Several Issues with Montreal

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garrettprs
Posts: 58

Several Issues with Montreal

Post by garrettprs » Sun Dec 27, 2015 7:22 pm

Hi Guys,

I think I came across several issues that maybe need some attention...

First is really just a request: I came across the ground file that better matches the FTX Global textures. Like Dubai, is it possible to include the ground file and configurator option in the installer?

Second, I notice some duplicative PAPI lighting on some of the runways. It looks like one PAPI set is custom lighting that you guys created and the other looks like standard FSX/P3D lighting. The latter should be able to be easily removed via an AFCAD editor (I don't have a P3Dv3-ready version of ADE so it'd take a bit of work to open the CYUL AFCAD to check...).
papi.png
papi.png (743.15 KiB) Viewed 5438 times
Lastly, the floodlight effects are off. I haven't had the chance yet to play around with the particle scales in the FX files but let me know if you want some help (I figured out some decent values for Vienna a while ago).
lamps.png
lamps.png (807.67 KiB) Viewed 5438 times
Maybe these could be queued for an updated installer? (having a bunch of fixes and zip files can be a pain...)

Thanks guys, it's looking great regardless.
george[flytampa]
Site Admin
Posts: 3870

Re: Several Issues with Montreal

Post by george[flytampa] » Sun Dec 27, 2015 8:27 pm

Montreal is due a big update in the future but it won't happen till after Boston.

FOr now I've attached a new afcad with disabled PAPI lights. (only for P3D).
Attachments
CYUL_ADEX_FLYTAMPA.bgl
(95.85 KiB) Downloaded 373 times
garrettprs
Posts: 58

Re: Several Issues with Montreal

Post by garrettprs » Mon Dec 28, 2015 5:29 am

Thanks for such a quick fix, George. I was going to trade you that AFCAD for some fixed particle scale numbers on those effects but it seems that if you raise the scales so that the halo sits about where it should, they disappear altogether. The highest I can go is multiplying the X and Y scales in the particle.0 section (of all size lamp posts) by 1.23 but the halo is still too low. If you multiply the scales by 1.24, they disappear. So my solution now is just to delete them.

Sorry that LM keeps changing this stuff on you guys!
airforce806
Posts: 13

Re: Several Issues with Montreal

Post by airforce806 » Tue Mar 15, 2016 3:40 pm

Just came across this post. I had initially posted the same issue so please disregard. Thank you for this and look forward to the update!!
airforce806
Posts: 13

Re: Several Issues with Montreal

Post by airforce806 » Tue Mar 15, 2016 3:48 pm

Garrettprs - Have the same lighting issue as well as the same issue at Flightbeams KIAD. Perhaps a LM issue?
garrettprs
Posts: 58

Re: Several Issues with Montreal

Post by garrettprs » Wed Mar 23, 2016 11:40 pm

Hi airforce806, yes, it's an issue with the simulator, to be sure. However, there are multiple ways to project flood light glow in any of these simulators. The method used here and in some of the FB sceneries is flood as an effect method. LM has messed around with particle rendering that it's made this method difficult to adapt.

I think the guys here have it figured out--as has Mir and plenty of other developers--but it's just a matter of updating all of their products. I could be mistaken about that, though...
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