Everything posted by flyndive
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Control Sensitivity Issues, don't know how to troubleshoot
I've found the same myself with the default linear curves for my controllers. In the joystick settings, I've set my controllers (yoke, stick, and pedals) with an S curve to reduce the sensitivity near the dead zone.
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MSFS 2024 has been released!
- MSFS2020 entering final approach
I spent enough time in the tech alpha that I will be jumping right into 2024. The lighting, tessellation, AI generated verticals, and 3d generated ground objects (to name a few) sold me as a GA/bush pilot. I've reinstalled 2020 and kept it slim (~150GB) by not including the world/city updates, and will keep it active primarily for dev work (building 2020 packages) or if the cr*p hits the fan in the 2024 release (instability, ctds, streaming lag, etc).- Are you planning to go Career mode?
I'm looking forward to giving it a go, but keeping my expectations in check. My favorite flying is GA aircraft (particular bush) or helicopters and flying in multiplayer with my on-line friends; second being ATC stuff (VATSIM or SI) which helps keep my IRL skills honed. One thing I wish they would consider for 2024 would be the ability to fly certain missions in multiplayer (i.e. firefighting) where you could invite others to join your mission and everyone getting their respective/shared credit. This would absolutely keep me going back for more. I enjoyed the simplicity of NeoFly missions, but the lack of having collaborating flight missions with others eventually led me to stop using it. Being challenged to do better, as an individual, is fine, but being able to share the same experience (reward or heartbreak) with others would be outstanding.- Auster J1 Autocrat Released
Hopefully, it'll port over nicely for 2024. I won't be able to test this (and my other offerings) until the official release as I don't have dev alpha access.- Auster J1 Autocrat Released
The Auster J1 Autocrat has been released on FS2. Thanks to Dave Garwood for allowing me to update this to fully native MSFS2020. The J1 comes in two variants: Original wheeled version w/ 110hp Blackburn Cirrus Major powerplant and 3 liveries, and a tundra tire variant w/ 160hp Lycoming O-320 and 7 liveries. Perhaps the final released aircraft for 2020? https://flightsim.to/file/84841/auster-j1-autocrat - flyndive- I Won't Be Impressed Untill
There won't be a physical damage model like beamng, but with the introduction of collision damage in 2024, 3rd party devs could introduced damaged component meshes to simulate damaged areas of the aircraft based on location of scrape points and the velocity of the impact. This damage is cumulative, and could affect different control systems depending on the amount of damage sustained. This will be welcomed change to the hard core crash window appearing when you bump into a building or tree in 2020. Too bad MSFS won't allow these effects to be seen on their 2024 aircraft (is this true for all marketplace aircraft?), but 3rd party aircraft devs may come up with some creative ways to simulate visual aircraft damage in 2024 (even if its not perfect). There are some good examples of visual damage in 2020, such as the CAS J-3 Cub where the wheel struts can break off if impact is beyond a certain impact threshold, and this and other aircraft have had prop damage modelled. 2024 should offer a good extension of these visuals without resorting to custom code by the devs. https://docs.flightsimulator.com/msfs2024/html/5_Content_Configuration/CFG_Files/Flight_Model/flight_model_info.htm?rhhlterm=wear- Vertigo Studios Contact?
