Compatibility with Seattle X

I have done a preliminary compatibility check of the PNW ferry system with Seattle X from Drzewiecki Design. As is, with the ferry system above Seattle X in the scenery library, there are compatibility issues in almost all the locations I’ve checked where the sceneries overlap. It’s possible that placing the ferry system below Seattle X will suppress any PNW ferry system scenery that interferes. However I will focus on making the ferry system compatible when above Seattle X, thereby retaining the localized ferry system terminals and lighthouses. I’ll try to post some additional files soon.

The issue: the ferry system has exclusions that suppress unwanted objects from a default install as well as with Orbx PNW. These exclusions do not suppress the overlapping objects supplied by Seattle X.

If it’s important to disable the ferry system files where there is interference, the file names in the PNW scenery folder should be a guide to what could be disabled.

I will try to create exclusions for use with Seattle X that only remove overlapping objects. At some point I am going to create highly detailed terminals at Edmonds and possibly Elliot Bay and I’ll revise the stopping points at that time.

December 15:

It turns out that a number of the compatibility issues I found are with files I have not yet published. However here is a list of PNW files for areas covered by Seattle X  that you can try disabling if you wish:

CVX_Fauntleroy.BGL
CVX_LR_PointWells.BGL
LR Vashon Fauntleroy scenery.bgl
LR_Pt_Wells.bgl
PhotoPtWells3.bgl

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Updates for CAG8 v1.10

In preparation for the release of my Orbx Pender Harbour CAG8 v1.10 I’ve updated the ferry system traffic file to fix an issue around Stillwater Bay which is now part of the Pender scenery. Please see the top of this page: https://larobinson22.wordpress.com/interim-updates/

There are a couple of other minor fixes too. The PR at the Powell River ferry terminal and the Powell River Mill has been redone with a water mask to improve the shoreline. At some point I may add seasons to the PR but matching them to FTX PNW is a time consuming process. The flattens in these areas leave something to be desired but the fix will have to wait.

 

Ferry Quinsam added / P3D v4 updates

Hi folks,

I’ve now posted an update to the PNW ferry system that adds the BC ferry Quinsam to the Nanaimo Gabriola route. This is the regularly assigned boat to this route. Below are a few clips. Consider it an enhancement for CAC8.

I’ve also made some adjustments so that everything works in P3D v4 as far as I’ve checked. Beta tester Greg assures me that his computer did not melt while testing so that’s a positive sign.In fact, the screen shots are from version 4 using some of my working files for CAC8. So that will work too when the ObjectFlow module and the installers are ready.

A number of the wake effects have been redone for v4 but a fair number remain to be tweaked. It’s a slow process and I still learn something new with each one, meaning I then need to go back and fix the ones I just did. I also fixed a large number of scenery errors here and there.

The package of all the files is linked on the links page of the blog as usual. I’ve revised the instructions trying to simplify them. If at all possible I would strongly encourage P3D users to take advantage of the .cfg file method of telling P3D where the ferry system files are located. That way updates are as simple as replacing a single large folder with the new one. See the instructions on how to do it if you are not familiar with the method.

P3D v4 updates, a new boat soon

Hi Folks,

This is about the old adage ‘the more you know the less you know’. It turns out that there are several issues with effects in the initial release of P3D v4. Among them, effect textures are flipped upside down. And in previous versions they had been flipped left right. The LM guys will fix all of this, but it means that my wave effects made to look right in P3D v3 will not look right in V4 as is.

In the process of fixing some of the wake and wave effects I’ve learned more of what should have been obvious. I’ve been using this understanding to fix my Orbx wake effects but it’s taking 1 to 2 hours per effect so it will be some time before I get to all the wakes for each ferry. However I have done a couple.

I have almost finished a new ferry for the Nanaimo Gabriola route; the MV Quinsam which is currently assigned to the route. It’s based on close-up photos I took on my trip up there a couple of years ago and is fairly detailed.

When it’s done I’ll post a new version of the PNW ferries with the new boat, some revised effect (including a better long range lighthouse effect) and a number of other fixes.

The PNW ferry system and P3D v4

The PNW ferry system and P3D v4

Having been on the LM P3D v4 beta team, I’m happy to report that the PNW ferry system works fine in P3D v4. In fact I think it looks much better. Besides the models looking crisp, the greatly extended range for autogen adds a lot of realism especially in the heavily forested areas of the PNW. Users have a lot of control over this range and with sufficient computing horsepower you can push the forest out to the horizon. The overall feeling of realism is so much greater in v4 that I can’t see any reason to remain with v3. I don’t think screenshots fully capture the difference; you have to see it in the sim. Adjusting things for your machine will take a little time but the basic process is no different than with optimizing earlier versions.

A word of caution: I’m surprised at the amount of outright false information (and associated anxiety) that has circulated about v4 before it has been released. Don’t accept everything you read from unknown sources. Elaine Dixon is a tremendous resource; see what she has to say. Check the Learning Center too.

Effects: all of my custom effects appear to work*. Version 4 does a much better job of handling effects and this exposes parts of effects that I’d like to improve. It’s a laborious process so I’ll do it little by little using some new tricks I have discovered for myself. The LM guys have resolved the visibility range issue for .fx type effects in v3 where the absolute maximum range is ~6km. I can now see the Point Wilson lighthouse effect 12 nautical miles away. This is significantly better than FSX. I’m in the process of revising the textures for the long range lights so they are not so big and not so bright close up but still have the extended range. The rationale is to provide a realistic night environment on the water surface where marine navigation aids and running lights are key.

*The rotating loom effect at Point Wilson now works in v4 (thanks Kevin!) but there is an extra red-white beam. I’m sure Kevin will fix this in a future update. Now that this is working it will be worth my while to work on this effect a bit more.

Minor PNW ferry updates

It turns out that the latest Orbxlibs update exposed an error in the Taswwassen ferry terminal scenery which is now fixed. A number of other minor errors are fixed too:

Fixed modeling errors including floating bench on Spirit Class ferries
Adjusted several effects including the Queen of Nanaimo wake
Fixed problem with flatten at Tsawwassen which caused landclass to cover the water near the terminal. (Same problem as with Orbx CAC8 Area B.)

See the download link for the latest files.  If you spot other instances of water being covered by landclass, please let me know.  Thanks much,

 

Edited to add:  it turns out that WinZip was creating corrupt zip files; as of April 6, that should be corrected now.