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Solomon 1943 V.2 FSX/P3D - open beta Feb 3

Only thing I've run into thus far is that while I see massive explosions and tripleA I have no sounds. The scenery for Truk worked very well and the sounds were excellent but for some reason, I have no sound to any of the effects. Looking into it as I have time.
 
Screenshot time, this scenery is both vast and brilliant ! Flew in "The Slot" all day today ... Mike :salute:
 
"Look behind ya, Meatball"

ImhereMeatball_zps26aa3050.png

what are you using to make the guns fire?...shells eject?....im getting jealous....the A-10 spewing 30mm destruction...now this.....please...what program(s)?
 
I love the scenery but I wonder if I have a bad install somehow. I went to AGGF on Rwy 7 and it's off the runway and on a sloped
hill. Runway 25 end is OK.
Also the readme says:
AGGL is on 132.40 and it's on 122.90
AGGK is on 131.875 and it's on 122.90
AGSF is on 122.725 and it's on 122.90
AGRK is on 136.025 and it's on 122.90
AGGH is on 135.725 and it's on 118.10
AGBK is on 136.025 and it's on 122.90

Thanks, Bob.

I'll check that, thanks for noticing it, Bob.
The frequencies listed were taken from the original version of Solomon v1. The airfields in your list were extensively modified in the V2 version, but I don't remember touching the COM frequencies.
Maybe ADEX did reset them and I didn't notice it.

Anything you guys (and gals) point out will be addressed in the update work!

Cheers,
Mark
 
Only thing I've run into thus far is that while I see massive explosions and tripleA I have no sounds. The scenery for Truk worked very well and the sounds were excellent but for some reason, I have no sound to any of the effects. Looking into it as I have time.

The flak bursts definitely should be heard.
The AAA tracer fire doesn't have a sound linked to it (yet). I omitted that for performance reasons back then.

I put it on my list!

Cheers,
Mark
 
what are you using to make the guns fire?...shells eject?

Yes, same question here. I can do that with the payware Hellcat (just pull the X52 stick trigger to get gun tracers and sounds), but never found it on the the A2A F4U. Is it an add on?
 
Mark,

This is truly a momentous achievement! You should get the SOH Congreesional Medal of Honor for this conribution, at least. :medals:

Had to read your install instructions several times and carefully. I too had Orbx PNW entries in the middle of the config, so with careful counting I think I have a good install with shoreline textures as they should be. (Haven't visited PNW yet though . .).

I went to AGGF on Rwy 7 and it's off the runway and on a sloped
hill. Runway 25 end is OK.

Only anomaly thus far is that starting a flight at Ondonga on the active runway placed the a/c offshore in the drink. However, my pre-existing B-24 AI came in for a landing aligned correctly on the runway. Interesting.

Looks fantastic with the sun bleached, worn paint on the Corsair!

Many thanks again for all your many hours of tireless work and perfection.

expat
 
what are you using to make the guns fire?...shells eject?....im getting jealous....the A-10 spewing 30mm destruction...now this.....please...what program(s)?
It's an effect that came with a plane some years ago.
Unfortunately, I don't remember which one or where. The effect's name I'm using is fx_Wing_Guns.fx. It uses the aircraft.cfg [Lights] section for placement and activation.
I did a search of my old FS/CFS installs and it also comes by the following names. They all have different creation dates, but, the effect itself is the same. The sound descriptions in these effects do differ, but, the visuals are identical.
102_Wing_Guns.fx
FS9_Wing_Guns.fx
FSX_Wing_Guns.fx
Wing_Guns.fx

Google might come up with a download that contains it. If you find one, if you want, PM me, and I'll help with installing it...Don
 
Howdy, Don. Thanks for the steer. I should be able to figure it out with that information!

Regards,

expat
 
I stil get a lot of stutter even with an overclocked core i7 extreme at 4.5ghz and a GTX 680 graphics card. I've pulled down autogen and other sliders to smooth it out. There is very little animation other then smoke effects, so wondering why the fps hit compared to other sceneries.

