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Post by rogwen on Mar 1, 2015 11:36:35 GMT -5
Does anyone know of some Everts Air DC6B textures that work with the AI version? I found some by Patrick Scheffre and downloaded them but the plane didn't pick up the textures. I had one texture maker who fixed his texture (not Everts) after discovering that the ai model had been revised/updated/changed; is this possibly the problem with the Everts Air textures?
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Post by Tom/CalClassic on Mar 1, 2015 12:34:50 GMT -5
If you found flyable textures, you need to use the HQ version of the AI DC-6B. Details in the High Quality readme.txt file, in the FS/Aircraft/aidc6b folder.
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Post by rogwen on Mar 1, 2015 13:15:30 GMT -5
Tom, the textures were stated as for the ai DC6B, so that was what I expected them to work with. I also found some others that were stated as being for the DC6B without mentioning ai; do you mean that I can use those with the ai version by changing the config file references as noted?
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Post by rogwen on Mar 1, 2015 13:20:24 GMT -5
Should have mentioned that the flyable textures were instructed to be installed in a "DC-6 CB-16 Modern" folder; maybe that is significant.
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Post by rogwen on Mar 1, 2015 14:10:12 GMT -5
Tom,
It worked for me; thanks for that.
Roger Wensley
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Post by Tom/CalClassic on Mar 1, 2015 14:41:24 GMT -5
Glad to help. You also get the advantage of a high quality AI model, complete with working cowl flaps and underfloor cargo doors.
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Post by rogwen on Mar 1, 2015 15:31:37 GMT -5
Tom,
Something else now that I just noticed. At PADL Dillingham the DC6 lands, turns around on the runway once it has lost enough speed, taxis back to the apron, and parks. I presume the turn-around-on-the-runway is hard wired in? It doesn't go all the way to the end of the runway before turning. At PAKN King Salmon, where there are two runways that cross, the DC6 lands, does not turn around on the runway, taxis to the far end, taxis off the runway past the hold-short on the taxiway that would eventually lead back to its designated parking spot, stops, and stops, and that's it. I presume if I waited long enough it would disappear. I will experiment with invisible taxipaths on the runways; I have done that before. Any ideas from you? And is the early turn-around hard wired? Typical FS9; just when you think you have it cracked.....
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Post by Tom/CalClassic on Mar 1, 2015 15:50:17 GMT -5
Hi,
If there is not a valid taxiway exit at the far end of the runway they will indeed turn around in the middle. This is like the real thing does, AFAIK.
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Post by rogwen on Mar 1, 2015 16:00:04 GMT -5
Tom,
I didn't mean that I was complaining about it; it is better and more realistic than going all the way to the far end and then coming all the way back! Any idea why it stops at PAKN? I can fix that with taxiway paths with turn-around links on the runway, but I am curious what makes ai planes tick.
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Post by Tom/CalClassic on Mar 1, 2015 18:02:00 GMT -5
Because if there IS a valid runway exit at the end of the runway, it will taxi there instead.
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