FS One by Hangar 9
#476
Sorry to hear that.
Humm....
When you did it the second time, did you download the patch new from online? Or did you use the one you downloaded the first time? I'm wondering if the file was corrupted first time.
The current patch (1.0.4) has a new exe file and some typo fixes in a few txt files. So if you try it again, what I suggest is making a copy of your working FS_One.exe file in the install directory, and then install the patch. The patch will give you a new FS_One.exe file. If things create trouble again, then go back and use the prior exe file (your copy).
This is definitely puzzling. Just so you know - this is the only report of an issue at this point. The brand new fresh install that I did from the ground up was on an HP machine - Intel.
Michael
Humm....
When you did it the second time, did you download the patch new from online? Or did you use the one you downloaded the first time? I'm wondering if the file was corrupted first time.
The current patch (1.0.4) has a new exe file and some typo fixes in a few txt files. So if you try it again, what I suggest is making a copy of your working FS_One.exe file in the install directory, and then install the patch. The patch will give you a new FS_One.exe file. If things create trouble again, then go back and use the prior exe file (your copy).
This is definitely puzzling. Just so you know - this is the only report of an issue at this point. The brand new fresh install that I did from the ground up was on an HP machine - Intel.
Michael
#477

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The patch was downloaded today and didn't work. I think I'll wait for the next patch (1.0.5) before I do anymore upgrading. Good tip, by the way, making a copy of the FS_One.exe file. I'll do that next time.
#478
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Steve (skorman) -- When you say that after installing the patch the sim will not start up, exactly what is happening when it fails to start? Do you get any error messages? Do you see any console windows? As indicated above, we have not seem any other problems with the .4 patch, and we'd like to help you get this patch installed on your PC, but to do so, we'll need more info on what might be causing you problems. Other questions include things like: What was the last aircraft you flew in the sim? Are you using the TacCon controller or a transmitter?
The reason I ask these questions is because if your options.txt file, located in the Options folder, got corrupted somehow, it could be preventing your sim from running.
If you'd like to try going through this to get .4 to work for you, we can give it a try. But first, make a backup copy of your FS_One.exe in some backup location. That way, you could always copy the backup version exe over the .4 exe, if needed, and avoid having to re-install the entire sim from CDs.
The reason I ask these questions is because if your options.txt file, located in the Options folder, got corrupted somehow, it could be preventing your sim from running.
If you'd like to try going through this to get .4 to work for you, we can give it a try. But first, make a backup copy of your FS_One.exe in some backup location. That way, you could always copy the backup version exe over the .4 exe, if needed, and avoid having to re-install the entire sim from CDs.
#479

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When I tried to launch the program, the screen goes black for a second, I briefly see a console window and then it just quits. I am using the TacCon controller. The last plane I had flown was the Tawnee.
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Steve,
If you are willing, please email your options.txt file (located in the Options folder where FS One was installed -- FS One is installed in C:\Program Files\FS_One by default) to [email protected] and I'll take a look to see if we can see anything wrong with the options file.
If you are willing, please email your options.txt file (located in the Options folder where FS One was installed -- FS One is installed in C:\Program Files\FS_One by default) to [email protected] and I'll take a look to see if we can see anything wrong with the options file.
#482

In order to ease "distant debugging" or "remote analysis", the best way is to instrument source code, I mean you should write logs of what is happening, especially during initialization phases in a dedicated log file on the hard drive. You would have identified all potential failed starts (when software just exits after a problem, such as corrupted file, ...). That way, it is much easier to diagnose what happens when software just refuses to start / shows weird issues. Easy to do, maybe time consuming to instrument source code if it is not done already, but very rewarding.
These are just my 2 cts.
These are just my 2 cts.
#484
just got my fs/one with out controller.. program is loaded. useing my JR9303 I cannot fly any plane as i attempt to calibrate my radio clicking on each (next button) as instructed. The instructions window go`s blank after about the 7th or 8th step even if i keep clicking next .then the tabmarkers on the slides are moveing out side of the window across my screen as i move the sticks WOW. i go to fly and controls are all out of wack.looks like others are haveing problems hope this is the only problem i have and be able to use this product user friendly. PC is more than enough plus a upgraded graphics card. do i need to uninstall an try again . please help.
