Hi everyone.
As a soon-to-be convert to FSX, I'm just wondering whether David Maltby's Trident works ok in FSX.
cheers,
Dan
Trident for FSX?
Moderators: Guru's, The Ministry
Re: Trident for FSX?
Hi TridentBoy! and welcome!
I use the trident in FSX, but there are a few funnies.... and now i can't remember them all... oops
Definately the reg letter just below the windscreen does a fun effect in FSX, I'm guessing something to do with the textures... And I think there was something minor in the panel... I'll try and find out for you.
Otherwise its grand.
:flying:
I use the trident in FSX, but there are a few funnies.... and now i can't remember them all... oops
Definately the reg letter just below the windscreen does a fun effect in FSX, I'm guessing something to do with the textures... And I think there was something minor in the panel... I'll try and find out for you.
Otherwise its grand.
Ben.






- Gypsy Baron
- Meteor

- Posts: 52
- Joined: 03 Jan 2005, 02:14
- Location: Daly City, California
Re: Trident for FSX?
[quote="tridentboy"]Hi everyone.
As a soon-to-be convert to FSX, I'm just wondering whether David Maltby's Trident works ok in FSX.
cheers,
Dan[/quote]
I can concur with Ben's assessment. The Trident does indeed import into FSX quite nicely.
The smalll items that I noticed were the fuel gauges reading "0" due to a change in FSX
that did'n't recognize the "units" used in the XML gauges i.e.
<Value Min="30" Max="2500">(A:FUEL RIGHT QUANTITY, meter cubed) 802.84 * 0.3125 * </Value>
always evaluated to "0". I changed the statement to:
<Value Min="30" Max="2500">(A:FUEL RIGHT QUANTITY, gallons) (A:FUEL WEIGHT PER GALLON, kilograms) * 0.3125 * </Value>
I changed this in all the fuel gauge XML files to get them to work. That said, this was back in FSX-RTM and
I've not checked to see is ACES corrected the ommision in the subsequent SP1 and SP2 releases.
( The glitch WAS caused by MS\ACES...not a shortcoming in the original coding )
Also, I recall that there was a discrepancy between IAS and MACH readouts that made absolutely
no sense. I could see no logival reason for this since the variables that drove the MACH meter
needle were the vary same variables used to diplay the tooltip value, which WAS correct.
Again, nothing stopping the use of the aircraft in FSX, although I'm wondering if I've flown it
since Acceleration/SP2....hummm....I think I'll do that today. If I see any further "SP2 induced"
annomalies I'll report back.
Paul
As a soon-to-be convert to FSX, I'm just wondering whether David Maltby's Trident works ok in FSX.
cheers,
Dan[/quote]
I can concur with Ben's assessment. The Trident does indeed import into FSX quite nicely.
The smalll items that I noticed were the fuel gauges reading "0" due to a change in FSX
that did'n't recognize the "units" used in the XML gauges i.e.
<Value Min="30" Max="2500">(A:FUEL RIGHT QUANTITY, meter cubed) 802.84 * 0.3125 * </Value>
always evaluated to "0". I changed the statement to:
<Value Min="30" Max="2500">(A:FUEL RIGHT QUANTITY, gallons) (A:FUEL WEIGHT PER GALLON, kilograms) * 0.3125 * </Value>
I changed this in all the fuel gauge XML files to get them to work. That said, this was back in FSX-RTM and
I've not checked to see is ACES corrected the ommision in the subsequent SP1 and SP2 releases.
( The glitch WAS caused by MS\ACES...not a shortcoming in the original coding )
Also, I recall that there was a discrepancy between IAS and MACH readouts that made absolutely
no sense. I could see no logival reason for this since the variables that drove the MACH meter
needle were the vary same variables used to diplay the tooltip value, which WAS correct.
Again, nothing stopping the use of the aircraft in FSX, although I'm wondering if I've flown it
since Acceleration/SP2....hummm....I think I'll do that today. If I see any further "SP2 induced"
annomalies I'll report back.
Paul
Re: Trident for FSX?
Never noticed problems with the fuel gauges. Mine have always been OK.
SP2 introduced more texture anomalies (bits of the window glass not displaying correctly, and around the centre combing panel). Not sure the window pillar textures have ever displayed in FSX, but I'm not that bothered to be honest!
Don't know if it's related to the IAS/Mach thing, but it's very hard to get airborne at high fuel weights in FSX. It really is a Gripper! I suspect something in FSX messes up the EPRs and Mach numbers, but I'm only guessing.
James
SP2 introduced more texture anomalies (bits of the window glass not displaying correctly, and around the centre combing panel). Not sure the window pillar textures have ever displayed in FSX, but I'm not that bothered to be honest!
Don't know if it's related to the IAS/Mach thing, but it's very hard to get airborne at high fuel weights in FSX. It really is a Gripper! I suspect something in FSX messes up the EPRs and Mach numbers, but I'm only guessing.
James

