Take a look on youtube for Avro Vulcan simulator at Flightdeck and that's one that I built, amongst many many others
Posts by larrylynx
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So how come this info has not been made public before ????? Its like pulling teeth trying to get all these snipets...
Support for us solo developers should not be this difficult
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Glad to see IPACS wants to encourage 3rd party aircraft development, get real guys, make things simpler we are not programmers.
Until then I'm off
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So will this editor be free ////either of them
If IPACS want developers to publish aircraft they really need to support us. The modelling/texturing is fairly easy, my DH98 is progressing nicely, the rest is rocket science and will stop developers in their tracks
Steve
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From looking at the example aircraft in the SDK am I right to assume no animation is carried out in the 3D modelling program, its all done in the TMD file.
If so, where do we get the pivots point information, is this from the 3D program or does the convertor do this for us
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Are there any plans to update the wiki to cover the TMD file,
I would guess this file is the most important and yet there is ZERO information available
Steve
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Thankfully I have never witnessed such an event but I have lost several friends through aviation accidents over the years. At a time like this we can only offer our thoughts to all those affected
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Have you tried "no_specular" and all the other max shader types ie " no_ambient" "no_diffuse" etc
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a helicopter
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Thanks for the tips, but seriously guys this sort of information should be widely published. i have 300+ objects that should now be re-named in my Leeds Bradford scenery. It's obvious Mr Orbx were informed of this some time ago
Anymore we should know about ???????
Steve
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Hi Antoine
Only thing I can suggest is to try a transparent PNG. There should be no alpha, simple do your painting on a layer and delete the background, thereby making it transparent.
Keen to see how you get on as it would be nice to include something like this in Leeds Bradford, though planting all those polys would be tedious.
Wondering if there is any way this could be done using cultivation
Steve
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it would seem some have been removed but not others, all their own are still there surprise surprise
only way i found out was when i went looking for something else, not a good way to reward users who are prepared to put time and effort into making fs2 better
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HI Ed
Thanks for the heads up, wonder how many people will know thats where they have to go, yet more and more agro with FS2.... SIGH
Its progressing is about all I can say, texturing takes an age and there is so much to add to make it look convincing ( airbridges, walkways, stand numbers etc)....and real life gets in the way, been assisting simulator building with a friend
Steve
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Noticed this has been deleted from the download database
Wondering why
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oooo errrr Phil, this simply amazing tool gets better and better.....and way quicker than building an airport using 3D modelling...groan
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So if it is to be a single engine egg whisk are there plans to allow multi engines.. Perhaps then some idiot who will have finished Leeds Bradford by that point may take up the challenge
I would also agree that building controls is not as difficult as you think. I have built numerous sim and if you break it down to small stages its quite easy.
A 3D printer is a great investment and they are pretty cheap these days
Steve
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Its not strictly true to say small helicopters are more unstable. The major factor in stability is the type of rotor head fitted. Of course size does come into it but its not the major factor.
A rigid rotor head without a stabilization system is very unstable. if you take out the AFCS (automatic flight contol system) on a Lynx it handles very badly indeed and you are always chasing inputs.
In order of stability rotor heads are
Rigid
Semi rigid or semi articulated
Fully articulated
Here endeth the lesson according to Steve
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I do hope its a real helicopter and not an egg whisk like the R22 or R44
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a decal doesn't need to be just a white line...its a polygon with a texture on it, what ever texture you want...
How to do all the edges, cracks etc gets a little more of a problem because fs2 forces you to use a runway object for runway, aprons etc. You have to cheat and copy which bit of the runway meshes you want to add extra detail, UV map them individually then apply them as a decal, time consuming but do-able. Decals can be stacked so in theory you could apply 10. If you get a very detailed sat image it could be broken down into smaller 4K textures and applied to these meshes.
Something to also remember, FS2 is very VR friendly so adding lots of textures and objects will start to impact on this eventually.
Forget any realistic night lighting FS2 is very poor in this department, we don't even have aircraft landing lights
P3D/FSX are far more user friendly when it comes to making addons of every sort
Steve
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Hi.. Objects are placed using the pivot point (3ds Max) or what ever is similar in ac3d/ sketchup etc. Always best to make sure it at zero in the vertical axis if you want that object to be on the FS2 ground plane
This is fine for small objects but for large objects or groups some of the edges/objects may appear to float because of sloping ground modelling in FS2.
Solution, break up large groups or for a single large object you may need to rotate it to align with FS2 ground plane, you can also move the verts beneath zero but this can cause things like doors to be slightly submerged.