Help for development of the A330.

  • Get into the habit of naming everything as you make thing as lots of 'cylinders' don't really help.

    Also remember to use Polish notation, (I think that is what it is called ) ie LeftWing or RightWing or SwitchToOperateSomethingReallyCool

    Join the words together and use capitals.

  • End of 3D modelling ????

    Have you modelled inside of the flaps, spoilers, slats, U/C bays. Detailing for U/C, is it broken down into smaller parts as per the TMD requirements, IE upper and lower parts (difficult to see from pics) U/C doors need to be in closed position.

    Area around nose looks wrinkled, maybe a shading issue or polygons not flowing smoothly. What does it look like with polygons and not Blenders modelling techniques.

    Ensure all the wheels sit on a level plane, at the moment the nose is higher than the mains. This will cause issues when the model is eventually loaded into FS4 if not corrected.

    Not being critical as it look great just passing on the many mistakes I have made along the way.

    Steve

    Edited once, last by larrylynx (March 25, 2024 at 12:13 AM).

  • Well as far as I know, that is normal with the A330, that the nose gear is a little higher than the mains.

    That is okay, just make sure to export the landing gear in the ground position (pre-loaded), not fully extended like it would be in the air.
    If the nose gear then raises the nose on the ground, that is allowed. Keep the fuselage perfectly level in the model...

  • Hello,

    Have you modelled inside of the flaps, spoilers, slats, U/C bays. Detailing for U/C, is it broken down into smaller parts as per the TMD requirements, IE upper and lower parts (difficult to see from pics) U/C doors need to be in closed position.

    The inside of the flaps, spoilers, slats are modeled. In the U/C, all parts are separate.

    Ensure all the wheels sit on a level plane, at the moment the nose is higher than the mains. This will cause issues when the model is eventually loaded into FS4 if not corrected.

    I'll modify the front landing gear.

    Area around nose looks wrinkled, maybe a shading issue or polygons not flowing smoothly. What does it look like with polygons and not Blenders modelling techniques.

    I'll modify the fuselage polygons.

  • Hello Ipacs, as you said earlier, you'd be willing to help me code the flight physics for the A330. I've started coding the rigidbody system :

    I'll need help with the aerodynamics part.

  • Hello Ipacs, as you said earlier, you'd be willing to help me code the flight physics for the A330. I've started coding the rigidbody system :

    I'll need help with the aerodynamics part.

    For now just make a 1 to 1 copy of the a320.tmd and a320/base folder and just clear the GraphicsObjects section of the TMD files.

    This way you already have an aircraft that flies, though invisible.

    Next: add a rigidbodygraphics for the fuselage and dump all your object names into the geometry list.

  • One question, will ipacs bring this project to Mobile or will it be restricted to PC only like some other user-made aircraft?

    On mobile devices the operating system of the device (iOS and Android) will automatically force close the app when too much memory is being used. This will reduce the app scoring in the respective App Store and it will reduce visibility in the store and thus sales of the app. This means we need to have full control of how much memory our app uses at any time so that we can prevent app crashes. If it were possible to modify the app from the outside we can no longer control the memory usage and the app might become unstable and crash more often, causing us actual losses in sales. And unfortunately history has shown that user created content usually aims to add as much high quality as possible until it is no longer possible. This is done beyond reason at times (e.g. 4k textures for everything) which lowers the app performance. We have also seen user content load huge data files that overflow our buffer limits (e.g. scenery cultivation files), causing many internal errors during loading, we've also seen incorrect file paths with mixed upper/lower case file-names and unnecessary high amounts of polygons in geometries. And because we cannot moderate the contents of user created content it is therefore not suited for mobile applications as long as memory is such a huge factor in the app stability.

    That being said we are not ruling out any cooperation in the future which would allow external content to be added into the mobile version indirectly through us as long as we see a market for it. But it would have to follow strict rules (quality, copyright, ...) and the author who made it would need to be available for years into the future for any future changes that might break the aircraft if an app update is published or otherwise they would need to sell us all the raw files of the 3d-model, sounds, textures etc. so that we can manually change the aircraft if we need to.