-
tridentboy
- Chipmunk

- Posts: 2
- Joined: 10 Oct 2007, 21:40
Re: Trident for FSX?
Thanks for you help everyone. I'm sure after a few tweaks she'll fly like a dream!
Dan
Dan
- Gypsy Baron
- Meteor

- Posts: 52
- Joined: 03 Jan 2005, 02:14
- Location: Daly City, California
Re: Trident for FSX?
[quote="Sl4yer"]Never noticed problems with the fuel gauges. Mine have always been OK.
SP2 introduced more texture anomalies (bits of the window glass not displaying correctly, and around the centre combing panel). Not sure the window pillar textures have ever displayed in FSX, but I'm not that bothered to be honest!
Don't know if it's related to the IAS/Mach thing, but it's very hard to get airborne at high fuel weights in FSX. It really is a Gripper! I suspect something in FSX messes up the EPRs and Mach numbers, but I'm only guessing.
James[/quote]
Looking at my panel folder I see what looks like an updated CAB file. I checked the fuel gauges using that CAB
versus my modified folder and the fuel gauges are OK.
The "SP2 induced" reflective texture issue with the left and right rear side windows and the areas in the corners of
the othe windows is annoying but not a "stopper". Interestingly, at night, all the textures are fine. It has to do with
the VC panel textures being compiled with a "',A" attribute, I understand. Not sure exactly what this pertains to
but apparently if the modeler removes that attribute the textures do not suffer the "SP2 induced" reflectivity problem.
The area that borders the central panel on the glare shield can be "fixed" by changing the "Background_color=0,0,0"
statement in the Vcockpit05 section to values of "128,128,128" I think.
I also note that on the Panel_O.bmp and Panel_2.bmp I changed the black area ( color 0,0,0 ) below the panels in
those bmp's to grey. This may have reduced other "reflective" texture areas to a minimum.
Paul
SP2 introduced more texture anomalies (bits of the window glass not displaying correctly, and around the centre combing panel). Not sure the window pillar textures have ever displayed in FSX, but I'm not that bothered to be honest!
Don't know if it's related to the IAS/Mach thing, but it's very hard to get airborne at high fuel weights in FSX. It really is a Gripper! I suspect something in FSX messes up the EPRs and Mach numbers, but I'm only guessing.
James[/quote]
Looking at my panel folder I see what looks like an updated CAB file. I checked the fuel gauges using that CAB
versus my modified folder and the fuel gauges are OK.
The "SP2 induced" reflective texture issue with the left and right rear side windows and the areas in the corners of
the othe windows is annoying but not a "stopper". Interestingly, at night, all the textures are fine. It has to do with
the VC panel textures being compiled with a "',A" attribute, I understand. Not sure exactly what this pertains to
but apparently if the modeler removes that attribute the textures do not suffer the "SP2 induced" reflectivity problem.
The area that borders the central panel on the glare shield can be "fixed" by changing the "Background_color=0,0,0"
statement in the Vcockpit05 section to values of "128,128,128" I think.
I also note that on the Panel_O.bmp and Panel_2.bmp I changed the black area ( color 0,0,0 ) below the panels in
those bmp's to grey. This may have reduced other "reflective" texture areas to a minimum.
Paul
Re: Trident for FSX?
oh and one other thing... copy the texture.cfg file from any of the comet textures and pop it into the trident (or 1-11 or VC10) texture folders. ;-)
Ben.