#485
Eagletalon -
A couple of things are going to help here.
[1] Install the latest patch to get up to 1.0.4. This will fix the calibration problem that you're having.
http://www.inertiasoft.com/fsonefaq/#Q1005-FS1
[2] Look at this FAQ item to see how to setup the 9303. I use the 9303 all the time and the setup works well:
http://www.inertiasoft.com/fsonefaq/#Q1013-FS1
If you take this approach (use the 9303 to emulate the TacCon controller), it will be "user friendly." One model memory on the 9303 can be used to fly all the aircraft in FS One. Each aircraft that you pick will automatically pick up it's "software radio" with it's own specific flight modes/mixes. If you don't like the D/R and expo settings for a particular aircraft, then make a copy of the Tx setup and edit those settings.
This should get you going again.
Michael
A couple of things are going to help here.
[1] Install the latest patch to get up to 1.0.4. This will fix the calibration problem that you're having.
http://www.inertiasoft.com/fsonefaq/#Q1005-FS1
[2] Look at this FAQ item to see how to setup the 9303. I use the 9303 all the time and the setup works well:
http://www.inertiasoft.com/fsonefaq/#Q1013-FS1
If you take this approach (use the 9303 to emulate the TacCon controller), it will be "user friendly." One model memory on the 9303 can be used to fly all the aircraft in FS One. Each aircraft that you pick will automatically pick up it's "software radio" with it's own specific flight modes/mixes. If you don't like the D/R and expo settings for a particular aircraft, then make a copy of the Tx setup and edit those settings.
This should get you going again.
Michael
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From: Anacortes, WA
FSone Dev and Michael Selig:
As an older full-scale private pilot and long time RC pilot, I’d like to try to make the case for a Piper SuperCub as one of your very next simulator models in the interests of teaching newer RC pilots essential and basic flying skills. To me, learning to confidently handle a SuperCub in all wind and field conditions is the best way to really become safe and competent pilot, whether RC or full scale.. I also believe a Super Cub is a better RC choice long term than a J3 because it teaches proper use of flaps and has higher horsepower for later skill development as described below.
A SuperCub (full scale or RC) is great for learning essential skills such as stiff crosswind landings, takeoffs and ground handling, full stall and wheel landings, proper use of slips, short field landings and takeoffs, etc., all of which can be simulated with your fine simulator. From there you could go on to to simulate clipped wing aerobatics, Alaska style tundra tire river bar (extremely short rough field) landings, floats and skis landing sites, and of course the SuperCub glider tow. I know you already have the Piper Pawnee on the sim but I think the SuperCub would be much better for skill development and overall appeal to most users
On top of all that, you already have data available for sim development from Hanger 9’s 100†SuperCub (even though it has been discontinued :-( Being a popular scale aircraft it would be much more appealing for newcomers than the typical “nothing†RC trainer or even the Pawnee which most people have never seen. I think it would be a winner for you and good for the hobby---the crazy popular 3D stuff would be easier for newer pilots to grasp if they first understand how an HONEST airplane really works.
My 2 Cents worth—thanks for all your hard work and followup support on FSone—it is great!
Jim Gildenvan
As an older full-scale private pilot and long time RC pilot, I’d like to try to make the case for a Piper SuperCub as one of your very next simulator models in the interests of teaching newer RC pilots essential and basic flying skills. To me, learning to confidently handle a SuperCub in all wind and field conditions is the best way to really become safe and competent pilot, whether RC or full scale.. I also believe a Super Cub is a better RC choice long term than a J3 because it teaches proper use of flaps and has higher horsepower for later skill development as described below.
A SuperCub (full scale or RC) is great for learning essential skills such as stiff crosswind landings, takeoffs and ground handling, full stall and wheel landings, proper use of slips, short field landings and takeoffs, etc., all of which can be simulated with your fine simulator. From there you could go on to to simulate clipped wing aerobatics, Alaska style tundra tire river bar (extremely short rough field) landings, floats and skis landing sites, and of course the SuperCub glider tow. I know you already have the Piper Pawnee on the sim but I think the SuperCub would be much better for skill development and overall appeal to most users
On top of all that, you already have data available for sim development from Hanger 9’s 100†SuperCub (even though it has been discontinued :-( Being a popular scale aircraft it would be much more appealing for newcomers than the typical “nothing†RC trainer or even the Pawnee which most people have never seen. I think it would be a winner for you and good for the hobby---the crazy popular 3D stuff would be easier for newer pilots to grasp if they first understand how an HONEST airplane really works.
