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Beale AFB package by MAIW
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- MAIW Veteran
- Posts: 2565
- Joined: 11 Aug 2006, 19:55
- Version: FS9
- Location: KRDU
Beale AFB package by MAIW
please use this thread to post questions and constructive feedback about this package here.
direct link:
http://library.avsim.net/download.php?DLID=105805
direct link:
http://library.avsim.net/download.php?DLID=105805
- Makadocias
- Captain
- Posts: 385
- Joined: 12 Aug 2006, 09:41
- Version: FS9
- Location: Alkmaar, EHAM @work
- Contact:
I was waiting for this one because those U2's are just so cool!!!!
And the waiting was definetely rewarded!!!
You guys have raised the "bar" to the Black hole as far as I'm concerned because it just can't get any better can it?!
A big thank you to everybody at MAIW!!!!
And the waiting was definetely rewarded!!!
You guys have raised the "bar" to the Black hole as far as I'm concerned because it just can't get any better can it?!
A big thank you to everybody at MAIW!!!!
Check out my pic's at
http://www.airliners.net/search/photo.s ... entry=true
My video's at
http://www.youtube.com/user/Makadocias/videos
http://www.airliners.net/search/photo.s ... entry=true
My video's at
http://www.youtube.com/user/Makadocias/videos
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- Captain
- Posts: 209
- Joined: 12 Jun 2007, 21:04
- Version: FS9
- Location: St Leonards on Sea, Sussex.
Just found a possible bug in the Beale scenery. I had just landed and taken the taxiway C and turned onto F to the parking area when I got an unexpected building crash. As I'm sure I'm not the only one who flies with crash detection on, is there someway this can be avoided in the future?
On a second point, would it be possible for the runway markings to appear on screen a lot further out than at the moment I'm coming in 'over the fence'?
This is all I've managed to see so far, but if I find anything else I'll let you know - in the nicest way possible, of course!
On a second point, would it be possible for the runway markings to appear on screen a lot further out than at the moment I'm coming in 'over the fence'?
This is all I've managed to see so far, but if I find anything else I'll let you know - in the nicest way possible, of course!
Where ever you go, there you are.
- Emile
- Second Lieutenant
- Posts: 34
- Joined: 19 Oct 2006, 09:57
- Version: P3D
- Location: Brussels Belgium
Hello,
I have the same problem, did try to take off, taxi, several parking places and even when flying above at +- 4000 ft = building crash.
I have the same problem, did try to take off, taxi, several parking places and even when flying above at +- 4000 ft = building crash.
Emile EBBR Asus P7P67 Pro v3, Intel 1155 3.4 GH, Corsair DDR3 8Gb,PCX Nvidia 950 ti,PCX Nvidia 1050 ti,
SSD 120Gb, 2 x 1 Tera SATA6, Dual Boot . Win10 Pro X64,
SSD 120Gb, 2 x 1 Tera SATA6, Dual Boot . Win10 Pro X64,
- rocket_26_
- MAIW Developer
- Posts: 301
- Joined: 29 Aug 2006, 05:28
- Version: P3D
- Location: EGXW
Steve,Firebird wrote:Hmmm, it seems that all the beta testers fly with the crash detection off, otherwise I think we would have noticed this.
Please be aware that Emile at least is using FSX, not FS9, so his problems are probably associated with that fact. I always have crash detection on in FS9 and in the many hours that I have spent at MAIW Beale AFB during both its development and testing I have never experienced a building crash of any kind.
Mike
- rocket_26_
- MAIW Developer
- Posts: 301
- Joined: 29 Aug 2006, 05:28
- Version: P3D
- Location: EGXW
Steve,Firebird wrote:So to recap are we saying that these Beale problems only occur with FSX, or does anybody have them on FS9 as well?
I can't answer that, but I would also like to hear if any FS9 users are having these problems. I was only referring to Emile's problem with FSX as described in the following thread:
http://www.militaryaiworks.com/forum/vi ... php?t=1536
Mike
As I pondered on this building crash issue it suddenly occurred to me that probably neither any of us who worked on this package nor any of the beta testers had ever flown or taxied an FS9 user flyable aircraft at Beale AFB since we were all concerned about how the Military AI aircraft performed there, not how user flyable aircraft performed there.
Consequently I decided to fly a user flyable aircraft at Beale AFB and see if I could reproduce this building crash problem. The bad news is that I was able to reproduce the building crashes while taxiing and the really bad news is that they appear to be caused by the use of the Beale AFB scenery created by DBWsim Design. The only way I could eliminate the problem other than by turning off crash detection was to remove the Beale AFB.bgl scenery file.
For some reason there appears to be at least a couple of invisible obstructions that cause either the building crashes that occur for no apparent reason or prevent the user flyable aircraft from taxiing past them. I actually got my F-16 stuck on one of them and even full afterburner would not budge it.
This all occurred with FS9, so the problem is definitely not just limited to FSX.
The only two immediate fixes that will allow the use of FS9 user flyable aircraft at Beale AFB appear to be to either turn off crash detection or remove the scenery file named Beale AFB.bgl. Unfortunately the latter creates a rather sparse looking Beale AFB.
Mike
Consequently I decided to fly a user flyable aircraft at Beale AFB and see if I could reproduce this building crash problem. The bad news is that I was able to reproduce the building crashes while taxiing and the really bad news is that they appear to be caused by the use of the Beale AFB scenery created by DBWsim Design. The only way I could eliminate the problem other than by turning off crash detection was to remove the Beale AFB.bgl scenery file.
For some reason there appears to be at least a couple of invisible obstructions that cause either the building crashes that occur for no apparent reason or prevent the user flyable aircraft from taxiing past them. I actually got my F-16 stuck on one of them and even full afterburner would not budge it.
This all occurred with FS9, so the problem is definitely not just limited to FSX.
The only two immediate fixes that will allow the use of FS9 user flyable aircraft at Beale AFB appear to be to either turn off crash detection or remove the scenery file named Beale AFB.bgl. Unfortunately the latter creates a rather sparse looking Beale AFB.
Mike
Live and learn.......live and learn.
Guess I'll have to check my Pope scenery with the crash detection on.
Guess I'll have to check my Pope scenery with the crash detection on.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Discouraging too!!!btaylo24 wrote:Heartbreaking, that's what it is!
Barry
Who would have ever thought that the DBWSim Design Beale AFB scenery would have had an invisible building crash problem with user flyable FS9 aircraft?
I just noticed in the MAIW Whiteman AFB support thread that John Stinstrom's Whiteman AFB scenery apparently has a similar problem, so it appears that this type of scenery problem isn't just limited to the DBWSim Design Beale AFB scenery.
Mike
Guys don't be too hard on yourselves, we are discovering a previously unknown issue with scenery. A learning experience for sure. Beale is still a great package, hands down.
Just when we think we've seen it all................
At least we now know about this issue so going forward we can always check for this problem ahead of time.
Just when we think we've seen it all................
At least we now know about this issue so going forward we can always check for this problem ahead of time.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
- StingingCanine
- Second Lieutenant
- Posts: 71
- Joined: 21 Aug 2006, 03:24
- Version: FS9
- Location: KARB
This issue will need to be thoroughly understood before we can guard against when creating, or check for during beta. I can't see just cruising around every AFCAD/Scenery created for a MAIW package in a user a/c to turn up something that may as well be random, if you don't know what you are looking for in advance! Anybody equipped to discover the causes of this issue interested in digging it out? Hope so!
Ron
Ron
- rocket_26_
- MAIW Developer
- Posts: 301
- Joined: 29 Aug 2006, 05:28
- Version: P3D
- Location: EGXW