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Briefly managed to get my A-12 in MSFS, but many things need to be ironed out to get it working fully.
umm....I have an iron....just saying....do you need starch? Do you have an ironing board?? Whatever we can do to help the wrinkles!
MACH 3 DESIGN STUDIO
Heatblur Rivet Counting Squad™
Hi,
An another solution is to modify by try and test, pitch and roll effectiveness parameters. 0.1 or 0.2 should be good values to begin.
Yes, you should do it for each plane but when the first planes developped by editors will be released, your joystick configuration will be correct.
Using sensitivity to -70% is like using a hammer to stop a mosquito 😁
Yeah, ported FSX airplanes look truly awful in MSFS. Why would anyone bother converting a totally stock FSX airplane when they look as rubbish as this...?
While payware indeed justifies updates, freeware models run beautifully in the new sim, even on the new aerodynamic model. Polygon counts can indeed be higher, but there's never a need to use 1,000 if 500 do just great, in my opinion.
I wish I had enough time to finish writing everything I sta...https://www.facebook.com/DC-Designs-2156295428024778/
Wow! That looks great. Maybe the lower poly count planes would run better than the stock ones on my low end computer. I have lots of fsx aircraft that I would love to see ported over.
This. Everybody assumes that everybody else runs a GTX2080ti with 274389002GB of RAM, but the truth is that half the sim user market run rigs more than four years old. I should know, I am one
I build airplanes, do conversions and plan my business model around that simple fact. While MSFS can support higher poly counts, and the engine actually favours mesh over higher-resolution textures, the recommended poly counts in the SDK aren't that much higher than those used for many years in FSX and P3D. Still, those recommendations were always on the low side against what really could be achieved.
The kicker is when a user wants to fly their 500,000 polygon, study-level Leviathon over New York City, in heavy weather and dense traffic. Then, all of a sudden, ultra-dense modeling becomes a real PITA!
I wish I had enough time to finish writing everything I sta...https://www.facebook.com/DC-Designs-2156295428024778/
How are people putting these in the sim? I thought you had to run some kind of program to rebuild them or something?
If anyone is interested, there is a thread on the MSFS boards and a tool that can help converting FSX aircraft:
https://forums.flightsimulator.com/t...10?u=ozwookiee
There are some caveats that some panels wont work, but if they are 3D Guages and use XML then it's out of the box.
The models really do look a million times better though when converted to native models and use the new MSFS Materials.
Sort of related question... I've searched everywhere in the file structure and files.... Where is the default tail number stored? I'd like to change them. I hate those "ASXGS" N-numbers.
Has anyone tried this? Not tried it myself yet as I'm always wary of online converters.....
https://3d-convert.com/en/convert/mdl-to-gltf.html
Might have a play later.
I wish I had enough time to finish writing everything I sta...https://www.facebook.com/DC-Designs-2156295428024778/
Have you found that simple things like opening canopies and some (not all) visibility tags are also not functioning?
It seems to be taking some of the logic behind visibility tags and not others. For example, a dummy refuelling receptacle door animates from the cockpit switch, and animates on the external model, but the basic canopy opening switch doesn't work? Similarly, the drag chute handle which is rightly or wrongly triggering airbrakes animates, but the visibility tag that controls the chute appearing and doors opening do not work....?
Struggling to get my head around it unless something is broken...?!!
My cockpit glass isn't working either - not reflective, but that's likely to be a format problem I guess.
None of the default aircraft have operational doors. Only the pay-ware Carenado C-182T has doors that open and close.
You have to remember according to MS this is a "GAME." Games don't need operational doors, unless it is Unreal.
John
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My first SIM was a Link Trainer. My last was a T-6 II
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Not totally true. The A320 passenger door opens when you request a jetway. When I parked poorly and the jetway was misaligned I could see the open door. So, at least in this default aircraft, the animation exists.
My guess on canopy behavior (purely a guess dince I haven't looked at the SDK) is that a sim variable and or key command has changed or is broken so any designer who coded their animation or control based on that would be broken Where as an animation based on a custom variable and clickpoint would work?
Your English is better than my French, German, Italian, Spanish.... so no worries my friends!
In rooting around in the files, I also saw references to handle for canopy opening. My guess, based on their saying their working on the SDK and tools for converting aircraft, that they're still working on activating functionality.
Given that some animations work, but not this one, and you'd think opening a canopy is about as simple as it gets for animations, I'm wondering if TuFun's suggestion about Avatar animation may not be far off from reality, and the reason it's not currently working is they're working on some further functionality like that?
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