Jump to content

Airfighter

Members
  • Content Count

    294
  • Donations

    $0.00 
  • Joined

  • Last visited

Everything posted by Airfighter

  1. The fix is routed to a major update, like 2.1.0.
  2. Here is a dirty and quick paint kit I've made. Hope it helps. https://www.dropbox.com/scl/fi/cptz1ejcq2w8m8fbpo7w9/DC3_Paintkit.zip?rlkey=xof406hz2ax2amx066f1h0niz&dl=1
  3. LES DC-3 is here to the rescue! He have included options to help controlling the aircraft on the ground, by enabling either differential throttles, differential brakes, or both, as well as allow to adjust sensitivity of the action.
  4. You need Xplane2Blender export script 3.3.x (which is available) to add the mouse wheel functionality, and X-Plane 10.5x (which is not available).
  5. Another big thing, specially for guys coming from FSX world:
  6. Moderators: Please close that topic. We've started a new one at our official forums. http://www.avsim.com/topic/479711-icarus-team-dc-9/
  7. As founding developer of Icarus Team, i would like to underline a few critical points, in scenery development. Those points have nothing to do as a critique to KRSW. I concur with tonywob that a good tool is essential for high quality professional airports. We are using blender, because of the abilities it offers. For example, for some of the 3D buildings we have used blender cycles render, that allows for ultra-realistic materials. No only for AO baking, but also things like reflections baking etc. Do not afraid of geometry! Today's PCs can handle millions of triangle per frame with ease. During tests with Manchester, I've seen more than 6 million polygons handled without braking a sweat on my i5(4440)/Nvidia 760 PC. Simple things like insetting windows or doors does not add a lot of polygons, yet the extra geometry gives more definition and allows for better results when baking AO. There is a ton of info on x-plane developers blog. Specially file format specifications are a bible to us. Not everything is 100% documented there, but mostly there are. And if something is missing, Ben Supnik is always available via email for any clarification/help. Experimentation. We spend a lot of time testing things to find the best way to accomplish a task. For example I took us a couple of weeks to finalize the orthophotos for Manchester. Even then, there were a few "last minute" changes. Think out the box. There are ways to accomplish tasks, that there are not written anywhere. Tools can be used differently to accomplish things that looks undoable. Texture space. Creating hi-res textures has the drawback, that since VRAM is finite, you can run easily in troubles. If it is possible, textures should be recycled to more than one object. Also, it is way faster to have 1 texture 4096x4096 than 4 textures 2048x2048. If you have 4 objects that each needs 1 2048x2048 texture, combine all the textures to 1 4096x4096 and assign it the relative objects. This will need only one command to load the texture, than four the other way. GLOBAL attributes. One of the coolest things that X-Plane offers is the ability to repeat common objects a lot of times (hundreds at least) without any penalty on performance. But you have to use GLOBAL attributes, no animations etc. There is info on developers blog on that. At the end, we need more great developers to show how X-Plane can really shine! Specially developments for X-Plane from ground up, that can take advantage of X-Plane's fine tricks! And I haven't even mentioned... decals! :wink: (Off topic: Manchester Airport never meant to be a "lightweight" airport, since we targeted to best possible quality, but performance-wise to be at the same level with airports like Heathrow.)
  8. I don't know what the capabilities of the A-12 are, but retrofitted oldies do have the GPS coupled with aircraft's navigation system. We will see about this one.
  9. If you check this screenshot : http://downloads.precisionmanuals.com/images/forum/DC6/XPL1/DC-6_Promo_MAR15_Screenshots_08.jpg you will notice that at the bottom is X-Plane's approach capable GPS unit. More info about his here: http://developer.x-plane.com/2014/03/new-approach-capable-gps-navigator-in-x-plane-10-30/ So, no one will be lost...in a Vatsim/IVAO/Pilotedge environment! Also the database can be normally updated through Navigraph and Aerosoft's NavDataPro!
  10. The 3D FMC works fine. Also you can use a tablet/smartphone to control FMC too.
  11. Since I'm Mykonos Airport developer, I would like to thank you. Also I would like to make clear that the whole island (in version 1.01) is covered with houses!
