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What developers want

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Please identify yourself as a commercial or freeware developer in your posts. 

I don't want to remove a legitimate post. 

Thanks for your cooperation. 

 

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Thank you.

Rick

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EAA 1317610   I7-7700K @ 4.5ghz, MSI Z270 Gaming MB,  32gb 3200,  Geforce RTX2080 Super O/C,  28" Samsung 4k Monitor,  Various SSD, HD, and peripherals

 

 

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14 hours ago, Milviz said:

...no more issues with materials with the same name having to have one different parameter in order to be exported...

Providing an option to "disable optimization" for such materials would accomplish this nicely.


Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556

Interests: Gauge Programming - 3d Modeling for Milviz

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Owner of Sim Horizon

Products in development for XP11 and P3D v4.4+ and hopefully MSFS 

  1. Documentation in PDF format or some common modern format (not online only because on the road there are times where Internet access is not possible and I work 24/7) that supports highlighting, notes, bookmarks, edits, etc.
  2. Working code samples and working model samples (many, not just a few).
  3. Enhanced control of AI aircraft ... I take control, manipulate AI aircraft, then I can issue a "resume navigation" and the AI aircraft will intelligently resume without having to re-instantiate it.
  4. A much more robust and accessible "collision" system, airport vehicles need to stop running thru aircraft and each other.
  5. A more robust "damage" system that can be tied directly to attachments and/or other structures.
  6. Provide more modern tools with a UI for compiling/building content rather than command line (ongoing I currently code my own UWP app to manage paths and execute command line options to produce content as to improve workflow efficiency).
  7. Unify all the existing tools into one SDK environment preferably with ability to add extensions to Visual Studio so it's all in one shop.
  8. The repeated "round trips" required to see "change" is extremely time consuming, real time updates with the sim active would be ideal (perhaps a special "debug" mode if performance implications).
  9. Lockheed Martin have fixed a HUGE number of FSX bugs, work with them to identify and correct.
  10. Provide an easy method for us to protect our content, content theft is rampant and with such low sales numbers this has resulted in many content providers being put out of business.
  11. Provide more information in regards to the often mysterious flight physics files.
  12. Add more physics options for Helicopters and Turbo Props.
  13. Native ability to create slopped runways with vehicles (air and ground) that can work with the non-flat terrain.
  14. Several developers have resorted to "hacks" (ack finding DLL/EXE offsets) to gain access to elements of the software, find out what those are and make them a part of the SDK so that for each version update end users aren't left with non-functional products.
  15. Perhaps less expensive 3D Modeling options, although I'm now well trained on 3DSMax and starting to enjoy it's power, at $1500/yr it can be road block for the more casual developers ... perhaps add support for more 3D surface modeling tools like C4D, Blender3D, or Adobe's 3D tools, or even some of Microsoft's own 3D tools.
  16. Easier way to do transparency and materials for PBR so that what we see in the 3D Tools is what we get in the simulator.
  17. A mission system that is much more "cohesive" where "state" is easy to manage and continue at later sessions ... better continuity.
  18. Terrain and building and AFCAD conflicts happen rather regularly, that should be prevented, if that's impossible to prevent at distribution, then provide a detection and warning mechanism for the user.
  19. Provide support for BC6H/BC7 compression formats.
  20. Provide support for multiple GPUs that leverages the benefits of PC hardware and DX12, specifically DX12 EMA mode with SFR
  21. 64bit code base (just in case that wasn't in the plan). 

There are probably other items I've missed, but I think this is a good start for my personal desires/wants.  I'd like to thank AVSIM at being pro-active with developer considerations.

Cheers, Rob.

 

Edited by Rob_Ainscough
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Freeward/hobbyist here. I've worked with other game engines. I'm pasting this from the other "want" thead.

Make the SDK work with standard 3D export formats. Then we can use any 3D tool we please. Get rid of the old-school .X/MDL export plugin rubbish. Also, support PBR workflows in tools like Substance and Quixel.

Script in a decent language like Python or C#. With proper logging and a debugger please. Support plugins written in C++, with modern API's that don't look like they were designed in 1986.

Get rid of all closed proprietary binary formats. Make config files use JSON or YAML. Please no more yucky XML.

Please consider a more flexible and extensible shader pipeline, including compute and geometry shaders.

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Barry Friedman

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Hello Microsoft,

Apart from the things that have already been mentioned, here's what I would like to see:

1. The same freedom when it comes to publishing and marketing our add-ons.

2. Access to the sound engine, so we don't have to come up with our own solutions. Including the option to loop a sound an adjust volume and pitch dynamically.