My 2 Cents worth—thanks for all your hard work and followup support on FSone—it is great!
Jim Gildenvan
#487
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From: Toronto,
ON, CANADA
i just bought FS one, and i think its amazing, however, I do have a bug that might be very specific to my setup. I seem to always have the app die when i try to select a different model. For space reasons, installed to a network drive, the install went off without a hitch, but when i started up after patching, it mysteriously died when i tried to select a model, restarted, changed options to skip the inital menus and start right up (options pages worked well), then went on to select a model (maybe there was a hiccup before) and boom, died again. Restared again, took me straight to the runway and i was flying in seconds!
but again try to change models and crash.
specs:
intel centrino 1.6ghz 2mb cache
2gb ram
128mb nvidia quadro fx
mapped network drive 120gb.. (I will be changing this shortly to local drive as my next test)
but again try to change models and crash.specs:
intel centrino 1.6ghz 2mb cache
2gb ram
128mb nvidia quadro fx
mapped network drive 120gb.. (I will be changing this shortly to local drive as my next test)
#488
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From: , SK, CANADA
Hey,
So someone that I know recently got a new computer and is trying to get FS One working on it...but it just won't run for more than 25 seconds before crashing the machine hard (it actually just either freezes up and sits there, or more commonly it will restart itself)
Basic specs are:
Intel Core 2 Duo E6400
nVidia GeForce 7300 LE
2GB RAM
XP Media Center Edition (SP2, DX9)
I figured it was a problem w/ the comp so I installed it on my own machine to make sure...and strangely enough, it does the exact same thing....on mine it actually flashes a quick blue screen error before restarting the computer automatically..
My specs are:
Intel Core 2 Duo E6600
nVidia GeForce 8800 GTS
2GB RAM
XP Home Edition (SP2, DX9)
Anybody know if there are issues with this game and the core 2 duo cpus? or nvidia video cards? ALL other apps work perfectly normal.. and the game does work fine on an older AMD cpu computer.. I'm totally stumped - after it failed on 2 different computers i expected to see something posted on the net about compatibility issues or something..but it appears to work fine for everyone else.
Any input would be greatly appreciated.
So someone that I know recently got a new computer and is trying to get FS One working on it...but it just won't run for more than 25 seconds before crashing the machine hard (it actually just either freezes up and sits there, or more commonly it will restart itself)
Basic specs are:
Intel Core 2 Duo E6400
nVidia GeForce 7300 LE
2GB RAM
XP Media Center Edition (SP2, DX9)
I figured it was a problem w/ the comp so I installed it on my own machine to make sure...and strangely enough, it does the exact same thing....on mine it actually flashes a quick blue screen error before restarting the computer automatically..
My specs are:
Intel Core 2 Duo E6600
nVidia GeForce 8800 GTS
2GB RAM
XP Home Edition (SP2, DX9)
Anybody know if there are issues with this game and the core 2 duo cpus? or nvidia video cards? ALL other apps work perfectly normal.. and the game does work fine on an older AMD cpu computer.. I'm totally stumped - after it failed on 2 different computers i expected to see something posted on the net about compatibility issues or something..but it appears to work fine for everyone else.
Any input would be greatly appreciated.
#489
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From: Urbana, IL
fivepointslo -- I recommend that you contact Hangar9 support via telephone. They are pretty good at solving problems over the phone.
You mention freezing the computer or resetting the computer -- these types of errors are typically related to video card drivers, not a software application (not always, but typically). So, you may want to try another video driver. FS One uses OpenGL, so you can also try different video settings through the video card display settings tool.
One other item to check is the name of the FS One USB interface, which when viewed within the Game Controllers tool (Start->Control Panel->Game Controllers), should be:
Hangar9 FS One v1
Does your USB interface have the correct name? If not, be sure to contact Hangar9 support -- they will be able to help you with that.
