I've noticed the animation of the spinning rotors is very choppy, is there any way to fix it ?
can you describe by video?
I've noticed the animation of the spinning rotors is very choppy, is there any way to fix it ?
I'd like to, but not PC savvy enough, all I can tell you is the rotors do not spin smoothly in FSX Steam like the default helicopters
I have even had the rotors to freeze in mid flight, V22 keeps flying along but rotors are froze.
I have the same effect (on WIndows10) when I'm flying in Spot view and eg. switch from fullscreen to windowed mode, v.v., or e.g. change the overall volume on the Windows taskbar (when flying in Windowed mode).I have even had the rotors to freeze in mid flight, V22 keeps flying along but rotors are froze.
Hi Maryadi, "jymp"
Maybe this helps:
Since I've migrated my FSX-Accel to my new Windows10 PC, I can make video's with the built-in video capture feature of W10.
Just don't know yet where/how to post a video publically (keep learning ....LoL).
I made a small video of what I think "jymp" means by choppy rotors.
It's a .mp4 , in a zip file available at :
http://home.kpn.nl/rcbarend/choppy.zip
@ "jymp": Is this the "choppy" effect you mean ??
@ Maryadi: does this look different on P3D ??
This video is at a very stable 30 fps.
Rob
I agree, more transparent rotors should help, I would try it for sure. thanks.if the choppy is like that, it's normal. due to the blade rotor blur aren't transparent enough. the proprotor are 3D blur, not 2D like default aircraft. it can be minimize if more transparent will apply. for rotation proprotor have steady/stable/fix value. i'll try to find out why this appearance are different (including make a choppy).
Hi Pat,Hi Rob, and all as well!
Thanks so much. It was the VMR value in the Ball.xml. I neglected to make the necessary changes to the Ball.xml when I installed the latest version of Addon 4. I had made the changes needed to the VMR value in the Beta version to get them to display, but had a stupid attack when I installed the final release, over-writing the Ball.xml, and I forgot to update the new Ball.xml.
I've got it now. Everything shows as it should.
NOW I'm working on the list of ships and their VMR values, so I can see that Ship X being displayed by the Radar gauge is a default cruiser, or the Spruance, or whatever it may be. It's a slow process, and given the time I have available, I think I'm doing rather well. Especially given my typing skills, or lack there-of
Thanks very much for your help, Rob. Told ya I was messing something up. As usual
Have fun all!
Pat☺
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Pat☺
Hi Rob!When you are ready with the list of ships and their VMR values, can you mail me the list so I can build it into the gauge ?
Just take your time, no hurry whatsoever ...!!
I am quite familiar with that little section of the .xml file. I've already added a few boats to it. No real problem. I make a copy-n-paste entry of one of your lines, like for the Asturias, and just change the VMR value and ship's name. I am being extremely careful about doing all this, triple checking for typo's, which are something I am notoriously bad for. I also make back-up's just about every time I go in to start editing, so if/when I really mess it up, it will be recoverable. I think part of the slowness of my work is all the checking, backing up, etc, I do.If you look down into the ball.xml gauge about 80%, or search for the string Asturias , you'll find a list of carriers allready recognised by the gauge.
I advise you not to edit this list yourself, because there are a few restrictions you are probably unaware of. Plus, one "typo" will make the xml code unreadable for FSX
Hi, Maryadilooking from you picture, there some light appear, such weird.