Jump to content

fael097

Frozen-Inactivity
  • Content Count

    16
  • Donations

    $0.00 
  • Joined

  • Last visited

Community Reputation

0 Neutral

Flight Sim Profile

  • Commercial Member
    No
  • Online Flight Organization Membership
    Other
  1. Theres no discussion on this subject. VRS superhornet is the best fighter jet ever made for MSFS. I say fighter, because I dont know how realistic PMDG is regarding flight dynamics, and instruments, since i dont have it, but ive seen a friend flying a PMDG, and the virtual cockpit modeling and texturing is poor. IMHO that also matters, thats why i choose the VRS superbug as the best THING ever made for any MSFS.regarding flight dynamics and true fly-by-wire caracteristics, iris, aerosoft, w/e doesnt compare to it. its the difference between a game and a simulator. don't think twice, go and buy the superbug. plus you'll enjoy carrier operations ;)
  2. while facetracknoir works as its supposed to (i believe so), its a little bad to use along with your mouse, if you use it to turn switches, etc. on your VC. even the slightest movements that FTNoIR captures from a static head can be enough to move the camera, and take away the knob you're pointing with your mouse, making cold/dark startup procedures a pain. the smooth filter is bad aswell, because the more smooth i add, the less response time i get, it takes 10 times more for fsx to reproduce my head movement, and smooth movements isnt exactly what you want when you're turning switches, you want the camera to stand still, freeze. that doesnt happen since the only deadzone is located in the eyepoint's center. i believe what we want is some sort of head movement treshold. if your head isnt moving more than X speed, camera should stand, otherwise it moves. i believe facetrack has no such feature.so heres a question for TrackIR users: does TIR and maybe freetrack have such thing, or the camera keeps moving at the smallest head movement?also, if you ever used facetracknoIR, please share your thoughts.thanks in advance.
  3. and wheres the commercial version? i cant find it!
  4. yes... made a box that had a concrete material, with a concrete-like diffuse and bump maps.but i wanted a H painted on the top, so i assigned a different material to the top surface, with a different diffuse map, but same bump map.but i noticed that my problem is that i should simply ignore the naming error message that appears when you hit verify: apparently nobody uses the verify tool from aces, and if i simply ignore that and export anyways, it will work.thanks for your help!
  5. sorry for double post, but i think i posted the other one on the wrong place.I installed FSX sdk sp2, and i have 3ds max 2008, so after configuring the sdk paths and getting the aces tools working, i created a simple box on 3ds max, assigned a fsx material, and to the top polygon, i assigned a different material. both materials have bump maps, but when i try to verify my model using aces tools, i get this message:(i already fixed the lod name problem)that happened to me with different machines. i tried everything.if i only apply one material to the object, it works, the problem lies when i assign 2 different materials, for different parts of my object.any ideas what could this be?thanks in advance.
  6. unfortunately nope, manually removing wont fix it, you need to edit the script itself, but im figuring out the answer on max forums :)
  7. everyone is posting wishlitsts and all kinds of crap, but to be honest, fsx is good, besides its limitations.the game itself has many flaws, but 3rd party add ons make it a lot better.so the only thing we need, is more ground for the add on developers to work. we currently have MANY limitations on the add on creation, specially when it comes to military aircraft (its incredible what vrs been doing). we only need it to be more and more customizable. we need it to support more interaction, lets say, one aircraft with another, so we could see other aircrafts custom animations, interact with them, etc. or even interatcion with everything, like ground crew. so we could animate other objects from inside our aircraft, or even see custom animations on other aircrafts in a multiplayer section, lets say.i honestly dont think microsoft is gonna improve anything, besides graphics (and probably just a little amount. i remember very well fs9 fsx comparison shots, and they meant almost nothing in the end) so open space for 3rd party to do the improvements!now, if we really need something that does come from microsoft, is Frames per second! its ridiculous that a i7 960x +6gb ram + gtx470 cant run fsx at 30fps smoothly with graphics all set to full (autogen, radius, mesh resolution, etc)speaking in general, fsx graphics are terrible, because you need to display tons of information, so you cant make detailed graphics like 1st person shooters. so with low poly objects, how can fsx frame rate be so poor?since they closed their msfs studio, i was expeting msflight to be made from grund up, so they could fix everything that was wrong, but i guess they'll just improve the latest msfs version again, and change the name.my 2 cents