You mention freezing the computer or resetting the computer -- these types of errors are typically related to video card drivers, not a software application (not always, but typically). So, you may want to try another video driver. FS One uses OpenGL, so you can also try different video settings through the video card display settings tool.
One other item to check is the name of the FS One USB interface, which when viewed within the Game Controllers tool (Start->Control Panel->Game Controllers), should be:
Hangar9 FS One v1
Does your USB interface have the correct name? If not, be sure to contact Hangar9 support -- they will be able to help you with that.
#491
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From: , MO
I'm learning how to fly a CP Pro and can now hover, but I'm apprehensive to try anything beyond that. I'm a'feared of rackin' up big repair bills! So I've been thinking about getting a simulator... I've seen that FSOne does the Blade CP heli, but can it model a CP Pro? The primary differences between a CP and CP Pro are the addition of symmetrical blades and a LiPo battery system.
Hey FSOne team, did you ever get your sound glitches fixed? I may be shooting in the dark, but this sounds similar to an audio issue I had in the past when working on a hobby programming project (a simple DirectX 2D game engine). I used an array of DirectMusic buffers for simple one-shot sound effects stored in WAV files, and that worked great. But my audio issue was with DirectSound buffers that I used for streaming in audio data from OGG and MP3 files. Here's the story:
I was using four small sound buffers for my DirectSound streaming audio engine, and was using Windows notifications to control when more audio data was to be loaded into the sound card. I used a DirectX enumeration scheme to determine whether a soundcard could support hardware or software sound buffers. On most computers, this worked great! But on a handful of computers with certain soundcards (including my own onboard Intel audio chipset) I'd get bad audio errors. It almost sounded like a badly skipping CD! It took forever to find the root of the problem... Even though enumerating an audio system's capabilities made it look like I should create hardware sound buffers, it turned out that in some cases I actually shouldn't - The soundcard would go ahead and create the hardware sound buffers, but the audio would get cached into the soundcard in such a way that the audio would go out-of-sync when played back. The only way I could fix that sound problem was to add a 'Disable hardware sound buffers' checkbox in my game's menu system, where the user could select it if he or she was having audio problems. If the user selected this feature, the game would only create software sound buffers for the streaming audio engine. After I added that feature, all of my streaming audio problems went away.
Clear as mud, huh? Hard to describe... In a nutshell, my Intel onboard audio cached sound data into the card itself when hardware sound buffers were created, and this jacked around with how the Windows notification data loader worked - False notifications were generated, data was loaded at the wrong times, and the resulting sound was pretty garbled. But If the game created software sound buffers for my onboard Intel audio, the sound was streamed into the card as it became available and thus was loaded and played in the proper sequence, and the resulting sound was flawless.
Hope that helps!
Hey FSOne team, did you ever get your sound glitches fixed? I may be shooting in the dark, but this sounds similar to an audio issue I had in the past when working on a hobby programming project (a simple DirectX 2D game engine). I used an array of DirectMusic buffers for simple one-shot sound effects stored in WAV files, and that worked great. But my audio issue was with DirectSound buffers that I used for streaming in audio data from OGG and MP3 files. Here's the story:
I was using four small sound buffers for my DirectSound streaming audio engine, and was using Windows notifications to control when more audio data was to be loaded into the sound card. I used a DirectX enumeration scheme to determine whether a soundcard could support hardware or software sound buffers. On most computers, this worked great! But on a handful of computers with certain soundcards (including my own onboard Intel audio chipset) I'd get bad audio errors. It almost sounded like a badly skipping CD! It took forever to find the root of the problem... Even though enumerating an audio system's capabilities made it look like I should create hardware sound buffers, it turned out that in some cases I actually shouldn't - The soundcard would go ahead and create the hardware sound buffers, but the audio would get cached into the soundcard in such a way that the audio would go out-of-sync when played back. The only way I could fix that sound problem was to add a 'Disable hardware sound buffers' checkbox in my game's menu system, where the user could select it if he or she was having audio problems. If the user selected this feature, the game would only create software sound buffers for the streaming audio engine. After I added that feature, all of my streaming audio problems went away.
