Posts by momentmal

    I noticed that a TPL type file exists in some 4D scenes (Plants.tpl).
    By copying it into the folder of my 4D scenerie, the thousands of tall grasses appear automatically and the loading time is not longer. Of course, they correspond to the locations of the initial scene.
    Do you have any idea how to design such a file?
    Thank you.][/attach]

    I already asked myself the same question. Same for the windfield file. All a bit mysterious.
    Unfortunately the .tpl file is a binary file format so since we can't find documentation on it, it is pretty much impossible for us to generate sth like that.
    Peeking into the AeroFly forums, there seems to be a similar .toc file system for "cultivation" of full scale flying scenarios.. And they also use a binary form of it. The .tpl file might just be a very similar file format.

    The community is dependent on the developers and modders that are familiar with those systems to share information about it, or else we just can't use it.

    Jeti ds-24 supports neither trimming nor model programming when using aerofly. It appears Jeti sends to aerofly only raw stick, slider and switch positions.

    That sounds weird for a transmitter this expensive. Before trying to do this in the sim, I would exhaust all options, there are also ways to have a wireless connection to the PC with a Receiver-like Dongle I think, so the PC is receiving the signal essentially like any other model

    You always have to copy the object files folder into the Aerofly RC10 objects directory.
    I haven't found a way to place them in the user part.

    Not that familiar with the panorama scenes, but they are similar to the 4D scenes.
    You can put the objects directly into your user scenery folder.
    Export your model from blender as .tgi with the Blender Plugin from IPACS.
    Check that the texture names in the .tgi represent your actual texture names (they can be converted from e.g. png to .ttx, you probably know the process from your air plane models)
    It helps if you already apply materials with the same texture names in blender, the Exporter Plugin will then put those into the .tgi automatically
    Then use their RC10 SDK to convert the .tgi to a .tmb and put it in your scenery folder and load it in the .tsc

    Use "virtual" for collision objects and if you use "static3d", the texture names must match or it will load nothing since there is no fitting texture

    hope this helps, but maybe you already figured it out

    For dynamic objects you are probably right that they need to sit with the other objects as they are organized independently from scenes which kind of makes sense for reuse (but may be tricky for distribution of scenes with custom dynamic objects).



    Texture name example in the .tgi file

    Do you happen to fly on Norrison Island (4D scenery)? It happens to have massive performance problems because of "island2_obj.tmb".

    If you rename or move that file, you gain a lot of performance and less stutter.

    Also, I can highly recommend using Virtual Desktop instead of the Meta Air Link solution for streaming VR to your Quest. Good luck, hope you can solve the issue!

    For me it only works with a USB-C to USB-A cable, that's why I wrote you that I'm using that 😅 (check your direct messages here in the forum)
    (i have a multifunctional Hub on one USB-C port of my Macbook Air M1, which provides me USB-A slots)
    Also, make sure to turn your Transmitter on before connecting, and confirm to use HID Joystick mode on the Transmitter after connecting the USB cable.

    Hi folks,

    after slowly getting the hang of how to create custom RC10 4D content I made a little mixed Reality RC proof of concept scenery mod which allows me to move to Norrison Island for the winter season 😅
    I'm using custom geometry based on a 3D scan of the room and then I'm keying out the color of my 3D geometry with the color keying feature of Virtual Desktop, allowing me to see the passthrough in the correct spots while at the same time have realistic collision geometry of my room boundaries.

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    Kinda disappointing that this and a few other rc10 bugs are still hanging around. I'd really like to support the developers and upgrade my RC8/9 to RC10 but so far I haven't seen any good reasons to do this. Especially when RC8/9 are still working so well, esp. in VR.

    I agree - I am a new customer who started out with RC10 fresh this year. I bought the full version with both expansion packs on Steam to support the developer team.

    So far E-Mail contact with IPACS has been positive, although feedback generally is rather slow (and tickets via Ikarus support ticket system are mostly closed after short feedback, so contact via IPACS E-Mail seems more promising), and especially the feedback rate here in the forum is a bit lacking. I also sent 2 E-Mails to IPACS directly this week to inform about this bug and 2 other inquiries.

    I'm struggling with the next thing and since I already wait for Email Feedback, I don't want to spam addition Emails right now.

    I want to rotate an object i am loading in my scenery .tsc.
    According to this thread from 2017, this feature was already added to FS2, so I'm curious, hasn't this been added to RC10 or am I using it wrong?

    No matter what values I use, the object seems to be placed in the same orientation every time.

    RC 10 has a weird Light Rendering Bug in VR in all 4D Scenes that have additional lightsources, especially noticable at night (changing Daytime with T / Shift+T) or in the basketball arena indoor scene, which for some reason currently also crashes my game. Lights are effectively only rendered on the bottom half of the rendered images.

    Steam VR on Windows, Virtual Desktop, Quest 3, Nvidia RTX 3070 Ti, Driver Version 560.94.

    Turned out the testgeometry I had used to try to place a light was buggy (imported from Cinema 4D to Blender) - when I use a native blender plane, light creation works perfectly fine simply by naming the object in the .tgi file the same as the light group in the light_config.tmc (even seems to be case-insensitive).



    jparia sure, I can share more insight while i gain them like i did earlier in this thread.
    I will just try to keep adding updates here whenever i figure out more stuff.
    Right now this is more or less trial and error / toying around, but interesting to figure out to see what's possible 👌
    A RC10 modding wiki would also be helpful, but for now this thread and the official documentation will have to suffice. I might also dust off my old blog and collect all necessary info there in one post if thats helpful. for now i will just stick to this thread.

    We can however answer some questions if you like.

    As for the light config, yes, each light group references an object in another file. All coordinates are then relative to the position of the referenced object.

    If you contact us via email at mail(at)ipacs.de, we can check and see if we can provide you with more information directly.

    Thank you for the offer, mail is sent 🥰

    Without any documentation I'm struggling to make progress.

    Anyone knows how the light_config.tmc is linked to the object .tmb? Without e.g. loading the island_obj.tmb on Creek Island, no lights get loaded at all, so the creation of lights defined in the light config file seem to be relying on some information included in the object .tmb file.

    Apparently the light group name is important as the lights disappear if i change the light group name, but I don't know what information my object .tgi file needs to contain in order for a light to appear.

    Update: I also figured out a way to use the luminance channel, however the material always still needs a diffuse part to be visible, which then visually heavily impacts the brightness of the object in daylight. I would love to be able to have a way to render a material without any influence by sunlight. I also realized the luminance channel only works with static3d objects, not decal objects.

    If I use a transparent diffuse texture, the whole object becomes invisible despite having a bright color with no transparency in the luminance channel (so the alpha component in the diffuse channel acts as a global mask). If I use a black diffuse texture, the bright colored luminance texture still gets heavily dimmed during daylight. This is probably there for city lights etc. to appear realistically only illuminated at nighttime, but I wonder if there is a way to override this behaviour with some tag in the .itg or sth



    Update: I figured the alpha part out - it can just be included in the diffuse .png / .tif texture and will be used automatically as a mask.
    But the texture name should NOT include "alpha" in the name when trying to convert it, the converter for some reason will not convert it and also will not throw any errors

    Still desperately trying to figure out how to set a material to be self-illuminated though.. Any help?