switch686

SDK now available

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While I've been quite critical towards FSW, this is certainly a big milstone I would compliment the developers for. An SDK can open the door to a host of user and of course professional contents. Well done.

Kind regards, Michael

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:-(  regarding freeware developers I guess, given the amount it costs :-/

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11 minutes ago, tonywob said:

Well folks, it looks like we finally have an SDK for FSW:

http://steamcommunity.com/games/389280/announcements/detail/1464097650385123380

http://fswsdk.dovetailgames.com/

I'm disappointed to see only support for 3DS Max, and I'm hoping more options will come in time, but now we should finally start seeing some good content appearing.

 

Honest question: do FSX and P3D have 3DS max. Just wondering if it’s a step back or if it’s the status quo.

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Yes, both FSX and P3D use 3DS Max, but the community stepped up and made plugins for other editors including Blender and even Sketchup.

4 minutes ago, switch686 said:

They are looking at other options for software such as Blender...

I hope so. Not everyone can afford the 3DS Max monthly tax, especially freeware developers.

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16 minutes ago, tonywob said:

Well folks, it looks like we finally have an SDK for FSW:

http://steamcommunity.com/games/389280/announcements/detail/1464097650385123380

http://fswsdk.dovetailgames.com/

I'm disappointed to see only support for 3DS Max, and I'm hoping more options will come in time, but now we should finally start seeing some good content appearing.

 

Cryss talked about implementing blender in the future updates. I hope they do. 

Tony, how would someone annotate some autogen in the scenery with those tools? Not possible? As far as I read, they don't have visual tools to help building a scenery.

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Yep, I'm reading through the SDK and the terrain stuff seen in the P3D SDK is missing. I'm sure/hope it's coming, eventually.

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FSW is based on FSX and so is P3D, so it MAY be possible to use parts of P3D's SDK in FSW.  I have not tested this myself yet.  It will be interesting to see how the public SDK differs from the dev SDK I have.

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The Blue Sky FS P40 is also released, and it's really excellent!   Exceptional all around - spectacular textures, ground and flight handling, and sounds.    Cold and Dark gets you right in there..... it's discounted I think for the next week, 27.99 USD.

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Yes, it's a plane that needs tender loving care before you can master it, even during taxiing.

I found that, just like a real aircraft with that kind of horsepower in the front, especially a taildragger, you just don't shove the throttle forward all at once. I get the plane rolling down the runway by gradually increasing the throttle, and, as soon as the wheels leave the ground, I shove the rest forward.

 

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well, i hope to finally see some high quality airliners in FSW, so i can start testing it

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1 hour ago, lodestar said:

well, i hope to finally see some high quality airliners in FSW, so i can start testing it

Well the SDK is out, so feel free to make one!

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The command line tools look the same as those from FSX/P3D, so hopefully tools like ADE and MCX can be adapted. I posted in the MCX forum at fsdeveloper to see if Arno is considering to add support. I guess much of the work of adding MCX support would revolve around PBR.

People with student ID's can get 3ds Max for free, so that's good for them, the rest of us hobbyists will have to wait for MCX or for DTG to support an affordable modeling tool.

For ADE, there's no terrain SDK as yet, ie no shp2vec for creating flattens, and I don't know if the BGL decompiling tools will work, so don't know if we'll be able to use ADE anytime soon.

There doesn't appear to be much documentation on file formats, not even XML (other than scenery library and object placement xml), and nothing about air files. Looks like JSON is being used for checklists.

Livery creation is described using substance painter, which requires an exported copy of aircraft mesh that includes PBR materials.

Oh well. It does also have simconnect, so that's something.

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17 minutes ago, fshobby said:

The command line tools look the same as those from FSX/P3D, so hopefully tools like ADE and MCX can be adapted. I posted in the MCX forum at fsdeveloper to see if Arno is considering to add support. I guess much of the work of adding MCX support would revolve around PBR.

People with student ID's can get 3ds Max for free, so that's good for them, the rest of us hobbyists will have to wait for MCX or for DTG to support an affordable modeling tool.

For ADE, there's no terrain SDK as yet, ie no shp2vec for creating flattens, and I don't know if the BGL decompiling tools will work, so don't know if we'll be able to use ADE anytime soon.

There doesn't appear to be much documentation on file formats, not even XML (other than scenery library and object placement xml), and nothing about air files. Looks like JSON is being used for checklists.

Livery creation is described using substance painter, which requires an exported copy of aircraft mesh that includes PBR materials.

Oh well. It does also have simconnect, so that's something.

He is trying to support the SDK with MCX.

http://www.fsdeveloper.com/forum/threads/fsw-registry-key.441641/

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18 minutes ago, ca_metal said:

He is trying to support the SDK with MCX.

Thanks, I forgot there's an FSW forum there, it's been so quiet.

 

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9 hours ago, tonywob said:

Yep, I'm reading through the SDK and the terrain stuff seen in the P3D SDK is missing. I'm sure/hope it's coming, eventually.

I'm guessing that means scenery devs like Orbx don't have the right tools yet to start churning out their sceneries...?

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46 minutes ago, scotchegg said:

I'm guessing that means scenery devs like Orbx don't have the right tools yet to start churning out their sceneries...?

Or they could have the SDK tools privately.  Developers such as myself have been granted access to the tools.  I cant speak for Orbx, but its possible that they already have the tools they need.  Developing add-on's takes time, especially for a new engine.  

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19 minutes ago, Gibbage said:

Or they could have the SDK tools privately.  Developers such as myself have been granted access to the tools.  I cant speak for Orbx, but its possible that they already have the tools they need.  Developing add-on's takes time, especially for a new engine.  

Cheers, makes sense. Given the timing I was expecting (hoping for) some scenery to cone onto the market in the run up to Xmas.

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36 minutes ago, Gibbage said:

Or they could have the SDK tools privately.  Developers such as myself have been granted access to the tools.  I cant speak for Orbx, but its possible that they already have the tools they need.  Developing add-on's takes time, especially for a new engine.  

But is it really a new engine?

What are the improvements for scenery besides PBR? I was hoping for a quick port of Orbx scenery.

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Arno is interested in adding MCX support but needs someone with 3ds Max to export using the SDK and send him the X file so he can study it. DTG has not provided any documentation of changes they may to X file format.

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ORBX may well have had a hand in developing the scenery SDK but I suspect they have there hands full with the new 64bit sims, P3Dv4 , XP , AF2 ,   

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