a piece of the fusalage is not flushed with the rest. Hope someone can help as it is very distracting. My copy of FSX has nothing special added to it other than ENB series, but that makes no difference when switched off. The AI DC8 is the base install which allready contained the World Airways textures. Apart from this anomaly and the incorrect tail textures I'm so impressed by this AI. Attachment Deleted
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Post by aerofoto - HJG Admin on Apr 7, 2014 21:59:35 GMT
Could, possibly, be a texture BMP issue only .... I'd say .... since that part/section of the 2-tone fuselage cheatline for this particular WORLD AIRWAYS DC8-63CF texture/livery is "definitely there", but, simply isn't displayiong properly .... it seems.
I'm sure Paul will look at this .... and report .... "when ge has time to do so"
Mark C AKL/NZ
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Post by tristar on Apr 7, 2014 22:00:52 GMT
Does anyone know why I'm getting this strange texture problem, it looks like a piece of the fusalage is not flushed with the rest. Hope someone can help as it is very distracting. My copy of FSX has nothing special added to it other than ENB series, but that makes no difference when switched off. The AI DC8 is the base install which allready contained the World Airways textures. Apart from this anomaly and the incorrect tail textures I'm so impressed by this AI.
Hi Michael.
That is one of the lower LODS. The first three LODS have the fuselage welded into one piece. It looks like the material of FUSE4 is incorrect. I'll check on that. I never saw it during testing (and it got a hell of a lot of that), and neither did the beta testers. I'll check it out and fix it if that is the case. I can't think of any other reason for that, sorry (proving I'm human I guess .
Paul
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Post by aerofoto - HJG Admin on Apr 7, 2014 22:48:13 GMT
As per my following imagery .... The UI model version of the WORLD AIRWAYS DC8-63CF texture .... from which, I understand, this particular AI version of it was also produced .... appears to be OK, so, whatever's going on there is, possibly, restricted to how it displays on "just the AI model" .... it seems. Mark C AKL/nZ
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Post by tristar on Apr 9, 2014 22:05:44 GMT
Hi Michael.
Well I can't find anything wrong with the model, and I also can't reproduce the effect in FS9. I don't have FSX, so cannot test in that sim.
The only thing I can do is to separate out all 8 models and test each one in turn under many lighting conditions. Its not alpha channel, as that would make it transparent, so it can only be material. The fuselage is made out of a shiny material for the first three or so LODs, and then a non reflective for the rest to help on frames. It looks like Fuse4 is still reflective, but not according to FSDS and my testing.
Leave it with me and I'll see what the separate LODs show up.
Paul
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Post by michael on Apr 13, 2014 14:09:12 GMT
Don't know if this helps - did some more playing around, tried every setting in FSX still shows up but I did notice it only occurs when i get close to the aircraft and vanishes as I move away. Any chance I can play around with a non reflective version see how that works out.
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Post by Falcon on Apr 13, 2014 17:13:48 GMT
I've had the same problems in FSX, but none with HJG's models. I corrected it by manual setting the graphics in my GPU dashboard.
Falcon
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Post by michael on Apr 22, 2014 13:43:03 GMT
Hi Falcon, can you tell me what settings you used to turn off the reflections and does this setting just turn off ai reflections.
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Post by Falcon on Apr 22, 2014 16:41:39 GMT
Michael,
I'll try to find it. It turned off all reflections not just in ai. I had some models that were way out there. I'm using EVGA Precision Dashboard. Give me a couple of days to locate where I did this at. Falcon
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Post by tristar on Apr 22, 2014 21:43:25 GMT
Michael, I'll try to find it. It turned off all reflections not just in ai. I had some models that were way out there. I'm using EVGA Precision Dashboard. Give me a couple of days to locate where I did this at. Falcon Let me know how you get on. I can't reproduce this problem in FS9, and other FSX users don't have it either. One of life's many mysteries. Paul
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Post by michael on May 4, 2014 17:15:50 GMT
Fixed (kind of) The problem is a reflective issue at certain distances (LOD) the freighter version had the same problem section but at another distance and the 62's had no problem whilst parked but the tail had issues while taxing. An easy way of seeing the problem is to switch on dx10 the sections with problems turn white. I found a website voodoo.wikispaces.com/Environment+Map which mentions the problem in detail and installed the file and it fixed my problem. Now I have fantastic looking dc8's at my airports, yay I can't wait for the rest of the series. Are there any plans for the early series DC8's just asking because I'm curious how you would handle the ejector ring XML code. I know the rings where closed in cruise and sometimes but not always when the plane was parked at the gate.
