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Lorby_SI

3D pilots and passengers in every aircraft

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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
 

 

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LORBY-SI

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

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Lordy Lorby that's cool! Well done!


 

 

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


Kind regards,
Hans van WIjhe

 

Acer Predator P03-640 2.10 Ghz Intel 12th Gen Core 17-12700F 64GB memory, 1.02 TB SSD HD, 1.02 TB HD,  NVidia Geforce RTX 3070 16GB Memory, Windows 11 (x64)

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


Kael Oswald

7950X3D / 64GB DDR5 6000 @ CL30 / Custom Water Loop / RTX 4090 / 3 x 50" 4K LCD TVs

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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


LORBY-SI

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Wow.  Great work!

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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?

Location: Vleuten, The Netherlands, 15.7dme EHAM
System: AMD 7800X3D - X670 Mobo - RTX 4090 - 32GB 6000MHz DDR5 - Corsair RM1000x PSU - 2 x 2TB SSD - 32" 1440p Display - Windows 11

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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

LORBY-SI

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Thank you!

Greg

 


Greg Morin

Commercial ASMEL Instrument CFI

Beta Tester i Blue Yonder, Flightbeam and Milviz

 

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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?  😁


- Harry 

i9-13900K (HT off, 5.5 GHz, Z690) - 32 GB RAM (DDR5 6400, CAS 34), RTX 3090Windows 11 Pro (1TB M.2) - MSFS 2020 (MS Store, on separate 4TB M.2).

 

 

 

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It's probably me... 😩 

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Howard
MSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX3090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, Philips BDM4350UC 43" 4K IPS, MFG Crosswinds, TQ6 Throttle, Fulcrum One Yoke
My FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776

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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.


Paul Davies.

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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
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LORBY-SI

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