Lorby_SI

3D pilots and passengers in every aircraft

Recommended Posts

Hello @ll,

with the kind help of Christian Bahr, the next iteration of PayloadManager X, version 0.90,  has been released. Please note that this app is for P3D V4.2 and later only!

This version now contains 10 "people models" with 100 different textures to choose from out of the box - created by Christian. And 4 pilots that have been painted by me - unfortunately I am not much of an artist. Everyone is welcome to contribute their own models and repaints and share them with the community - (there probably won't be any updates to the models from our part).

The app is freeware, available in the DOWNLOADS-section on the Lorby-SI website (way down, next-before-last item in the list)

Your solitude on the flight deck is over! Enjoy!
 
 
Best regards
 

 

  • Like 10
  • Upvote 4

Share this post


Link to post
Help AVSIM continue to serve you!
Please donate today!

That's really amazing. You and Christian  have outdone yourselves. 👏

Share this post


Link to post

Lordy Lorby that's cool! Well done!

Share this post


Link to post

Well done Lorby and Christian. And a massive thank you.

Share this post


Link to post

Nice work mate - good idea and well done. Does it have much of an impact on FPS?

Share this post


Link to post
21 minutes ago, KL Oo said:

Nice work mate - good idea and well done. Does it have much of an impact on FPS?

Yes it does. The passenger models have a high polygon count to make them look good - you will notice in your FPS count that they are there. Maybe the many designers who are active in the community can create simpler models and textures that still look good to help with performance. But that is tricky with everything that should resemble a human being. In the video above my FPS went down by about 5. When set to unlimited it is hardly noticable, but when FPS are limited to 32 it is.

To help a little bit with FPS, the PayloadManagerX provides the same models without the animation as "static" objects too. 

Best regards

Share this post


Link to post

Wow.  Great work!

Share this post


Link to post
53 minutes ago, Lorby_SI said:

The passenger models have a high polygon count to make them look good - you will notice in your FPS count that they are there.

I always wondered that about the P3D rendering engine (or any rendering engine for that matter):

  • Is everything outside the current view aspect still processed/rendered?

Share this post


Link to post
52 minutes ago, Egbert Drenth said:

I always wondered that about the P3D rendering engine (or any rendering engine for that matter):

  • Is everything outside the current view aspect still processed/rendered?

Sorry, I'm no specialist in these matters either.

I think that every object is always processed, but not rendered until you can see it. Why? Because the sim can't start figuring out what the object should look like right the instant when it needs to be rendered. It needs to constantly update the objects' position and animation state in the virtual world, so when the time comes to actually render it, the sim can do that instantly. 

In one of the latest P3D versions this principle has been disabled when using particle effects. Those effects do no longer retain their state when you look away (they did in the old versions). They are deleted and start fresh when you look at them again. This is most notable with the fires in my FireFighter X, and I can't say that I enjoy this development. But it seems that there is nothing I can do.

Best regatds

Edited by Lorby_SI

Share this post


Link to post

Olivers tools are among the very best!

But to go further, now I need an app which uses a "selfie" to create a well proportioned 170 pound avatar - Wouldn't that be great?  😁

Share this post


Link to post

Oliver, thank you for making this software available - it is fantastic.  I don't fly with the fps counter on display and haven't noticed any real difference in my Carenado PC12 full of passengers.  What I have done is install static figures into seats that are not so visible from the VC left seat and animated figures in seats more visible.

I do have a suggestion that may or may not be feasible ... it would be great to have PayloadManagerX give the option to randomise the models, swapping static for static and animated for animated whilst leaving the position data the same.  If you were continuing a flight with the same passengers then you wouldn't need to randomise, but if it was a new set of passengers then randomising would ensure a new set of faces in the cabin.

 

Regards,

Paul Davies.

Share this post


Link to post
17 minutes ago, Simjockey said:

Oliver, thank you for making this software available - it is fantastic.  I don't fly with the fps counter on display and haven't noticed any real difference in my Carenado PC12 full of passengers.  What I have done is install static figures into seats that are not so visible from the VC left seat and animated figures in seats more visible.

I do have a suggestion that may or may not be feasible ... it would be great to have PayloadManagerX give the option to randomise the models, swapping static for static and animated for animated whilst leaving the position data the same.  If you were continuing a flight with the same passengers then you wouldn't need to randomise, but if it was a new set of passengers then randomising would ensure a new set of faces in the cabin.

 

Regards,

Paul Davies.

Hello Paul,

I have thought about this, but the problem is, that I don't have many models to work with. 10 didn't seem to be enough for this.

