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"Phu Bai Redux" is ready for testing.... :: Archived
Discussions about the FS2004 game.
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Uhu_Fledermaus
Aircraft Demolition Expert

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Joined: Nov 28, 2004
Posts: 4369
Location: Blaricum, The Netherlands ~GMT+1
PostPosted: Sat Aug 05, 2006 1:19 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

update

added parking spots for :

C-130
A1H
C-47
OH-6

Some 19 in total, wich can be extended with other types if desired

get it here


for Install instructions see previous post Wink


fled
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JG300-Ascout
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Joined: Jan 05, 2005
Posts: 6257
Location: Cyberspace
PostPosted: Sat Aug 05, 2006 3:07 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

Thanks Fled...

I've got it a will try it shortly. I understand the lighting is "testing only". I'm for leaving taxiway lighting out on final version...as here is the definitive word on the matter (that also jibes with my memory)

"You know, I don't remember any lights except for the runway. There was possibly some lights along the two taxiways at each end of the runway at least to the parking ramps.
There were no mid or other taxiways but the ones at each end during the war.
The runway was only about 6,000 foot long and we used to go outside and watch the Air Vietnam 727 land because we wanted to see them "plant" the thing and the smoke boiling from the tires when they landed. For take-off we watched to see if he would get off in the length of the runway.

There also were flare pots along the runway made from artillery powder canisters filled with sand. These were spaced about every 200-250 feet. They sat up about a foot above the ground and seems like the caps were on them to keep out the rain water. When we used them we had to drive down the runway and pour diesel fuel or JP4 fuel into the sand.
We had to use them several times when the airfield generator was not working.

I don't think there were but a very few lights around the boundary of parking ramp.
From your (Ascout's) pic, the fog was pretty thick. We did have a lot of fog at certain times of the year.....and it got pretty cold a couple times....like 40 degrees or so, and very damp."

That's from former ATC cmdr. on the site. His info about only two end taxiways is out of date for my scenery because I was there a year later than he was, but he'd right about the lights. Let's preserve runway lighting and turn off everything else. Wink

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Uhu_Fledermaus
Aircraft Demolition Expert

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Joined: Nov 28, 2004
Posts: 4369
Location: Blaricum, The Netherlands ~GMT+1
PostPosted: Sat Aug 05, 2006 3:15 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

Razz

Well when I was at it, got carried away for a bit, I'm still on the discovery tour as to what is all possible with the AFCAD proggy, so therefore I added 'm to see what they look like.

With the final AFCAD file there will be only RWY's and parking spaces,

need to check on the Navaids that should or should not be there................

looking forward to comments and suggestions


fled
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JG300-Ascout
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PostPosted: Sat Aug 05, 2006 4:06 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

Fled,
OK, tried it, saw maybe a slight improvement in fps, but need another opinon on that. If that eliminated the old runway/tower, then the hit is from something else on the north side...probably helicpters (I think).

I didn't move the runway as much as I thought...here are two screenies taken by Ack-Ack with the exlude off so you can see all:

(My original ruway was 6,000' and the stocker 8,800 as it is TODAY. I since relented and compromised at 8,000')



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Uhu_Fledermaus
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PostPosted: Sat Aug 05, 2006 5:29 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

I made the RWY slightly smaller in the afcad this to make it to "disappear" below your scenery.

basically it's for the TO spots on the RWY's and the parking spots, as said before, missing to me are any NDB's VOR's that maybe where in use at that particular time.

I'll adapt whatever is necessary to keep it in line with the original situation at that time, as that was the outset Smile


fled
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Uhu_Fledermaus
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PostPosted: Sat Aug 05, 2006 7:21 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

still on discovery lane I went to Camp Eagle funny thing is that AFCAD states it's at 658,4 ft, I'm not seeing anything there, but get a tremendous hit on the FPS when fiddling around that particular area in a chopper

dunno maybe barking up the wromg tree, but just in case I tought I mention it

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JG300-Ascout
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PostPosted: Sat Aug 05, 2006 7:58 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

- Uhu_Fledermaus
still on discovery lane I went to Camp Eagle funny thing is that AFCAD states it's at 658,4 ft, I'm not seeing anything there, but get a tremendous hit on the FPS when fiddling around that particular area in a chopper

dunno maybe barking up the wromg tree, but just in case I tought I mention it



I've not experimented with it extensively, and have Camp Eagle turned off while we test Phu Bai, but someone reported to me that they observed Camp Eagle hit frames mucho.


Camp Eagle site is nothing close to 658', though.....more like 60-150 depending on where (it was a BIG area)
Those startup points you put in are cool!

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PostPosted: Sun Aug 06, 2006 3:30 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

OK, Al is back from vacation and has done some extensive testing. This is especially relevant because I'm using many of his macros and he has his own Chu Lai to compare to regarding FPS.

