Just purchased Alabeo’s R66 and C172RG Cutlass while they are on sale this week. I had no problem with the R66 but had my head scratched for a while regarding C172RG’s installation.
The major difference between the two installers is the C172RG one requires users to specify the version of P3D being used and the R66 doesn’t.
Under such circumstances, even though I am not using P3D version 2, I gave it a try on selecting the P3Dv2 option on the menu and browsed to direct the path to my current P3Dv3 folder on P:\ Drive. No surprise. I got errors of not finding files from the package and installation was aborted.
Then I tried putting the path of my P3Dv3 folder without checking the P3Dv2 option. The installation proceeded and reported a success. Continue reading →
My logic of tuning the rudder pedals for Prepar3D in the first place was to reduce the sensitivity of the axis control, assuming the adjustment could make them more manageable. Also, it was
based on the default setting in P3D as well as all the good results I got from my experience in FSX (as shown in the setting pictures on the right).
Sadly, after all the adjustments I made over the years as described in Post 242, 248 and 249 for P3D, I still had difficulties to avoid over-steering and under-steering the aircraft during taxi, especially at turns. Continue reading →
Perhaps many of you knew about it already, Vocie-activated Checklist allows running through checklists via voice command. This interesting stuff I only found recently on a Youtube video by Paul Endersby, who is the author of the utility.
Latest version is v0.5 and it comes by default with the A2A C172 Trainer Checklist. Continue reading →
Sounds of my default C172 SP have just been replaced by some more realistic alternatives I recently found on FlightSim.com.
Although the Soundpack by Christoffer Petersen of Turbine Sound Studios/TSS was created for FS2004 in 2007 and there’s a dedicated payware version for FSX, the freeware still works great on my C172 both in FSX and P3D environments.
As files in the soundpack are called differently, they must be renamed accordingly (basically taking out “TSS” from the filename) before they can be used to replace the default sound files. Continue reading →
During the testing for my Cockpit View display, I needed to switch back and forth numerous times between the Normal View and the Wide View. And the files involved with the necessary changes are:
To avoid confusion while making changes to these files directly, I instead created two additional copies from each of them and named these new files the “-Normal” version and the “-Wide” version accordingly:
Although my cockpit display has already reached the widest possible angle from the aircraft.CFG settings (InitialZoom=0.3 and WideViewAspect=False) stated in last post, I still couldn’t help asking myself in the last two months if it is possible to further widen it. The longer I flightsim with the setting, the stronger desire I want to expand the cockpit-span angle.
No doubt, the cockpit view (aka Normal View) from above configurations is giving quite a prominent result than the one from my previous single 30-inch monitor set up. However, it is still comparatively narrow because the horizontal field of human eyes could reach up to 180 degrees or beyond even though the effective range is about 70 to 120 degrees.
Solution, obviously, could only be sought from changing the WideViewAspectfrom False toTrue. And surely the prerequsite of keeping the glare-shield true to scale remains unchanged.
With the three 27-inch monitors in place, I’ve been able to bring up a glare-shield of the Cessna 172 panel that matches the size of 41 inches (105 cm) as if in the real cockpit. To achieve the result, I set InitialZoom=0.3 in the Virtual Cockpit of the aircraft.CFG, and WideViewAspect=False in either fsx.CFG or Prepar3D.CFG.
This creates the widest scenery display in front of the wind-shield from my 8040 x 1440 monitor-combo, without the appearance of distorted scenery objects towards the edges on both ends (see image below).