Posts by Mustang60348
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Just logged on to steam and there is a 3.6Gb update downloading. Looks intriguing.
Devs have said that is just the 'setup' work for the new scenery.
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In anticipation of the upcoming release of Colorado, here are some more screenshots to keep you occupied
We are targeting mid-November as a release of this free DLC
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As a scenery developer , I have to know...HOW do you do curved runways.
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'The boundaries are so limitless with this sim'
They are. And believe me when I tell you that our imaginations are running full throttle here as well. The problem here is that we are a small team with big, complex ideas. We have to prioritize and hope that we are choosing the right path. While this feature is not a big complex task we still have a lot of other things that take priority at the moment.
AI Traffic confirmed
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It's rather easy.
Just a hint for any textures that are all repeated and not mapped, use UVW Map modifier instead and change the length and width to 40m for each. You will see a smaller box that repeats the texture and makes a much nicer resolution texture.
I will try that.
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It happens Anyway I'm glad you got it working
I have also learning how to properly do UVW Channel mapping never really did that all the years I have been using Max.
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OK that would work.
Try to move the dirt to specular instead of ambient . Let me know the result.
Ambient might not be reading for some reason but i know for sure that it works as I use it a lot
I got it working I beileve, turns out my UVW map was wrong, very wrong.
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Is the texture image made in the power of 2 and ends in _color? Also make sure that you add the actual image file to your project (I've done that by accident) .
Also, did you make the ambient texture properly?
Yes, map channel, sorry that I didn't clearly state that first
I copied the 2 textures , ambient and diffuse from the kingman demo.
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I know what you said. I wrote the tutorial.
It's the map channel ID located in the texture box.
Ah map channel not material ID channel
Damn, I already have that setup the same as in the kingman demo.
I am lost now. My ambient texture does not show up in game.
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When you have multiple textures added to the same group, you need to make sure that you assign unique ID's for each used. For example if you want to use diffuse and specular textures diffuse should be set to ID1 and specular set to ID2. Having only one ID for all of them will only select the top texture in teh group and will ignore all others.
I think you misunderstood. The tutorial says to make sure the ambient channel is set to Material ID 2, where is that set.
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*Also for ambient channel make sure that you change the material ID to 2*
What does this line mean in the tutorial, I believe this might be what I am missing. Where in the ambient channel is Material ID.
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Thanks for taking the time to look into this.
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The ultimate goal for the current controller settings is to make it easy for the majority of the user base out there. Adding complexity, like Jan mentioned above, will make things very confusing for many users out there. We will improve upon what already exists regarding controller settings but not likely to the extreme that you are suggesting.
If you have xplane I would implore you to download the plugin that allows unique settings per aircraft and try it for a while. I promise that you won't go back
My issue with the person above using the 'changing the landing light' example is that he is justifying his answer with an outlier example, something that you won't do hardly ever YET you will switch a/c all the time probably every single day. Right now , when you switch a/c , you have to go in and make sure your controls are proper for a single engine or twin or 4 depending on which a/c you select and you will do this every day.
The solution is to put ALL settings for all a/c in ONE FILE by using markup tags to separate the a/c. This way it becomes very easy to change that landing light setting by cutting and pasting OR by doing in the game. IOW when you change a setting on one a/c you can have a choice to change it on specific a/c.
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We are against different control bindings per aircraft. Say you want to change the way you control the landing lights. Now you have to go through 20+ aircraft configurations to change just that? no thanks.
We are looking into ways to assign axes differently for other aircraft. Main issue are single engine vs. multi engine aircraft. If we can offer a good solution then 90% of the things different bindings per aircraft would allow you do to are already covered by this. Typically there aren't that many differences between the aircraft, other than throttle, propeller speed, mixture and maybe airbrakes and condition levers. There really isn't much more that really justify different control bindings per aircraft. So generally: no, different control settings are more work for the user and are very confusing as well, not as practical from our point of view, there have to be better solutions for this.
Can you please give us more examples here: What are you hoping to get out of a control setup per aircraft. What is is that can't be generalized for the type of aircraft but has to be for the specific aircraft itself. What would justify a different control setup for A C172 over a C172SP or a C152. Or an Airbus A320 vs. an A330. Or the Boeing 747 vs the A380, what is there that is so fundamentally different between these aircraft that you absolutely need a different assignment for each and every control input that you can have. Why would you for example want to rebind the simulation control or autopilot control etc. for different aircraft? (This is what you are asking for if you want different control assignments per aircraft!)
Or are you ok with a more generic solution: For a single engine assigment like this, for twin engine like that... for multi-engine some logical extrapolation from the twin setup.
You can already save the joystick configuration file somewhere else and replaces it with your existing one. Not an in-game option but I think that should work just fine if you are really into different control bindings. You'd have to restart the sim but the Aerofly but that is not that big a deal with the last loading times.
I think you missed the point of this.
If you fly aircraft of similar types in your example C172 and C172SP, you would simply copy the controls from one to the other. BUT when you are talking about setting up a C172 vice a 747, there are a ton of differences.
I have different controllers for different aircraft. I have a YOKE and a joystick. So when I fly the 737 I use the yoke, when I use the F18 I use a joystick.
I fly Xplane as well and that has an addon for different controls for each aircraft and it is a godsend. No need to reprogram for different aircraft when I switch a/c
Which do you think is more likely to occur, Switching a/c or changing the landing lights (per your example). I strongly suggest people will switch a/c on a daily basis, changing how one control operates will not occur very often once you have it set up.
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Please add the capability to have different control bindings for different a/c vice all a/c with the same bindings.
also
Please add the capability to COPY a set of control bindings from one a/c to another so that you can setup say a twin engine a/c and copy all those bindings to all other twins.
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Ray,
yes, that's right. You will get probably all objects from the xref_building list, but miss several objects from the xref_aircraft and xref_usa_airport listing.
Instead of placing and converting single objects I prefer to group them into objects and convert them in a unique entry in the TSC.
This is a sample of buildings in Whidbey. They all show up in aerofly.
And as Mustang60348 wrote in another thread: If you want to add single objects, place them in the center. Again congruence of Max and AC3D.
I just did a video tutorial as well on how to place them without putting them in the center but rather correctly placed relative to the scene.
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If you want to add objects to your scene , say for example buildings in a city, bridges you can add each objects to the tsc files, imho, this is way easier once it is setup.
Video might take a while to upload, just keep trying.
Here are the links to the websites used in this tutorial
http://www.gpsvisualizer.com/calculators
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So I am developing a scenery for CYQM (Moncton NB).
There is a tower in downtown Moncton called the Aliant Tower, so I put the model in my scenery, export it as a object, all is good EXCEPT it isn't in the right place in the game.
I checked the Lat/Lon cords , all is good.
So what is wrong??? you ask.
The coords in the TSC file take into account the offset from the center of the scenery (the top of the TSC file).
To fix this, simply make sure your object in the source file is at (0,0,0) and export it. Now it will be in the right place.
Another option that will work is to export the object with all other objects but place the object in the source file in the correct location relative to everything else in the scene.
What I am doing is creating another reference image of downtown Moncton and placing it in my scene in the correct location and now I can easily place any buildings in their correct location without the need to have an extra entry in my TSC file for each new object, i.e. buildings , bridges etc.
I hope this helps someone
And thanks to RAY for helping me test this scenery
UPDATE: I put up a video tutorial on how to do this.