Basically, from a test procedure he related in email, he concludes it's not a particular object or cause, but the sheer quantity of stuff on the north field. He's likewise got a "macro experimental area" where he can check load effects and he doesn't see one with the particulr macros I'm using, but it does manifest itself under sheer load. He must have a hot rig from the numbers he quotes, but he sees a drop from the 60's to 12 in the worst case view in his Chu Lai (which is much bigger than my Phu Bai). He also goes on to say:

"I did my Chu Lai scenery more for visual effect as a sightseeing trip back in time than flying anyway and if you turn off most of the objects then you do not have that anymore and the main purpose is lost."

Honestly, this is my priority as well. I want it flyable, but I want the scene fairly faithful to the real item. If it's flyable, that's good enough for me. Like him, I'm not prepared to gut the scenery because someone's computer might not cope well (and mine is not a hot system by any means).

Oh, Fled, he said the AFCADS were a big help....he had no more fading taxiways in any views as he passes over them.

All-in-all, I think any gains we can make will likely be smallish, so I'm for polishing up the AFCAD's to final form and wrapping up. He did send me some smaller revetments to try and I'm gonna' do that today. I don't expect a frame improvement, but these are smaller and better for helicopters. I might use a combination (while being mindful of the impact on your "parking spaces", Fled).

OTOH, I might not change anything...just wanna' test 'em out.


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PostPosted: Sun Aug 06, 2006 4:34 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

Smile

Great to hear of the additional "side effect" of the AFCAD file Razz

I would like to keep as much as possible in the scenery, when you would take out the details it would loose it's core, and that was what it was all about Smile

I'll redo the AFCAD for the field so that it does not contain lighting, will try to get that done by tomorow if that's OK.

Today I have to act as ATC as we are continuing our world tour over the Aussi land, so I'll be tyed up for a bit there


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PostPosted: Sun Aug 06, 2006 5:01 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

- Uhu_Fledermaus
Smile

Great to hear of the additional "side effect" of the AFCAD file Razz

I would like to keep as much as possible in the scenery, when you would take out the details it would loose it's core, and that was what it was all about Smile

I'll redo the AFCAD for the field so that it does not contain lighting, will try to get that done by tomorow if that's OK.

Today I have to act as ATC as we are continuing our world tour over the Aussi land, so I'll be tyed up for a bit there



fled


No rush...I tried the new revetments and like a lot. I might sub some of these in where some of the others are. These are single revetments made of barrels...can be spaced according to choice (the existing ones are really spaced for fixed wing...I'd be keeping some of those,too.)

I tried the new ones at end of field CH-47 park and eliminated the "buildings" that I was using for revetments. They look good. If I use for some of the main part of the heli park, some parking places will change. Will let you know by end of today...

Have fun!

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PostPosted: Sun Aug 06, 2006 9:29 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

The barrel revetments are the kind used in my scenery file for Camp Eagle. The Afcad file help a little as it allows me to taxi from the runway to the parking ramps without doing the dropsies. I still see the runway and planes floating, but I'm not too worried about it. It' usable. I did notice that my frame rates go down when looking at the static choppers, but that can't be helped either.

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PostPosted: Sun Aug 06, 2006 9:46 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

DON'T finalize the parking spots on north field, Fled. I've changed revetments once and Al may be making "Phu Bai" specials for me as I type this. Easy job, he says, as it's mostly boxes with surface textures. If so, I'll change 'em again.

The ones made of barrels are perhaps similar to, but not identical to anything used at Camp Eagle, different source and I doubt they know one another. These barrel revetments have not been made available for download, Al is just sharing for this purpose...and a mighty nice guy he is, too. Wink

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PostPosted: Sun Aug 06, 2006 10:19 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

Cool

- JG300-Ascout
and Al may be making "Phu Bai" specials


No problemo Jefe !!

I can edit the parking spots whenever you like, so just say the word and they will appear where you want 'm.

I'll tell then painters to have a day off at the beach Laughing

Looking forward to the updated files


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PostPosted: Mon Aug 07, 2006 3:48 am
Post subject: Re: "Phu Bai Redux" is ready for testing....

Sorry guys, had a take a last minute unforseen trip out of State and just got back. Trying to get cuaght up on what's been going on and should be back in the loop shortly.

Ascout, I should re-DL the latest because at this point I'm not sure which vers. I have.
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PostPosted: Mon Aug 07, 2006 12:22 pm
Post subject: Re: "Phu Bai Redux" is ready for testing....

- JG300-fr8ycat
Sorry guys, had a take a last minute unforseen trip out of State and just got back. Trying to get cuaght up on what's been going on and should be back in the loop shortly.

Ascout, I should re-DL the latest because at this point I'm not sure which vers. I have.


Richard,
There's been at least one update, but more important is Fled's coupla' posts and AFCAD files/instructions (for deleting one important file) back a few posts. That really helped with start points and, according to one report, fading taxiways when right over, or on, them.

I have revised the revetments since the latest update and not uploaded, because there's a good chance I may have new revetments very shortly...special for this scenery. I can install them very quickly if that happens, so no major delay is involved. Based on some experiments (and with the exclude switch in the AFCAD) I think we've found further gains in frame rates are unlikely, so it's almost a done deal. Fled will revise the AFCAD parking spots, turn off taxiway lights and those glide slope indicator thingys in the final version. I see no reason not to be finished this week. Wink

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