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Post by tristar on May 4, 2014 23:41:01 GMT
Fixed (kind of) The problem is a reflective issue at certain distances (LOD) the freighter version had the same problem section but at another distance and the 62's had no problem whilst parked but the tail had issues while taxing. An easy way of seeing the problem is to switch on dx10 the sections with problems turn white. I found a website voodoo.wikispaces.com/Environment+Map which mentions the problem in detail and installed the file and it fixed my problem. Now I have fantastic looking dc8's at my airports, yay I can't wait for the rest of the series. Are there any plans for the early series DC8's just asking because I'm curious how you would handle the ejector ring XML code. I know the rings where closed in cruise and sometimes but not always when the plane was parked at the gate. Hi Michael. Thanks for the update. Since I don't use FSX or DX10, and others who do have not seen the problem I'm glad there is a fix. The early birds do exist in earlier prototype models, that will be updated to the latest spec before release. The XML has the rings open below a set air speed, and closed after. I personally have never seen or photographed the rings closed on the ground. AI XML code and triggers won't allow any fancy duel or what if situations. If it did, then all the fancy hidden box animations and code to get the flaps down for take off would not be needed. AI XML triggers are on or off and no and or nand type operations. Paul
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Post by aerofoto - HJG Admin on May 5, 2014 0:32:05 GMT
FYI ....
Those rings (T-rings), located near the tail/eshaust pipe on each engine (also known as "Ejectors"), apply to the DC8-10 through -40 series only .... though not to DC8 SHIP ONE in its earliest/1958 form.
They were normally used during T/O, and landing, and otherwise had an inflight limitaton of 390 KIAS (extension airspeed) and 250 KIAS (retraction airspeed).
They were part of the engine thrust reverser system (extending backwards .... when deployed .... and then rotating 90* to blank off the jet tail pipe so as to deflect engine thrust forwards and sideways) .... whereas the "daisey petal" part of the tail-pipe portion of each engine was designed to, supposedly, assist reducing noise during T/O and landing.
Mark C AKL/NZ
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Post by michael on May 6, 2014 14:27:56 GMT
The early 8's were before my time and although some flew into the 80's I never got a chance to see any but more especially to hear any. I believe the prototype used airbakes instead of reversers. Not being a modeler I was always curious about xml triggers. The ejector rings connected to speed, now that makes sense. I think I'm going to get into modeling and try and put back into the community what I've taken, I'm jumping in the deep end and try to produce the guppy series.
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Post by aerofoto - HJG Admin on May 6, 2014 21:09:36 GMT
For a short time (only) .... it "DID" .... and as follows .... In addition to Wing Spoilers (for ground use only of all DC8 versions) .... these air brakes were located on the lower rear fuselage (one panel on both port and starboard sides each) behind the wing trailing edge (these details are incorporated into the HJG UI model of this particular DC8 version and work on the basis of the keyboard Spoiler command). Extending outwards, when fully deployed, it was intended that these devices should rely upon the aircrafts slipstream and natural resistence forces in order assist deceleration during roll-out after landing. Proving "almost" completely ineffective though (in the words of DOUGLAS chief test pilot Arnold G "Heimie" HEIMERDINGER .... "using them was akin to throwing out a couple of Kleenex/tissues for all the good they did" these devices were quickly deleted from the production DC8 design as soon as more effective engine thrust reverser systems were developed. The engines on DC8 SHIP ONE .... at the time of its first flight and initial flight testing .... were different too .... Although these original P&W JT3 turbojet engines featured "flower petal" (shaped) noise suppression devices on the exhaust end of each engine nacelle ("similar" to those also fitted to B707 and CV880 aircraft around the same period) .... they lacked T-Rings/Ejectors .... since DC8 SHIP ONE was, initially, not equipped with engine thrust reversers .... unlike the classic T/R equipped JT3-C and JT4-A series turbojet engines which powered production DC8-10/20/30 aircraft when they entered commercial service from 1959. These later P&W turbojet engines .... although they were "just as noisey" .... did also, progressively, burn "a little" more cleanly too and as follows (as best that can be represented in FS .... from these particular angles of view at least) .... DC8-10DC8-20DC8-30Mark C AKL/NZ
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