Anyone know a contact name for Vertigo Studios? They created some good FSX warbirds including the P-36 Hawk and F8F Bearcat, but they've been shut down for a while. -flyndive- SDK Developer and Marketplace Stream is live (Oct 30, )
Here are my notes from the slides presented: Backwards Compatibility issues : • MSFS 2020 rules apply to MSFS 2020 packages • BUT the bounding sphere calculation was too generous in MSFS 2020 • SO we fixed it in MSFS 2024 • HENCE we broke backwards compatibility • SO we fixed it again for MSFS 2020 packages The right calculation has been put back for MSFS 2020 packages! Main issues fixed/WIP for 2020 backwards compatibility: Aircraft Issues Low level LODS showing in close proximity - FIXED Empty Pilot" -FIXED Invalid "pilot_attach_node "-WIP Copilot not spawning while expected - WIP Lights are too strong - FIXED Windshield reflections — FIXED No normals on ICjng -WIP Displays are too dark or black -WIP XML Gauges issues—WIP Airports/Scenery Issues Rocks on the runway - FIXED Animations not running in the background — FIXED Ground Vehicles sounds not working -FIXED Al Traffic behaving strangely - WIP Automated cancellation of displacement mapping -WIP Will use the new option in exclusion rectangles Livery Issues Documentation is missing -WIP But the system hasn't changed much WARNING: a livery that was built for a monolithic SimObject won't work on a modular one! UI Issues Wrong thumbnails in Aircraft Selector -WIP Wrong title in Aircraft Selector -WIP The world is alive: Vegetation Mask: was updated this week to match the latest aerials Crop fields: will be updated for almost all regions of the world TIN: MSFS 2020 zones from World Updates 17 & 18 will be added DEM : some locations will be updated DevSupport Report How we proceed Smoke testing upcoming versions Testing fix candidates DevSupport tracking 147 bug reports filed: -•30% processed Guidelines: Check for existing bug reports to avoid duplicates Do not post bug reports in the Question sections Provide as much details as possible EFB The EFB is a new opportunity to enhance your aircraft experience and/or develop applications. • The EFB is the continuity of the MSFS 2020 aircraft related ingame panels (map, navlog, fuel & payload, checklists ) • Available anywhere in 2D and in 3D in your cockpit. The EFB tablet is a sim attachment that you can easily add in your cockpit. Optional, always available in 2D. • Two size available, 8.3" or 10.9". • Two orientations, portrait or landscape. Focus on the aircraft app: • Predicate aircraft performance depending on parameters (headwind, QNH, flaps configuration, runway condition). • New checklist UI with level of details (standard, advanced, expert) • Fuel & Payload has been completely reworked (seats, cargo, fuel, battery, ballast, liquid, empty weight) • The EFB is provided with an API and template so you can start developing your application. Apps can be published on the marketplace like any other content. Apps can be available anytime or only with a list of provided aircrafts. • EFB&WASM. Marketplace Content All existing Marketplace content being ported to 2024 • From 2020 launch to date • Leading up to 2024 launch • Going forward Batching 8,300+ products across PC and Xbox by creator • Partner notification Owners of 2020 content automatically own ported version in 2024 • My Library • Streaming New workflow for developer signoff on ported content • Marketplace Content Portal • Marketplace Expecting very few to no new 2024 content at 2024 launch • Microsoft content, signed-off 2020 ports • 2024 upgrade + new 2024 post-launch Developers can make 2024 upgrades of their 2020 content • Purchase vs. upgrade price (up to developer to decide) • Microsoft content upgrades always free • Ported 2020 version continues to be available 2020 CONTENT • Business as usual • Releases during MSFS 2024 launch week • No release on US Thanksgiving holiday • Black Friday Sale is on Marketplace Pricing Changes We updated pricing on October 2nd in Euros, UK, Argentina, Turkey, Brazil, Japan and Switzerland. These pricing changes: • Removed a competitive advantage for our marketplace • Fixed pricing for weakening currencies & VAT changes • When comparing prices to USD list prices: • You need to remove VAT from most international pricing to compare apples to apples. • Prices are set at the Euro level and are not country-specific • We assumed a 20% VAT when setting the Euro price. • Prices do NOT change as exchange rates fluctuate. • We waited 3 years for Argentina & Turkey and 4 years for the remaining 5. • Consistent prices should make buying more predictable • Pricing is NOT different per user. It's consistent for players on the same platform with the same currency. • Exception: There are specific price increments on Steam for certain currencies • Pricing wasn't updated for one price point on Xbox/Windows Store ($17.99). This has now been fixed. • Regional pricing is consistent across all offerings because it's all based on the USD list price set by the 3rd party seller. • If they prefer, they can set the price in Euros and we'll let them know what the USD price is. • We offer pricing in 36 currencies on Steam and 60 currencies on the Xbox Store.- Grumman J2F Duck Release (Freeware)
Introducing the Grumman J2F Duck for MSFS. The Duck was a single-engine, biplane amphibious aircraft used by all branches of the U.S. armed forces from the mid-1930s through World War II. This aircraft is a full native conversion from a model developed for FSX, originally created by Paul Domingue, and given permission by said author to convert for use in MSFS. Many updates, modifications, and features have been made to the original model, including: Conversion to MSFS texture format, improved modelling and animations, flight model and engine configuration updates, systems and lighting updates, new components (i.e. ADF radio, munitions, etc.), and updated sounds and fx. Available from flightsim.to here: https://flightsim.to/file/82655/grumman-j2f-duck/590608- Grumman Duck for FSX - Contact Needed