  12. Thanks guys! Addons are: the aircraft is FlyJSim's 737-200 and scenery Aerosoft's Mykonos Airport (v1.01). Nothing more than these.
  13. Thanks! The beauty of X-Plane is that those lights are "real lights". By real lights I mean than they lit objects around them like the real life lights will do. No texture-bake-lighting. As it is for every single light you see around that island!
  14. Approaching Mykonos at sunset with 737-200. Enjoy!
  15. Could you expand a bit on that? I had the assumption (probably wrong) that forests are on CPU and not GPU.
  16. You're right. It seems logical that Microsoft should shutdown activation from the time that DT will start selling. Otherwise would be the dumbest thing for DT not have an agreement on that!
  17. I do not understand the frustration... Don't you see how this is relevant? They are doing trains and FS planes fly like trains! They are experts! (Hope you understand the joke...)
  18. You can but requires a lot of preparation before hand. Most airways are starting or ending on VORs and the waypoints between are a distance from a VOR. Skyvector is very helpful to plan your flight. Have to check all waypoints along your route and figure out the VOR junctions (radials, distances, etc.). You mind find it harder than just punch a few airways/waypoints on an FMC, but on the other hand you will learn better your route and what will come up during flight. I suggest you to start with few sort flights with easy departures and arrivals and to progress to more complicated. It is moooore rewarding that way!
  19. Laminar is already working on their Airport Gateway and probably will be out soon as the WED 1.3. http://developer.x-plane.com/2014/05/the-what-and-when-of-x-plane-10-30/ You can build your "Lego-brick" airport through WED and after checked that is ok (I think that WED will provide a preliminary check if it ok), they will be published as part of default scenery with updates. This is very good not only that we have airport that will definitely work, but also they are going to be part of the default scenery, meaning less clutter on Custom Scenery.
  20. Sure the have the 3d objects, but about knowledge I'm not so sure. X-Plane is a different beast from FSX and things work a lot different. Creating high quality scenery (or any kind of add ons) requires deep knowledge of how things work. I don't know if they have invest in looking to X-Plane at all, or so deeply to master the knowledge. But I don't think that is a problem. In the time that might take ORBX to get that knowledge, we will see more developers emerging from X-Plane world and offer high quality sceneries. Oh and 3D objects in general is not that huge problem. Generally the 3D objects required for simulators are not that hard to made. The hardest thing is to add to these objects the special attributes needed to work and look nice. +1 I will add that X-Plane also supports the latest developments in hardware and software. So, X-Plane gives developers all the tools to create great sceneries. But that cannot be overnight. X-Plane 10 was a HUGE leap forward and many things changed a lot. It will take time, but it will come the day that more and more great add ons will emerge!
  21. As a developer I would say that scenery development is like a ... balancing act! The problem is not how to make a high quality airport, but how well you can optimize it. X-Plane now gives to developers all the tools to get both high quality and get descent frame rates. I don't think that I should go very technical, but a good knowledge and implementation of these tools can do the job right. I think that more and more high quality airports will appear in X-Plane! I can say that because I have some inside info (from my team of course!) about what's coming!
  22. Hi SpeedBird! I'm one of the developers and I would like to here more from you about that problem. As Mariodonick sent, please post your rendering settings and your computer specs. If you don't want to do it public, please send me a message. It is very critical for us to get that kind of information to see if something is wrong and needs fixing. Beside of that, till now the input we have from various testers are the opposite. In the scenery manual we have put detailed settings for various computer setups. Try them and check if you you get better results. And do not think that Mykonos is a small scenery. It covers about 140 sq. km with thousands of objects!
  23. Today, is one year from the first release of that project! I would like to thanks all of you guys for the 3500+ downloads so far!
×
×
  • Create New...