FS9 - Kai Tak

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FS9 - Kai Tak

Postby RollerBall » Sat Nov 15, 2003 11:51 am

:)

Don't despair scenery designers, nothing to be worried about too much with FS9 so far.

In a few hours I've adjusted my Kai Tak work so it's suitable for both FS2002 and FS2004. Here's a pic to be going on with.

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My CoastLineMaker and LMDraw stuff all still works OK but whoever in M$ was responsible for the water must be on a really serious substance because this is THE worst water I've ever seen in any computer game bar none. It stinks and is appalling and is totally unworthy of the rest of the program. M$ should be utterly ashamed of themselves to release such rubbish IMHO. Just hope I can do something about it because it totally ruins the whole scenery.

I don't have very visible waves yet with my GeForce 3 although I do have the surf. But for crissake it looks like a bloody jakuzzi with bath salts added.

Haven't quite got to the bottom of it yet but FS9 seems to be partly self-excluding ie your replacement scenery knocks out whole chunks of the FS9 default in the area. It might just by my flatten doing it, I don't know.

My custom objects are still all created with EOD and I haven't had to adjust any textures or anything yet except I had to pay much more attention to polygon layers in FSSC otherwise things that showed up in FS2002 went missing in 2004.

Problems so far - some library objects which were right for size in 02 have become tiny in 04. Hopefully I will be able to adjust scale though. But my one or 2 dynamic objects that I created with DOD that worked OK in 02 don't show in 04. Now I'll just have to learn Busy Objects that I was trying to put off. Hopefully it will be worth it though ;)

How's anyone else doing designing for 2004?
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Re: FS9 - Kai Tak

Postby Hagar » Sat Nov 15, 2003 11:59 am

LOL Roger. I knew you would do it. Well done. ;)

There's bound to be a few differences which might become clearer if they ever get round to releasing the SDKs. I haven't had any serious problems with aircraft in FS9 - using the FS2002 SDKs.
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Re: FS9 - Kai Tak

Postby RollerBall » Sat Nov 15, 2003 12:54 pm

LOL Roger. I knew you would do it. Well done. ;)


:D
Doug, it's the only reason I got FS9 at the moment. I'm still very happy with 2k2 and could probably last until 2006 (if there is one).

But if I don't do both in tandem....

The 2004 colours are certainly very rich compared to 2002 but the hills around HK look a bit Disneyland IMHO You keep expecting Mickey or the 7 Dwarfs to appear at any moment!

But the water - well.... It's simply shocking, and after all the years of experience M$ have had.

I've got a very detailed AFCAD file for 2002 that's linked to my scenery and I'm doing the same for 2004. Got the comms in but of course until Lee gets the next version of AFCAD out, you can't add the necessary navaids .

Tell you what - I'm a bit annoyed. I called Kai Tak VHHK and had one or two complimentary emails about it. M$ in their wisdom have called it VHHX in 2004.  >:(

Roger
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Re: FS9 - Kai Tak

Postby ozzy72 » Sat Nov 15, 2003 1:23 pm

Roger there are some great new water textures available for 2k4 over at no-nodes!
The rest is looking good though ;)

Mark ;)
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Re: FS9 - Kai Tak

Postby RollerBall » Sat Nov 15, 2003 1:27 pm

Wooowwww! I MUST be the first person IN THE WORLD to land using the IGS/ILS at Kai Tak in FS2004! :D

I'm not yet gonna say how I've done it - but I've added the ILS frqs to Kai Tak in 2004 without waiting for the new AFCAD! The ILS and the markers worked just fine.

Here's a screenshot on the instrument approach to Rwy 13

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I've marked up the 'beams' and you can see KL (the IGS) is clearly visible at 16.8 n/m DME on the instrument readout.

;D

Roger
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Re: FS9 - Kai Tak

Postby ozzy72 » Sat Nov 15, 2003 1:32 pm

Now you're just showing off Roger ;D ;D ;D
Nice one ;)

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