Clear as mud, huh? Hard to describe... In a nutshell, my Intel onboard audio cached sound data into the card itself when hardware sound buffers were created, and this jacked around with how the Windows notification data loader worked - False notifications were generated, data was loaded at the wrong times, and the resulting sound was pretty garbled. But If the game created software sound buffers for my onboard Intel audio, the sound was streamed into the card as it became available and thus was loaded and played in the proper sequence, and the resulting sound was flawless.
Hope that helps!
#492
ORIGINAL: gildenvan
FSone Dev and Michael Selig:
As an older full-scale private pilot and long time RC pilot, I’d like to try to make the case for a Piper SuperCub as one of your very next simulator models in the interests of teaching newer RC pilots essential and basic flying skills. ...
Jim Gildenvan
FSone Dev and Michael Selig:
As an older full-scale private pilot and long time RC pilot, I’d like to try to make the case for a Piper SuperCub as one of your very next simulator models in the interests of teaching newer RC pilots essential and basic flying skills. ...
Jim Gildenvan
Good idea. I agree w/ you. We're taking a serious look at getting a Super Cub in the sim. Like you mention, we do have a lot of the info at hand. Thanks.
Michael
#493
ORIGINAL: 321willy
I have had my FS ONE for about a month now . I am just wondering when there will be more planes available? any news on this?
I have had my FS ONE for about a month now . I am just wondering when there will be more planes available? any news on this?
Michael
#494
On that note, when do you think we will be able to create our OWN aircraft in a manner similar to the other simulators (complete with a decent set of instructions etc)?
#495
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From: , MO
I'm a newbie flyer with a CP Pro and no flight simulator. Here's a few questions about FS One, and I apologize if these questions have already been asked (there's a ton of replies to this topic, it's hard to go through all of them)...
- Can I tweak the settings for the CP model to make it behave similar to a CP Pro?
- Can I save a tweaked CP model as a 'new' model, so the existing CP's attributes don't get altered?
- Will the CP Pro be added to a future aircraft pack?
- Will FSOne simulate wind? If so, is the wind constant or gusty?
- All of the flight areas look panoramic. Are there any physical obstacles in any of the flying areas (trees, cars, etc)?
- Can I use my E-Flite CP Pro radio with this simulator? It has an S-Video type connector on the radio.
- Is the depth-sorting issue fixed (airplane always appears in front of objects)?
Thanks in advance for the info!
- Can I tweak the settings for the CP model to make it behave similar to a CP Pro?
- Can I save a tweaked CP model as a 'new' model, so the existing CP's attributes don't get altered?
- Will the CP Pro be added to a future aircraft pack?
- Will FSOne simulate wind? If so, is the wind constant or gusty?
- All of the flight areas look panoramic. Are there any physical obstacles in any of the flying areas (trees, cars, etc)?
- Can I use my E-Flite CP Pro radio with this simulator? It has an S-Video type connector on the radio.
- Is the depth-sorting issue fixed (airplane always appears in front of objects)?
Thanks in advance for the info!
#496
griffinmt - We are going to open things up so that people can do their
own modeling with things like Maya. We're not there yet.
Crater Meistro - Thanks for the ideas on the sound card issue. I cannot
comment beyond that because I'm not the "sound engineer". I'm the
airplane aero person. So with that, I don't have ideas for you
on tweaking the stock Blade CP to make it into the CP Pro. We will
probably need to expose more variables to get you there. In the
meantime, the CP Pro is pretty popular so it's a candidate for a future
sim model.
About copying/editing: The sim will not let you modify the original
installed airplanes/helis/transmitters. This is good. If you try to
edit one, it will say to make a copy first. So nothing can get messed
up here.
Wind: On any of the fly pages (windows), there's a region that has
'wind'. Click there and pick the wind setup that you want. In the list
are a lot of things - steady wind, wind with turbulence, and wind with a
proper atmospheric boundary layer and more winds for sailplanes.