3. The ability to override engine and system variables - i.e. a more complete simConnect, with an extensive documentation.

 

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wing42_logo_smaller.png

www.wing42.com

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- Smooth sdk production pipeline from 3dsmax

- Advanced FX including custom lights, particles

- Advanced animations to include rigged human characters with bones

- Conditional events/objects (with lots of variables)

- Method to avoid add-ons fighting each other (particularly the current enraging AFCAD issue with add-ons overwriting each other)

- a lot more but it's Friday and my brain has already checked out

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- More options to provide realistic AI Traffic (Airplane (IFR/VFR), Heli, and Seaplane) -> enroute as well as on ground

- Better access to the AI-System of the Sim for external tools, overwriting some decisions from the Sim.

- Referring to the old FSX, beeing able to give back the controll of an AI object to the internal AI-System

- SDK for the ATC (Voice and Text) maybe the option to add more ATC Message-Types

 

Kai (Lead Developer of AIGTech)

 

Edited by Kaiii3
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AIGtechBanner_Kai_AVSIM.png

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-Realistic helicopter flight dynamics (we want to fly backwards for CAT A procedure without a 180° spin)

-Structured SDK with good sample files

-Engine declaration for multi turbine helicopters; N1, N2, engine type, transmission, powershaft values, gearbox, rotor RPM, TRQ, correlator/governor ect

-Attachment method for aircraft objects (wheight and balance)

-More options for animations (  flexible leather cover on a flight stick)

-Shared cockpit variables for all related systems

-New Sound engine and flexible sound emmersion

-Model files that are protected for decompiling

-Standard 3D file support max,obj,fbx,dae

-PBR options for specular or metalness workflow

 

Julian Commercial developer alias Rotorhead135 (Lead Artist Delta Hotel Simulations)

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Freeware dev,

Personally, as a beginner a few years ago i felt it as a great help and high motivation already to could create complex panels with the relatively simple XML code for FSX!
I think that the future success of this simulator also depends on the offspring and should not be underestimated! So i think it would be a good idea to give the people also for this simulator a "language" which allows them to get started without much programming knowledge!

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My request , A new Effects Tool , to this day I still boot up FSX to make use of that tool to rough out effects for use in all sims.

Best CJ

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For the love of all things good, please allow us to create custom landing and taxi lights! Having only one un-modifiable "fx_landing.fx" is just lame and frustrating...

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Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556

Interests: Gauge Programming - 3d Modeling for Milviz

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Dick Ludowise here. Freeware tool developer.

A small favor I would ask.

I'm guessing there will be some ability to have object's display controlled by variables. P3D has already fleshed out methods to control both material and model depending on some system variables. The problem is seasons are controlled by a seasons.bgl, but object displays (and effects) have no access to that variable. Instead we have to guess the season by it's location and date. If you put it there for us, we can have dog houses with snow at the proper time, and leaves falling from the trees when appropriate, ice on the lakes when needed, shriveled gardens in the summer.

 

Also, please simplify the Autogen Annotator. It sucks.

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As a freeware developer since FS98 I truly want some built inn tools that enables editing scenery, airports and buildings in real time inside the sim using stock library objects and textures. Functionality to place autogen in real time would be great also.

In time I'd also like to see a building editor to create custom 3D buildings (something like the tool you use to create buildings in The Sims). 

Freeware has always been the cornerstone of the FS community. It is how many professional developers got to cut their teeth, and unless the new FS by some magic has the entire world simulated in glorious detail, freeware is needed to fill in the blanks. 

Having some nice and easy tools will enable developers like myself to quickly make a decent version of my local GA airport/strip so we can use the sim for training. Making custom 3D buildings is time consuming enough as it is. 

Also, easy to use tools incorporated into the sim will give 1000s of amateurs the ability to create scenery for their home airport, town or village. A hobby I'm sure many would enjoy just as much as the flying. I hope the old way of using a huge collection of external tools just to get the ILS of your local airport correct, or add a few local scenery landmarks, is history 🙂

Thanks and good luck. 

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Simmerhead - Making the virtual skies unsafe since 1987! 

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forgot one more important point:

- communication between the MS Developers and freeware/payware developers. Without making a difference between payware devs and freeware devs. I think we all can agree that the FS Community has become this big and great thanks to all the freeware developers

 

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