Instead I have implemented that feature on the textures dialog where you can assign random textures to the existing passengers. Unfortunately not all textures fit all models, so the outcome may be… unexpected…

But I can add a randomizer no problem. Once you add more passenger models, you will have more variety.

You can easily increase the amount of available passengers like this:

  • make a copy of the texture folder in the simobjects (manual will tell you where they are)
  • overwrite the textures in there with your own choice from the texture pool
  • edit the sim.cfg of the passengers:
  • duplicate the models that you want, giving them new titles
  • reference the duplicates to your new texture folder.
  • Then add the new passengers to PMX with the Object Finder.
  • They will have the same bodies, as there are only 10 of them, but they will look different.

or

  • Create a copy of the "PMX_Passengers" directory in the same folder, edit the sim.cfg in it, giving all models new titles, then alter the textures at will. Add the models to PMX with the ObjectFinder.

Best regards

Edited by Lorby_SI
  • Upvote 1

Share this post


Link to post

Just added a Copilot to the 747, as I fly VR only it certainly adds a level of immersion I never had before.

If more models would be available with higher resolution, this could become a real winner, thanks for the effort.

Sven

Edited by Chandler

Share this post


Link to post

Here are my paying passengers on a Flight Sim Economy flight from South Lake Tahoe to Reno ...

2018-7-8_23-37-38-916.png

 

2018-7-8_23-44-9-664.png

Redheads always get first choice of the Copilot's seat on my flights:biggrin:

Share this post


Link to post

Has any of you already tried to add a (co-)pilot while EZDOK has been installed as well? I am trying to add a co-pilot to one of my PMDG's 739's, but even though that I disable EZDOK, adding a co-pilot seems to be impossible. Can you give me a hint as to what I might be doing wrong, please?

Thanks a  lot.

Share this post


Link to post

PMDG 747 with chaseplane worked without a problem. May be you need some time to make the pilot visible. It took a while on the 747 obviously...

BTW does anybody know, where the textures are located, I would try to improve them.

Edited by Chandler

Share this post


Link to post
15 minutes ago, Chandler said:

 May be you need some time to make the pilot visible. It took a while on the 747 obviously...

 

Thanks a bunch, will give it more time.

Share this post


Link to post
33 minutes ago, Chandler said:

BTW does anybody know, where the textures are located, I would try to improve them.

Hi,

check the manual, page 17.

Content is located here:

"C:\Users\...\Documents\Prepar3D v4 Add-ons\Lorby-SI Content\Content\SimObjects\Misc\PMX_Passengers"

When you create new models or textures, please share them! IMHO this tool only provides the tech, I am counting on the comunity to provide more content.

Best regards

Share this post


Link to post
50 minutes ago, hvw said:

Has any of you already tried to add a (co-)pilot while EZDOK has been installed as well? I am trying to add a co-pilot to one of my PMDG's 739's, but even though that I disable EZDOK, adding a co-pilot seems to be impossible. Can you give me a hint as to what I might be doing wrong, please?

Thanks a  lot.

Hi,

make sure that the position of the copilot is correct. On many aircraft (and PMDG too) the payload stations are located near the plane center. So the pilot model is there, but it is hidden in the middle of the aircraft. You best bet is to use "Add row" to add a new payload station for your FO, name it "FO", add the pilot model, and then go to outside view and spin the "Offset U/D" column of PMX upwards until you see your pilot emerge on top of the plane. Take it from there, move it forward and down again roughly in the region of the flight deck, then switch to VC view to fine-tune the position. Then press "apply", wait for the plane to reload. I did this yesterday with the NGX, took quite a bit of mousewheel spinning.

42604082644_a57c124088_c.jpg

Best regards

 

Share this post


Link to post

Thanks Oliver,

I did as described by you, but when I restart P3Dv4 and select the 739 to which I "attached" the co-pilot, this co-pilot is not being reloaded. I will give it some more tries, no doubt I did something wrong :) (Yes, I did hit apply in PayloadManagerX before I restarted P3D)

Share this post


Link to post
38 minutes ago, hvw said:

Thanks Oliver,

I did as described by you, but when I restart P3Dv4 and select the 739 to which I "attached" the co-pilot, this co-pilot is not being reloaded. I will give it some more tries, no doubt I did something wrong 🙂 (Yes, I did hit apply in PayloadManagerX before I restarted P3D)

So the pilot model is still assigned in the list, but you can't see it in the sim? 

Can try to move either the model or the camera away from each other, see if the FO appears then? Maybe it is clipped by the EZDOK camera.

Best regards

Edited by Lorby_SI

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now