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The Staff of SOH
Hi guys,Wot he said...!!
I agree with Duckie. I think (at least for now) the original texture sets should remain in the library as the base textures, especially since there are known issues with v1.1 in FSX. Only the textures relating to the front fuselage required changing. I've done a bit of upgrading of additional textures as well, which are included in my update zip.
DaveQ
Am not getting any external lighting..... All switches on. NC
Oops, forgot to mention, I have it installed in P3DV5.
Blown fuse, Chief? Were the lights working in a lower P3D version?
Had not checked, but will now.... Be back.
Silly question, but you're remembering to throw the master exterior light circuit switch on over on the left side of the cockpit as well, not just the individual light switches on the right, correct?
The master ext light switch (just fwd of the landing light switch) is on left side, on a bracket parallel to the canopy rail. Shown on p.14 of the manual, switch # 9 - needs to be in the fwd position.
I'm running the latest version in P3DV4.5 and as of last night, and since day one of the first release, all lights have worked fine.
Personally, I'm pleased that this little detail was added, as I find might models' nav lights way too voluminous. So, in essence, it's either off or "massively bright balls of light". On this model, the "dim" is just the right level of subdued lighting you'd expect in real life.
With you there DL. I do wish - in fact it's the only thing I can think about the RFN F-8 to "improve" (besides my strange AP problem which I only seem to have) is that I wish the top and bottom red beacons were a lot smaller or on a dimmer. Look at Hiroshi's SkySpirit/TDS Boeing FSX models. He has the good eye to see IRL you can barely see external lights that are turned on in daytime, and they are small pinpoints - not big fireballs - at night. If the beacons could be made as dim as the dimmed nav and slime lights I would be a happy camper indeed! Love this machine and the endless superb paints!