Pano modeling: Some panos include obstacles. The "E-flite" armory
includes all the walls. The Eagle Sky panos include the trees. I could
go on here. They ALL include the proper ground elevation. With 25
panos, we did not model everything in all of them. We could have
modeled everything if we were to only do a handful for panos, but we
opted to have more panos and this meant not modeling all bits. That's
the trade off. I think people would opt for more panos. The other side
of the equation is (and I know not everyone will go for this), but when
flying like in real (perfectly), i.e. not behind obstacles and not
crashing into obstacles, then the illusion stays intact for all ~25
panos!
E-flite radio does not work w/ the sim. The radio was not designed for
use with FS One.
Michael
own modeling with things like Maya. We're not there yet.
Crater Meistro - Thanks for the ideas on the sound card issue. I cannot
comment beyond that because I'm not the "sound engineer". I'm the
airplane aero person. So with that, I don't have ideas for you
on tweaking the stock Blade CP to make it into the CP Pro. We will
probably need to expose more variables to get you there. In the
meantime, the CP Pro is pretty popular so it's a candidate for a future
sim model.
About copying/editing: The sim will not let you modify the original
installed airplanes/helis/transmitters. This is good. If you try to
edit one, it will say to make a copy first. So nothing can get messed
up here.
Wind: On any of the fly pages (windows), there's a region that has
'wind'. Click there and pick the wind setup that you want. In the list
are a lot of things - steady wind, wind with turbulence, and wind with a
proper atmospheric boundary layer and more winds for sailplanes.
Pano modeling: Some panos include obstacles. The "E-flite" armory
includes all the walls. The Eagle Sky panos include the trees. I could
go on here. They ALL include the proper ground elevation. With 25
panos, we did not model everything in all of them. We could have
modeled everything if we were to only do a handful for panos, but we
opted to have more panos and this meant not modeling all bits. That's
the trade off. I think people would opt for more panos. The other side
of the equation is (and I know not everyone will go for this), but when
flying like in real (perfectly), i.e. not behind obstacles and not
crashing into obstacles, then the illusion stays intact for all ~25
panos!
E-flite radio does not work w/ the sim. The radio was not designed for
use with FS One.
Michael
#497
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From: Hawkinsville,
GA
Michael. I finnaly figuered out why my interface wire will not work. I was waiting on my new DX7 before I sent the connector back. It is still doing the same thing. The connector that plugs into the controller is too short. I was comparing it to my FMS connector that I am useing.. It is just a bit shorter than the FMS. The fms works great but I have to set all my planes up with it's own remote. I can't fly copters or the jet.. The jet, I can't get the throttle to work. Works fine on all the rest..
LATER
LATER
#499
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From: Bothell,
WA
I have couple of questions regarding FSOne. 1) Why none of the scaled airplanes crashes (even with crash setting turned on in the option menu)? 2) What is the difference between MASS (in scaling wizard) and specifying empty weight in "scaling size/wgt" part of scaling wizard? Can both of them being modified or if you modify one of them,the other one is going to be ignored.
Thanks.
Thanks.
#500
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From: , MO
Thanks for the info, Michael!
I think it would be very cool if a Blade CP Pro was in the next aircraft pack, or patch, or free download (hopefully it's free because I'm poor).
About modding existing models, I've read somewhere that if I choose to edit one, FSOne will create a copy of that model of which I can tweak rather than messing with (or messing up) the original. Then when I'm done, I can save it as a new model... Is that how it works? If so, that sounds pretty awesome!
I'll probably just end up buying FSOne with the controller, since my own controller won't work. Probably for the best, since the radio has to be turned on for it to interface with the software (and the AA batteries would end up going dead). Hey Santa, now you know what I want for Christmas!
Thanks again for the info, I appreciate it!
I think it would be very cool if a Blade CP Pro was in the next aircraft pack, or patch, or free download (hopefully it's free because I'm poor).
About modding existing models, I've read somewhere that if I choose to edit one, FSOne will create a copy of that model of which I can tweak rather than messing with (or messing up) the original. Then when I'm done, I can save it as a new model... Is that how it works? If so, that sounds pretty awesome!
I'll probably just end up buying FSOne with the controller, since my own controller won't work. Probably for the best, since the radio has to be turned on for it to interface with the software (and the AA batteries would end up going dead). Hey Santa, now you know what I want for Christmas!

Thanks again for the info, I appreciate it!



