Jump to content


Commercial Member
  • Content Count

  • Donations

  • Joined

  • Last visited

Community Reputation

4 Neutral

1 Follower

About misho_TerraBuilder

  • Rank

Flight Sim Profile

  • Commercial Member
  • Online Flight Organization Membership
  • Virtual Airlines

Recent Profile Visitors

1,969 profile views
  1. Certainly! Check out our YouTube channel: https://www.youtube.com/user/TBAdmin While we are busy with developing this sim, we'll periodically make promo videos showing the progress. Cheers, Misho
  2. Not true, sir :wink: . Please check out my post here
  3. Hello all, I've been working on this project for quite a while now, and as of a few months ago, I've overcame a major go-nogo hurdle, so I am extremely excited to announce this: I've coupled FSX with a SimConnect DLL that utilizes a third-party fully-featured physics library to create an add on that will allow FSX to simulate spaceflight through a high-fidelity ballistic astrodynamic flight model. The physics model has highly capable set of features which will allow FSX users to define launch "stack" architecture in minute details, utilizing existing FSX SDK tools to create content and expand on the FSX functionality to push FSX into Earth orbit and outer space. This is NOT slew-driven engine; this is a completely new flight model that overrides FSX's existing flight model and re-defines the object using astrodynamic properties. Major features of the spaceflight dynamics module: deterministic, non-iterative dynamics solver fully-featured, high-fidelity collision engine precise point-force modelling (not just torques applied over major axis) ability to assemble a launch "stack" and simulate launch, staging and orbit insertion ability to build (assemble) and maintain persistent orbital structures ability to dock with other objects in orbit, and to swap user control User will be able to design content with all the usual FSX SDK tools, and expand it with a set of spaceflight-specific features to define it as a spaceflight object, be it payload, manned capsule, cargo, booster, main lifter, mating adapter, or whatever. While the current FSX limitations prohibit venturing too far from Earth (but far enough to have fun :wink: ), I've been exploring ways on how to simulate trip form Earth to other solar system bodies and I've had a few promising results. That, however, is a long term plan. For now, I'll include a few screenshots of the test scenarios I've been running while developing this engine. Enjoy!
  4. Hello all,Does anyone know if there is a limit of users/participants in a multiplayer on-line environment?thanks,Misho
  5. Hey Gary,RE:Distance: try the "Radius=10000" variable and play with the values there...although I never had much luck with it. This is for visibility, and as I understand, you need a trigger distance.Not sure about the second part of your q - honestly, I don't think that MS provided THAT much of control over it...
  6. GaryGB,I'll whip up one for ya ;)The following is the code to place a MS-default picture of an upright bullet (from one of their fx texture files, fx_3.bmp)The content of the "fx_bullet.fx": (replace curved braces with square)(Library Effect)Lifetime=5Version=2.00Display Name=Placard DemoRadius=10000Priority=0(Properties)Spot=1Tower=1Map=1(Emitter.0)Lifetime=1.00, 1.00Delay=0.00, 0.00Bounce=0.00No Interpolate=1Rate=0.50, 0.50X Emitter Velocity=0.00, 0.00Y Emitter Velocity=0.00, 0.00Z Emitter Velocity=0.00, 0.00Drag=0.00, 0.00X Particle Velocity=0.00, 0.00Y Particle Velocity=0.00, 0.00Z Particle Velocity=0.00, 0.00X Rotation=0.00, 0.00Y Rotation=0.00, 0.00Z Rotation=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.00, 0.00Z Offset=0.00, 0.00Pitch=0.00, 0.00Bank=0.00, 0.00Heading=0.00, 0.00(Particle.0)Lifetime=0.00, 0.00Type=19X Scale=5.00, 5.00Y Scale=5.00, 5.00Z Scale=0.00, 0.00X Scale Rate=0.00, 0.00Y Scale Rate=0.00, 0.00Z Scale Rate=0.00, 0.00Drag=0.00, 0.00Color Rate=0.00, 0.00X Offset=0.00, 0.00Y Offset=0.00, 0.00Z Offset=0.00, 0.00Fade In=0.00, 0.00Fade Out=0.00, 0.00Rotation=0.00, 0.00Static=1Face=0, 0, 1(ParticleAttributes.0)Blend Mode=1Texture=fx_3.bmpBounce=0.00Color Start=255, 255, 255, 255Color End=255, 255, 255, 255Jitter Distance=0.00Jitter Time=0.00uv1=0.25, 0.25uv2=0.50, 0.50X Scale Goal=0.00Y Scale Goal=0.00Z Scale Goal=0.00Extrude Length=0.00Extrude Pitch Max=0.00Extrude Heading Max=0.00And the following is the content of the "Bullet.xml", which will compile into Bullet.bgl:<?xml version="1.0" encoding="ISO-8859-1"?