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 Post subject: ORBX KACK Issue
PostPosted: Sat Mar 31, 2018 3:53 pm 
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Airman First Class

Joined: Fri Oct 21, 2016 10:00 pm
Posts: 50
I just installed KACK (Nantucket Island) via FTX Central. Now when I load up the sim, the plane automatically crashes into the ground with out even moving. Does anyone know how do correct this issue?

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Micah H

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 Post subject: Re: ORBX KACK Issue
PostPosted: Sat Mar 31, 2018 4:23 pm 
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Senior Airman
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Joined: Thu Mar 29, 2018 9:18 am
Posts: 105
Location: France
Had the same issue, got KACK from the Orbx sale :mrgreen:
You have to disable collisions/crashes :|

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 Post subject: Re: ORBX KACK Issue
PostPosted: Sat Mar 31, 2018 4:35 pm 
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Joined: Sun Nov 30, 2014 7:07 pm
Posts: 493
Location: US
Sounds like the ground isn't at the same elevation as the mesh? If you have Vector try running the altitude correction tool and see if that helps.

I leave crash detection off also.

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 Post subject: Re: ORBX KACK Issue
PostPosted: Sat Mar 31, 2018 5:43 pm 
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Senior Master Sergeant

Joined: Thu Aug 28, 2008 6:01 pm
Posts: 1830
Location: Devon,UK
If you read the Orbx forum you would have read that is a known fault and being worked on to cure.

Meanwhile disable crash detection.

Cheers Chris


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 Post subject: Re: ORBX KACK Issue
PostPosted: Sat Mar 31, 2018 8:11 pm 
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Technical Sergeant

Joined: Sat Jun 27, 2009 3:39 am
Posts: 786
Location: Southern Germany
speedy70 wrote:
Meanwhile disable crash detection.



Meanwhile? Always... It's a completely bugged garbage "feature" nobody needs... Everyone knows himself when he has crashed and doesn't need any functions to tell him that he flew into some invisible towers/trees on approach.

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 Post subject: Re: ORBX KACK Issue
PostPosted: Sat Mar 31, 2018 11:22 pm 
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Senior Airman

Joined: Sun Apr 13, 2008 11:11 pm
Posts: 127
Weird, never had that issue in the original iBlueyonder version. Think I'll hold off from installing the ORBX version.

LouP


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 Post subject: Re: ORBX KACK Issue
PostPosted: Mon Apr 02, 2018 3:54 pm 
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Airman

Joined: Mon Jan 17, 2005 3:00 pm
Posts: 46
Location: Portland Oregon USA
The issue with the Orbx version is pretty simple. When I was converting the SODE features over to ObjectFlow, I had to make a new library of the dynamic objects, and I neglected to switch off crash detection for them. I got it sorted out, but I'm just working on finalizing a couple of other small fixes before releasing a patch via Orbx.

And yes, I agree completely that this is a bugged and nearly useless feature of FSX & P3D. That thing you're "crashing" into with this version? It's the grass. And the fix is to remove all crash detection, so then you can just drive right through a tree or building with no consequence. Neither one is remotely realistic, which is why I always suggest that people just turn off crashes entirely and move on with their day.

By the way, if you ever want support for an Orbx product, your first stop should probably be the Orbx forums. :D

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 Post subject: Re: ORBX KACK Issue
PostPosted: Mon Apr 02, 2018 4:41 pm 
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Senior Airman
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Joined: Thu Mar 29, 2018 9:18 am
Posts: 105
Location: France
Why can't we have nice crashes in FSX/P3D or even XP11 :( :(
Nothing like going 600 knots in a dive in DCS then pulling hard on the stick :mrgreen:

[youtube]http://www.youtube.com/watch?v=8YLBFZY_cxA[/youtube]

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 Post subject: Re: ORBX KACK Issue
PostPosted: Mon Apr 02, 2018 5:57 pm 
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Senior Airman
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Joined: Mon May 22, 2017 5:03 pm
Posts: 110
Well, the idea in FSX/P3D and XP is not to crash. And if you do, it's pretty darn obvious. No need for special effects or sim errors to tell you. The object of fighter games is to not only fly but potentially crash or be shot down. Big difference.

I just purchased KACK, so I'm looking forward to using it. 8)

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