Well, I'm happy to say that I found contact with the FSX devs through another means (and totally by accident), and have received permissions, so I will be converting this to MSFS as my next project. flyndive- Grumman Duck for FSX - Contact Needed
Hi everyone, I would love to port the FSX Grumman Duck into a fully native MSFS model and release as a freeware aircraft. Does anyone have a way to contact SWingman who I believe was the original developer? Or perhaps someone else who had last taken the reins for this? Any info would be appreciated. Regards, flyndive- Passing of Ilan Papini
Oh that is certainly sad news to hear! I had multiple email exchanges with IIan regarding Vehicle Simulator, and he always made himself available to listen to ideas and implement updates based on user feedback. RIP IIan. - flyndive- Paraglider Configuration Model
Hi folks. I've got a great model of a powered paraglider, but the cfg file is way off as it flies more like a typical airplane than a paraglider. I'm just getting back into simming, and would appreciate any input regarding an approach to developing a cfg file for a paraglider for FSX. Will FSX even allow a paraglider model to be configured correctly? Appreciate any response. - Mark- Paraglider Config File Assistance
That's some nice deductive thinking on your part and it would work well if only pulling on one toggle or the other. The problem might lie in simulating drag/lift of the entire wing by pulling on BOTH toggles at the same time, which wouldn't occur with that set-up. The good news is that FSUIPC will handle the control inputs I need with the current set-up I have now. :( I still have a question regarding aircraft.cfg set-up for a paraglider: Could anyone provide a good baseline of a paraglider aircraft config file that I could use as a starting point?? Any help would be appreciated!!Regards,Mark Deseckwww.ppgsimulator.com- Paraglider Config File Assistance
Thanks for the timely response, J.I've used glovepie and ppjoy on a wimote project. Only thing I hate to do is put the PC in test mode for win 7-64 in order to run it. I was thinking of pursuing FSUIPC instead. If anyone can confirm that I can using separate joystick inputs for independent left and right controls, then I'd try it out.Funny you mention the mechanical "contraption" concept. For my current set-up using Vehicle Simulator, I have two 50" wire potentiometers fed through a Leo Bodnar BU0836X, with each pot connected to brake toggles. It works great. FSX, however, doesn't allow for left/right control surfaces through the normal jotstick control set-up, so I'd have to do the ppjoy/FSUIPC controls setup instead.Regards,- Mark- Dual Controls on Single Axis - Help Needed
Yep, I see how you can interpret dual axis control, and certainly the aircraft config will determine the flight characterics of a rag-wing, but not how the inputs are split for dual controls. I believe I might be able to split the inputs using FSUIPC, so I think I'll pursue that for now.Regards,Mark- Paraglider Config File Assistance
Greetings~My big question here is to determine if it's possible to set an independent left / right aileron and have it controlled by a specific joystick axis input? So, one joystick input (axis) would control the left aileron (better known as the brake, on a paraglider), and the other the right.A slightly less priority question of mine is the config file itself for a paraglider. Since this aircraft has a VERY low CG point to the flying surface, it reacts quite differently from most other aircraft. I'm having a difficult time setting up the config file for it. If anyone has any pointers it'd be appreciate (like what attributes are worth setting such as MOI).Any feedback regarding these questions is much appreciated!Regards,Mark- Dual Controls on Single Axis - Help Needed
Thanks for the response, Jahman.Looking at the config for the F18, the ailerons are single axis control as well, so I'm not able to glean much info from it, but perhaps you're on to something all the same. I guess my question is if it's possible to set an independent left / right aileron and have it controlled by a specific joystick axis input? Maybe a question for the airplane creation forum (for the first part)?- Mark- Dual Controls on Single Axis - Help Needed
I was wondering if it was possible to assign dual control inputs to a single axis? Specifically, I want to have one input (joystick) drive the left aileron and another to drive the right? This, in effect, is what I would need to simulate control of a paraglider aircraft. Can I asume that FSUIPC will handle this? (It's been ages since I've used that, and for a completely different application).Any help would be appreciated!- Mark- Paraglider Aircraft Config Set-up and Controls
Greetings! I'mlooking for some assistance in getting a paraglider model to work correctly inFSX. I actually have two questions:The first deals with the aircraft configuration file. I've experimented with the settings of astandard AC configuration file, but haven't had much luck in getting resultsanything close to a paraglider. Mind youthat a paraglider wing doesn't fly like other wings due to the low cg andinherent pendulum stability, and speed is held in check as well (you can't divedown with a paraglider unless you're inducing a hard left or right input). Would anyone have any suggestions or insighton setting up a configuration file for a paraglider?The second thing has to do with controls. A paraglider uses left and right brakes forturning (not to be confused with left / right brakes in FSX), and these inputsare completely independent of one another, except in the case of turning speedinto lift when pulling both. Myquestion: Is it possible to assign twodifferent joystick control axis' and assign each to a brake input (to allowindependent turning)?Any help is duly appreciated!Regards,Mark - MSFS2020 entering final approach