  8. so i configured my 3ds max 2008 to the max9 sdk folder, and everything is working. the only problem is that each time i open 3ds max, it creates a new "Aces Tools" menu on my menu toolbar. i have to remove one each time i start, otherwise they'll reproduce as rabbits and populate my entire menu bar. heres the script: (the acestools.ms file from max9 folder in sdk)--------------------------------------------------------------------------------------------------------------------------------------------------------Get the text for the macro scripts to be created from existing scriptsmacroScript ExportLOD category:"Tools" tooltip:"Export and LOD tool"( try (execute (openFile (acesPluginRoot + acesMax9ScriptsFolder + "\\ExportAndLOD.ms"))) catch (messageBox "This tool is currently not supported."))macroScript UVToolSuite category:"Tools" tooltip:"UV Suite Deluxe"( try (execute (openFile (acesScriptsFolder + "\\UVSuiteDeluxe.ms"))) catch (messageBox "This tool is currently not supported."))macroScript containerCreator category:"Tools" tooltip:"Build Container Tool"( try (execute (openFile (acesScriptsFolder + "\\BuildContainerTool.ms"))) catch (messageBox "This tool is currently not supported."))macroscript wheelTool category:"Tools" tooltip:"Wheel animation tool"( try (execute (openFile (acesScriptsFolder + "\\WheelsSetupTool.ms"))) catch (messageBox "This tool is currently not supported."))macroscript fileRenamer category:"Tools" tooltip:"Rename Flightsim File"( try (execute (openFile (acesScriptsFolder + "\\RenameFile.ms"))) catch (messageBox "This tool is currently not supported."))macroscript AttachPointTool category:"Tools" tooltip:"Attach Point Tool"( try (execute (openFile (acesScriptsFolder + "\\AttachPointTool.ms"))) catch (messageBox "This tool is currently not supported."))macroscript FSCloudTool category:"Tools" tooltip:"Flight Simulator Cloud Tool"( try (execute (openFile (acesScriptsFolder + "\\CloudTool.ms"))) catch (messageBox "This tool is currently not supported."))macroscript FSXShaderTool category:"Tools" tooltip:"Update to and Work with FSX Shaders"( try (execute (openFile (acesPluginRoot + acesMax9ScriptsFolder + "\\FSXShaderTool.ms"))) catch (messageBox "This tool is currently not supported."))macroscript FSXMatEditorTool category:"Tools" tooltip:"Edit materials in the Materials.xml file"( try (execute (openFile (acesScriptsFolder + "\\MaterialEditorTool.ms"))) catch (messageBox "This tool is currently not supported."))macroscript RemoveFSXMaterials category:"Tools" tooltip:"Remove FSX materials from scene"( try (execute (openFile (acesScriptsFolder + "\\RemoveFSXMat.ms"))) catch (messageBox "This tool is currently not supported."))macroscript AnimationManager category:"Tools" tooltip:"Start the FSX Animation Manager"( StartFSXAnimationEditor();) try (fileIn (acesScriptsFolder + "\\Startup\\XMakeFootprint.ms")) catch ()macroscript MakeFootprint category:"Tools" tooltip:"Make footprints per city"( if usingAcesBuild then ( setupFootprintUI () ) else ( messageBox "This tool is currently not supported." )) macroscript FSMobileSceneryTool category:"Tools" tooltip:"Mobile Scenery Offset Tool"( try (execute (openFile (acesScriptsFolder + "\\MobileSceneryTool.ms"))) catch (messageBox "This tool is currently not supported.")) newMenuID = genClassID returnValue:trueif menuMan.registerMenuContext newMenuID[1] then( mainMenuBar = menuMan.getMainMenuBar () subMenu = menuMan.createMenu "Aces Tools" exportItem = menuMan.createActionItem "ExportLOD" "Tools" if usingAcesBuild then UVScaleItem = menuMan.createActionItem "UVToolSuite" "Tools" if usingAcesBuild then containerItem = menuMan.createActionItem "containerCreator" "Tools" wheelToolItem = menuMan.createActionItem "wheelTool" "Tools" if usingAcesBuild then fileRenamerItem = menuMan.createActionItem "fileRenamer" "Tools" attachItem = menuMan.createActionItem "AttachPointTool" "Tools" fsxMatItem = menuMan.createActionItem "FSXShaderTool" "Tools" if usingAcesBuild then fsxMatEditorItem = menuMan.createActionItem "FSXMatEditorTool" "Tools" if usingAcesBuild then removeFSXItem = menuMan.createActionItem "RemoveFSXMaterials" "Tools" fsxAnimItem = menuMan.createActionItem "AnimationManager" "Tools" if usingAcesBuild then makeFPItem = menuMan.createActionItem "MakeFootprint" "Tools" cloudItem = menuMan.createActionItem "FSCloudTool" "Tools" if usingAcesBuild then msoTool = menuMan.createActionItem "FSMobileSceneryTool" "Tools" subMenu.addItem exportItem -1 subMenu.addItem fsxMatItem -1 subMenu.addItem fsxAnimItem -1 subMenu.addItem attachItem -1 if usingAcesBuild then subMenu.addItem UVScaleItem -1 subMenu.addItem wheelToolItem -1 subMenu.addItem cloudItem -1 if usingAcesBuild then subMenu.addItem fsxMatEditorItem -1 if usingAcesBuild then subMenu.addItem containerItem -1 if usingAcesBuild then subMenu.addItem fileRenamerItem -1 if usingAcesBuild then subMenu.addItem removeFSXItem -1 if usingAcesBuild then subMenu.addItem makeFPItem -1 if usingAcesBuild then subMenu.addItem msoTool -1 subMenuItem = menuMan.createSubMenuItem "Aces Tools" subMenu subMenuIndex = mainMenuBar.numItems() + 1 mainMenuBar.addItem subMenuItem subMenuIndex menuMan.updateMenuBar())------------------------------------------------------------------------------------------------------------------------------------------------------i believe the problem lies in the line that starts with:"newMenuID = genClassID returnValue:true"as if i start a comment in there, until the end of the document, every time i start 3ds max, one aces tools entry will disappear. but if i leave it like that, then i wont have the menu after some starts, so how to make it keep the menu, one time?! thanks in advance
  9. im making a model, a simple box on 3ds max 2008, to export to fsx, but i cant export, if i have bump maps on my material.when i hit verify on the lod tool, i get this message:(i already fix the LOD message, just the bump maps that are no go)and like this, it wont export properly.if i remove my bump maps, it will export just fine.i already tried renaming to everything, changing file formats, compression, but nothing works.perhaps someone knows whats the problem?thanks in advance!
  10. this is the help file for the sdk, and yeah, i did read this
  11. you talking about the sdk help file? srsly, i didnt understand lol
  12. how exactly can i read the SDK itself? i can read its manual, but not the sdk itself, as its a group of softwares.
×
×
  • Create New...