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Posted: 31 Aug 2009, 19:55
by tango234
I see a lot of that kind of thing, autogen on top of taxiways and buildings and I just make my own excludes to deal with them. I am using FSX though so this probably won't help :?

Posted: 31 Aug 2009, 20:45
by Firebird
Well as a quick check, as long as you have also got the 0_Lemoore_Default Airport_Poly_Exclude_VTPX bgl in the scenery directory it might be worth moving the landclass file, Lemoore Landclass.bgl, to the directory that we now put those files in, the FS9/Scenery/Base/Scenery folder.

See if that changes things.

Posted: 31 Aug 2009, 21:49
by BadPvtDan
He says he has "ported over..." so I reckon he is using FSX, too.

Posted: 31 Aug 2009, 22:26
by flashover
Very nice... Thanks Firebird. It works great now.

And BadPvtDan was correct, I am using FSX. Just forgot to mention it.

Thanks so much for the help guys, I appreciate the quick responses!

Posted: 01 Sep 2009, 02:09
by flyerkg
I ran into the same issue with FSX at Lemoore and I made additional excludes in AFX. It was painful but I managed to get rid of the trees. I am now in the process of reinstalling everything to a new FSX (post-hard drive crash) system. I am still having fun though!

Keith

Posted: 01 Sep 2009, 06:48
by Firebird
Well what I have come to learn is that the landclass will decide the ground under the scenery so its really best to load that first, hence moving it to a folder that is loaded earlier. It also avoids the memory leak issue that we discovered after this package was released.
I thought it might help as John likes to clear the ground, so to speak, before he builds on it avoiding tree and shrubbery issues.

What I have learned by accident is the same principle still holds true in FSX. All useful stuff.

Posted: 02 Sep 2009, 01:13
by flyerkg
The sad thing is that the landclass for Lemoore (entire San Joaquin Valley) to be exact is a lot different in real life than what FS9 or FSX provides. The base is in the middle of crop fields in real life.

Keith

Posted: 02 Sep 2009, 11:49
by Firebird
OK fair comment. It appears that I can fix rogue trees but not reality, ah well I will still take it as a win. :D

Posted: 03 Sep 2009, 01:27
by flyerkg
Hi Steve,

I have no problems with the package at all, just frustration with some aspects of the original flight simulator product. Thank you for all the hard work.
Keith

Posted: 03 Sep 2009, 05:32
by Firebird
No problem. I understand what you mean. Its a case of familiarity breeds contempt, with FS, and is kinda the reason that the third party market was formed and is so strong.

removing static aircraft at KNLC

Posted: 21 Nov 2009, 19:52
by texxasal
I have installed your package for LeMoore, and it is excellent. I would like to know how to remove the "static" aircraft which are parked at various locations about the ramps. I fly with USNVA.ORG and we use some of thos parking spots for our squadrons. Thanks.

Re: removing static aircraft at KNLC

Posted: 21 Nov 2009, 19:56
by campbeme
MAIW does not put static A/C in their packages. You must have somebody else's work installed somewhere in your set up.

Mark

Re: removing static aircraft at KNLC

Posted: 21 Nov 2009, 20:06
by BadPvtDan
This package might have had some. It's blasphemy if you ask me but what can you do.

Merged with proper topic.

Re: USN/USMC Special Use Mentors by MAIW

Posted: 21 Nov 2009, 20:18
by campbeme
:shock: No way!...Let me go see.

Re: USN/USMC Special Use Mentors by MAIW

Posted: 21 Nov 2009, 20:23
by BadPvtDan
There's some mention of statics earlier in the thread is why I say that. I'd install it and check it out but it's almost tailgate time!!!

Mike is going to delete this post later for being off topic. Even being the site owner, I still get my hand slapped.

Re: USN/USMC Special Use Mentors by MAIW

Posted: 22 Nov 2009, 01:09
by MIKE JG
A good moderator is always lurking........ :smt066