Commander 685 Native P3D conversion
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Thread: Commander 685 Native P3D conversion

  1. #1

    Commander 685 Native P3D conversion

    Wondering if this was ever finished? I have tried converting it with MCX but having a few issues with the prop animation and glass and spinner reflections. VC came out perfectly and exterior model looks great. Need someone who knows how to use the MCX Materials Editor better than me!

    http://www.sim-outhouse.com/sohforum...P3D-conversion



    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  2. #2
    Propeller conversion sound like you need to follow this http://www.calclassic.com/convert_tutorial/

    Im actually busy doing another plane exactly with this conversion problem. Maybe after this I can help you with the Commander. Actually I need help myself

    Regards

    Dan
    OS=WIN11 P3D5
    MB=ASUS Z390F-Gaming, CPU=i9700K OC @4.9 GHz, Cooling=Arctic Liquid Freezer II
    GPU=KFA2 RTX3090 24 GB, RAM=32 GB DDR4-3200, G Saitek X52 Pro

    Visit my website: https://sites.google.com/view/dans-p3d-mods

  3. #3
    Thanks Dan. That was my next plan - to look at Tom G's tutorial. Maybe we can figure this out together.
    Cheers.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  4. #4
    Quote Originally Posted by expat View Post
    Thanks Dan. That was my next plan - to look at Tom G's tutorial. Maybe we can figure this out together.
    Cheers.
    Yes of course. Just pm me, if you get stuck somewhere. But Im at learning too at the moment.

    Dan
    OS=WIN11 P3D5
    MB=ASUS Z390F-Gaming, CPU=i9700K OC @4.9 GHz, Cooling=Arctic Liquid Freezer II
    GPU=KFA2 RTX3090 24 GB, RAM=32 GB DDR4-3200, G Saitek X52 Pro

    Visit my website: https://sites.google.com/view/dans-p3d-mods

  5. #5
    Well, I got stuck pretty quickly. Using Tom's tutorial there are no Prop Variable in the set conditions variable box for the imported FS9 model.

    Reading the tutorial's many steps to configure prop animations and appearance, this looks way too over my head and time consuming. I have been lucky before converting other models - mainly jets - making only a few needed and successful adjustments in the hierarchy editor to e.g. control surface positions, etc. but this looks beyond my ability.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  6. #6
    SOH-CM-2021 euroastar350's Avatar
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    MCX is quite finicky when it comes to conversions from either FS9, FSX or P3D. I prefer conversions to P3D as I've always had issues converting to FSX. With that being said, I had my go at converting the AC685 to P3DV4 native with PBR materials and here are my results. This was done in only a few hours and everything is there as it should be, including VC.
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    I'm with the FAA and I'm here to help you.....................Now gimme a hug!

  7. #7
    Quote Originally Posted by euroastar350 View Post
    MCX is quite finicky when it comes to conversions from either FS9, FSX or P3D. I prefer conversions to P3D as I've always had issues converting to FSX. With that being said, I had my go at converting the AC685 to P3DV4 native with PBR materials and here are my results. This was done in only a few hours and everything is there as it should be, including VC.
    Click image for larger version. 

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    So did you successfully export the propellers and put it all together again or was it just a straight forward conversion?

    Are you going to upload here? Did you already check with the author?

    Dan

    P.S. I may ask you for help on another project, if I get stuck there.
    OS=WIN11 P3D5
    MB=ASUS Z390F-Gaming, CPU=i9700K OC @4.9 GHz, Cooling=Arctic Liquid Freezer II
    GPU=KFA2 RTX3090 24 GB, RAM=32 GB DDR4-3200, G Saitek X52 Pro

    Visit my website: https://sites.google.com/view/dans-p3d-mods

  8. #8
    SOH-CM-2021 euroastar350's Avatar
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    Propellers had to separate from the FS9 model, it's quite tricky to get them exported with animations and visibility tags applied from MCX. I'll check in with Milton and Arild for release, I'll post here and my usual upload sites.

    I'm with the FAA and I'm here to help you.....................Now gimme a hug!

  9. #9
    Propellers had to separate from the FS9 model, it's quite tricky to get them exported with animations and visibility tags applied from MCX. I'll check in with Milton and Arild for release, I'll post here and my usual upload sites.
    Thanks eurostar350 and great to see you on these boards! I think Milton somewhere (I can search again if you like) has already consented to native MCX type conversions - as only Sir Milton would do . .
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  10. #10
    Thing is with PBR, you seem to lose chrome reflections in favour of exterior glossyness - as we saw with the last most fun project - the Lockheed JetStar.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  11. #11
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  12. #12
    Cool, looking forward to this one.
    OS=WIN11 P3D5
    MB=ASUS Z390F-Gaming, CPU=i9700K OC @4.9 GHz, Cooling=Arctic Liquid Freezer II
    GPU=KFA2 RTX3090 24 GB, RAM=32 GB DDR4-3200, G Saitek X52 Pro