>Some notes:"Face=0,0,1" parameters will set the orientation towards the viewer only in the Z axis. If looked from above, the object will appear as a line. To get the object to face the viewer in all axes, set the parameter to "Face=1,1,1". This makes sense only for objects that look the same from all directions, such as shrubs or generally round rocks...Usually, the origin of the object is the middle of the defined image area, making it half buried in the ground. Adjust the altitude parameter in XML file to shift it up.Obviously, you can use your own imagery and adjust uv1 and uv2 params... if using the whole image (of the house, as initially requested), uv params would be:uv1=0.00, 1.00uv2=0.00, 1.00Notice the format of the image used and make sure that the same format is applied to the replacement image. The best thing to do is to use Photoshop, create a black background and a layer on top of it, with the image. The image can have transparency which will be recognized as alpha channel. Then, simply turn OFF the black background, save as Photoshop image and open PS image in Imagetool (Imagetool likes photoshop files)...save as 16 bit (444) and you are done!The location of the bullet is defined in the LAT LONG values in XML file. If compiling as is, just slew to that loc in FS and look for it there.To make the object larger, increase the scale x y values in the Particle.0 section.Hope this helps,
  7. You can avoid the GMAX completely and create an EFFECTS file with a few lines of code. This effect would place an image of your house wherever you want it, and it would turn it towards observer no matter where the observer was on the ground (this would avoid you seeing a straight line edge of the image when viewed sideways)
  8. Thanks for the tip, Jim! I had the starting and ending keyframes in there but not the intermediate ones... It worked to a degree - I had to pepper the still periods with keyframes, and now the things move in a more or a less of a properly timed cycle! I think I can live with that! Thanks again,Misho
  9. Hi all,I have several animated parts that look fine in GMAX, but the synchronisation is all off in FS9... it seems as if they are starting all at random keyframes (instead at keyframe 0) and are running at slightly different speeds. All animations are Bezier Position Type... Any ideas how to get them to move "all together"?
  10. Fraudulent PayPal??? Really? I thought it was bullet proof (as bullet proof as it can get)... can you enlighten me on this please? How do you manually approve?FYI, my company has been dealing with Regsoft for more than 8 years now, and I have never had any hiccup whatsoever...
  11. really? I thought MDL file geometry has absolutely nothing to do with the flight model... I think all the flight model parameters are exclusively in the CFG and AIR files...
  12. Hi Patrick,"Well, not sure why you want to "remove" this, b/c it is the way a helicopter performs."Actually, if you check my website, I am about to release my TerraBuilder:Moon package and I wanted to get as close as possible to the true rocket flight model. I got pretty close and this one thing was still a bit unrealistic. Check out my other post from today - I managed to actually get close to what I want by drastically reducing rotor size and increasing the air flow through the rotor - basically, a true vectored flight model...The only odd thing is the vspeed (climb rate) readout, which for some reason shows the climb when I am clearly falling (as shown with the "red", SHIFT-Z readouts on the top of the screen)... any idea on that??
  13. Hi there,Thanks for the input. I actually got ahead a bit, and managed to get more or less what I want by:1) Dramatically decreasing the rotor size.2) Dramatically increasing the inflow_vel_reference value.However, and this is really strange - my instruments are now showing odd values - climb rate still goes up, and the readouts on the top of the screen (SHIFT-Z options) clearly show I am falling. Is there any reason that vspeed values that heli gauges use would show such erroneous readings???Aside from that, this model is now doing more or less what I wanted. I might have to tweak the numbers a bit...
  14. Hi Patrick (and all),I went through SDK but I couldn't get any more info than I already had (I actually did go through that document a long time ago when I started working on this). Below is what I posted in hovercontrol.com, but no answers yet. As far as flight model tweaking, I'm fairly adept at editing both CFG and AIR files and I managed to edit quite a bit to get the flight model just right for my needs - except for this one thing that is still persisting.I am trying to figure out if there is a variable that governs a specific helicopter flight behaviour, namely:If I fly level and pitch up, the helicopter rises and slows down. This is a normal behaviour, but, I'd like to diminish or completely remove the lift caused by pitching up (and sink caused by pitching down). I would like to have the main propeller thrust vector only (pointing to whatever the cyclyc is), without residual aerodynamic effects that are caused by forward speed. I'd like to point out that the behaviour I'm after is observed in hover: if you push cyclyc forward, you lose a bit of lift and drop slightly. However, during cruise, the aerdynamics are different (namely, there is airspeed), and you get a bit of lift. It's that lift that I'm trying to remove.Any pointers, suggestions or help would be greatly appreciated!
  • Create New...