On a positive note, it's a blast, and great for my WWII aircraft esp. Bad Duck! Such a huge area to fly around and lots to explore.

- I would love to see the ships moving and WWII AI aircraft as well. (from he who had a fps issue)

dvj
 
Where excactly in the scenery do you experience that, DVJ?
On FSX or P3D?

I have a system inferior to yours (i7 @ 4GHz, Nvidia GTX 660) and don't see this anywhere, even under adverse conditions (clouds and rain).

As for ships, David Wilson Okomura made a nice AI traffic package for the Solomons (AVSIM et al).

Cheers,
Mark
 
Last time I checked he was there. After that me thinks I have replaced some objects in the library and now... he's gone. My bad.
The clearing is still visible. Even a row of sandbags.
I'll give him a new home up there. What a nice view from up there, by the way. I have to check how that looks on sunset.

I'll release a small service update in the next days, that fixes:

- the floating truck on ondonga
- the LCM that beaches backwards on Barakoma
- the stray shorelines near Rabaul and some yet unseen stuff around Green Island.

Warhawks huge cone on Buka airfield escapes me at the moment. I don't see it, and I don't see any cones in my object libraries. Anyone else with a huge red dummy cone sitting on its tip?
I'm at it.

Cheers,
Mark

My bad mark...its not in buka...its the first japanese occupied bases north of barakoma (first one ya come to) huge fire on one side of the channel...smaller one on the other...lotsa AAA shooting up from that area and ships burning and partially sunk....if I was home, I could tell you exactly which one. Sorry for the confusion
 
Where excactly in the scenery do you experience that, DVJ?
On FSX or P3D?

I have a system inferior to yours (i7 @ 4GHz, Nvidia GTX 660) and don't see this anywhere, even under adverse conditions (clouds and rain).

As for ships, David Wilson Okomura made a nice AI traffic package for the Solomons (AVSIM et al).

Cheers,
Mark

Mark,

Just tried to find Okomura's AI file at AVSIM and had no hits. Also, I tried fltsim.com with same result. Did you spell his name correctly?

Stan

EDIT: Actually, I discovered I have the file already (and David's name is actually David Scott Wilson-Okamura) Sorry for the false alarm.
 
Yes that has good ship traffic.. I was thinking it would be nice to have AI plane traffic between the bases.....transports and patrols..would sure add to the immersion and we could even have some bandit patrols too.

I am going to test with vehicles on the ground and ships at sea as well. So far looking good, FPS decent considering the detail..and no major texture breaks or significant objects placement errors other than those noted already to report yet.

on with the inspection tour.
 
I have that traffic file set and it works without AI Carriers. To land on the Cabot, it's just a matter of finding it!
If you have the Traffic Toolbox installed, Traffic Explorer will allow you to see the "CID" for the ships. Select the "CID" number in Traffic Map and you'll get it's distance to you. You will have to visualize the bearing...Don

View attachment 80451
 
Yes this is David's 1.7 traffic package. Works without AI Carriers. Comes with maps showing the routes for both USN and IJN.
 
ah my mistake, sorry about that. glad to have it set right.

sure is a nice package for sure. I will correct my post.
 
Where excactly in the scenery do you experience that, DVJ?
On FSX or P3D?

I have a system inferior to yours (i7 @ 4GHz, Nvidia GTX 660) and don't see this anywhere, even under adverse conditions (clouds and rain).

As for ships, David Wilson Okomura made a nice AI traffic package for the Solomons (AVSIM et al).

Cheers,
Mark

FSX

Anywhere over the Solomon's where you have added scenery and objects I get a stutter. Once you move away from the islands, all is back to normal.
FPS are high, 30 to 60, but it's a stutter issue. And regardless of the aircraft sim. I don't get this with FTX products which are much more detailed and I typically run full sliders to the right with the exception of Autogen and water effects.
 
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