    Visit my website: https://sites.google.com/view/dans-p3d-mods

  13. #13
    SOH-CM-2021 euroastar350's Avatar
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    Consider this one complete. I refined the materials/alphas for the metallic textures, attached the beacon light to the rudder, added new sounds with 3D cones/distance. I'm not sure if a paintkit was released, I could use that to create the bump maps. Other than that, this one is done. Give me a few days so I can release, my second daughter was born 3 days ago and I've been up and about taking care of my 2 year old, joggling work and going to the hospital
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    I'm with the FAA and I'm here to help you.....................Now gimme a hug!

  14. #14
    Congratulations on the birth of your Daughter.

  15. #15

    Veneaviones Turbo Commander Package

    Then, I remember this version which was also great, as is doesn't work with P3D5 either, It had the winglets



    https://flyawaysimulation.com/downlo...ander-package/

  16. #16
    Flew the wings off that one until the Carenado 690B came out (with great mods discussed at the avsim forum).
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  17. #17
    SOH-CM-2021 euroastar350's Avatar
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    I have it already in P3DV4 with PBR materials, I'm just very hesitant to release as there is no way to get ahold of the developers.
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  18. #18
    SOH-CM-2021 euroastar350's Avatar
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    The aircraft has been released here, avsim and simviation. And yes, it works quite well in P3DV5
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    I'm with the FAA and I'm here to help you.....................Now gimme a hug!

  19. #19
    Hi George

    Great work, that one gets a place in my hanger.

    Im actually working on the aircraft.cfg to remove to be called zero. I think the empty atc_flight_number= needs to be removed.

    Taxiing is a bit difficult. Tried increasind the nosewheel angle to 35.

    The panel has some strange bleed through. Maybe you could fix that. See pic below.

    Regards

    Dan

    Click image for larger version. 

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    OS=WIN11 P3D5
    MB=ASUS Z390F-Gaming, CPU=i9700K OC @4.9 GHz, Cooling=Arctic Liquid Freezer II
    GPU=KFA2 RTX3090 24 GB, RAM=32 GB DDR4-3200, G Saitek X52 Pro

    Visit my website: https://sites.google.com/view/dans-p3d-mods

  20. #20
    Quote Originally Posted by euroastar350 View Post
    Consider this one complete. I refined the materials/alphas for the metallic textures, attached the beacon light to the rudder, added new sounds with 3D cones/distance. I'm not sure if a paintkit was released, I could use that to create the bump maps. Other than that, this one is done. Give me a few days so I can release, my second daughter was born 3 days ago and I've been up and about taking care of my 2 year old, joggling work and going to the hospital
    Click image for larger version. 

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    Sound cones? The sound folder was pointing to another aircraft sound file. I "borrowed" a sound folder from another Rockwell commander that had sound files.

    Thanks for the conversion it looks great! in P3D V5+

  21. #21
    The aircraft has been released here, avsim and simviation. And yes, it works quite well in P3DV5
    You. are.a.star - euorstar 350! Thanks so much for your time and effort and sharing this.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  22. #22

    Changing the steering

    If you are unhappy with default nose wheel steering angles and want to do a more realistic tighter turns at low taxi speeds, it is easy to fix.

    Just find your aircraft.cfg of the aircraft under its folder;


    [CONTACT_POINTS]

    Find the line:

    point.0= 1, 15.705, 0.000, -5.530, 1575, 0, 0.620,25.000, 0.196, 4.000, 0.950, 5.000, 4.000, 0, 202.5, 219.9

    8th number on this line is always the steering angle of the plane in fsx/p3d, increase it as you wish (up to 90 degrees of course but for realism increasing by 3 times works the best)

    point.0= 1, 15.705, 0.000, -5.530, 1575, 0, 0.620, 35.000, 0.196, 4.000, 0.950, 5.000, 4.000, 0, 202.5, 219.9

    I put this info here to help others in case they want to know how to do this.

  23. #23
    Thanks GE, these Milton AC's in native 64bit have very soft nose gear oleo.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  24. #24
    Quote Originally Posted by expat View Post
    Thanks GE, these Milton AC's in native 64bit have very soft nose gear oleo.
    I noticed that and forgot to make mention. When braking, the nose will dip down a bit too much.


    Edit: I found this issue discussed here

    http://www.sim-outhouse.com/sohforum...ive-on-Braking

  25. #25
    I am finding on all my Milton Commander native model conversions that the right side engine starter is non functional. Only Ctrl E gets it going. Anyone else find this or have a suggestion what I need to tweak? I doubt its something in the MCX process as I have it on the 680 Super, 500 and the Shrike.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

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