• Announcements

    • rstough

      LATEST UPDATE ON SUPPORT FOR P3Dv4   06/28/2017

      PREPAR3D V4 – REX PRODUCT UPDATE: 6/28/2017 We have completed our investigation of our products to determine what is needed to get them compatible for Prepar3D v4.   Several customers have stated that they have been able to get several products to work with P3Dv4 without a patch.  However, we do not recommend this, in that it is clear from our internal tests that some features will not work.   The following list below represents the products, a brief summary of issues/changes to be made, as well as an estimated release date of the hotfix. Product Issues found Estimated Release of Hotfix REX Worldwide Airports HD ·         Specular files need to be updated/added for most terminal, facility, and jetway files – to better handle lighting.  New textures will need to be made. ·         Handling of file transfers for correct paths need to be adjusted for P3Dv4. ·         Vehicle model paths need to be adjusted for P3Dv4 ·         Vehicle models still need to be tested to confirm full operation as well as placement ·         Backup and Restore needs to be added for P3Dv4   July / August 2017 REX 4 Texture Direct ·         Handling of file transfers for correct paths need to be adjusted for P3Dv4. ·         Configuration adjusted ·         Backup and Restore needs to be added for P3Dv4 ·         Textures passed no need for adjustments ·         Patch and full builds made Early July 2017 REX 4 Texture Direct w/Soft Clouds ·         Handling of file transfers for correct paths need to be adjusted for P3Dv4. ·         Configuration adjusted ·         Backup and Restore needs to be added for P3Dv4 ·         Textures passed no need for adjustments ·         Patch and full builds made Early July 2017 REX Soft Clouds ·         Handling of file transfers for correct paths need to be adjusted for P3Dv4. ·         Configuration adjusted ·         Backup and Restore needs to be added for P3Dv4 ·         Textures passed no need for adjustments ·         Patch and full builds made Early July 2017 WX Advantage Radar ·         New connections for P3Dv4 implemented into radar ·         Gauge Management Tool needs to confirmed to work with structure of P3Dv4. ·         Installer needs to be adjusted for installation of proper files / folders. ·         Fix for dll.xml file for P3D v3, v4 implemented Mid July 2017 REX 4 Weather Architect ·         Needs to be recompiled to support 64bit Simconnect. ·         Needs to have support of file/texture transfers for P3Dv4. TBD REX Essentials + Overdrive ·         Needs to be recompiled to support 64bit Simconnect. ·         Textures confirmed need updating to support higher resolution as well as better lighting facilities within P3Dv4. ·         Water / Wave animation needs adjustment possibly redone to better handle water facility within P3Dv4. TBD


Verified Members
  • Content count

  • Joined

  • Last visited

Community Reputation

4 Neutral

About americanflyer82

  • Rank
    Advanced Member
  • Birthday 02/10/1982

Profile Information

  • Gender
  • Location
    Near KGRR
  • Interests
    Aviation, guitar, road biking, video production and graphic design
  1. Hi.  Hope you can help me.  I am new to this.  I tried to get verified but they need my product info.  I purchased through Steam, and can't find that info.  Help!  

  2. It has already been discussed in this thread. http://www.realenvironmentxtreme.com/forums/index.php?/topic/13555-cloud-shadows/

    I think the better solution would be to turn off the stress causes aircraft damage setting in FSX. I saw it suggested somewhere else on here because of REX making turbulence more substantial than the built in weather engine did.
  4. Make sure that Direct X 10 mode didn't get turned on somehow. ENB only works with DX9.
  5. I'm not sure then. From other issues some people have, it seems that some video cards just handle ENB differently.
  6. Is it in windowed mode?
  7. What makes my ENBs different from most others is the ENBpalette.bmp files is what actually controls the dynamic lighting. The settings in the ENBseries.ini file won't have an effect on image brightness because of the palette doing it, but you can tweak things like bloom. 24 Hour mod - My first one. Goal was to make more realistic lighting that is dynamic for any time of day. Main things are when looking at the sun makes it harder to see the panel. Dawn and dusk look more realistic. At night darks are even darker and lights are brighter. VFR Mod - A more refined mod based on the 24 Hour mod idea. Still good for all day but really intended for the day period in VFR conditions. Makes it more bright and sunny, also does some color enhancement to make the scenery look more lively. IFR Mod - Enhances cloudy IFR conditions, makes it look even hazier and evens lighting to make a realistic overcast feel. Also good for night flying, instrument panels aren't as bright.
  8. Only one will work at a time, the files of one will just overwrite the other. I have a few that I developed, linked in my signature.
  9. Maybe you just haven't found it? Here is the forum page for FSX/P3D updates for Essentials OD. http://www.realenvironmentxtreme.com/forums/index.php?/forum/82-REX-essential-plus-overdrive-updates-and-service-packs/
  10. It's copied from my config. But after searching quick you seem to be right. I must have changed it for some reason and it must just treat it as 6000.
  11. You could try reducing the autogen per cell in the FSX.cfg I forget where I got it but someone suggested lowering the trees and building per cell because the default it just unnecessarily high. If I remember right the perimeter for them isn't even in the FSX.cfg by default so you have to add it. Here are my terrain settings: [TERRAIN] AUTOGEN_DENSITY=3 DETAIL_TEXTURE=1 LOD_RADIUS=4.500000 MESH_COMPLEXITY=100 MESH_RESOLUTION=25 SWAP_WAIT_TIMEOUT=2 TEXTURE_RESOLUTION=29 WATER_EFFECTS=4 TERRAIN_MAX_AUTOGEN_TREES_PER_CELL=8000 TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=400
  12. I looked at your joystick setting image from FS and they can't be helping. The null zone is basically how much of the controller range is considered to not do anything as if it is perfectly centered. Usually the null zone is just a very small amount so that you don't have to be perfectly centered to have neutral controls but then when you do move the joystick it goes out of the null zone and it takes your control input. The sensitivity for the various controls I have used are usually around the half way mark. You should also click the calibrate button to bring up the Windows properties on the device. There is a screen that shows where it is interpreting the position of the control. If it doesn't match up to the movement or current position that will make the problem more obvious.
  13. Not sure about your issue but looking at the video I can tell that their camera is zoomed out a bit because of the distortion to the scenery close to the screen edge when looking around. That gives an appearance of greater speed. It also looks like it isn't in real time because of the how abrupt the movement is and the unrealistic acceleration on the runway like it has rockets attached.
  14. It actually is an angle of attack indicator. The reason you think it doesn't line up with what it is showing is probably that your understanding of AoA is off. It is the difference of angle between relative wind direction and the chord line of the wing. The chord line is from the center of the leading edge of the wing to the trailing edge of the wing. The chord line is going to be higher at the front edge than it is at the back, otherwise the wing would not produce lift, so this line is already angled upward at least a few degrees in relation to the body of the aircraft. If you are flying straight without gaining altitude, your AoA is still going to be somewhere around 2-3. If it was showing 0 then the wings won't be creating lift so you will start to descend. If you could hold the plane at that exact pitch, the AoA would eventually increase again because the relative wind direction would be coming from a lower angle. Hopefully this helps, it's kind of hard to explain with only words. You can get an idea by doing some maneuvers in the 737, just leave your passengers behind. As for your other question, I can only go off what I've found online. It seems to be due to colder air temperature at higher altitudes and speeds being based on mach numbers because the speed of sound is slower in colder temperatures.