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airfighter

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Everything posted by airfighter

  1. @Hueyman Thanks a lot! ETA unknown. Try to squeeze some time for Avanti, among the other things I have.
  2. Having fun debugging custom lights! Thanks @JGregory!
  3. @Hueyman ! If you want to pay...we can arrange something...! LOL! Now. seriously... it is something that I'm building back from...2012. This one is based in the XP9 Avanti...although at this point very little have been remained unchanged. Currently. external objects are from JRollon's XP-10 Avanti, used under his Majesty...Austin's permission! Moreover, Avanti is 2 things for me. Firstly, is kind of hobby. Like...leaving other projects for X-Plane I'm working on, to get some rest...by working on Avanti! I'm X-Plane-twisted, I acknowledge! Second, it is a test bed to try various things, that will find their way to other aircraft projects. About liveries. At this point (2.0) only the default livery, and the Icarus (with the logos of X-Aviation and Gizmo64, who provide their support on this project) will be included. The reason is that I have already started remodelling the fuselage and the cabin, but I don't want to hold the plane from releasing it. This might take a while and will have all new UV mapping, and of course a paintkit.
  4. A pics didn't post them yet here...so why...not? Enjoy!
  5. An update about the project on my blog: https://iliastselios.wordpress.com/2017/02/23/p-180-avanti-ii-development/
  6. We are happy to announce that the product of our cooperation with LatinVFR has entered the final beta stage! A bit about the features: High quality rendition of the airport. Accurate custom night lighting. Animated jetways for all gates (the free Autogate plugin is required). Crisp ground textures, markings, etc. FPS friendly. The airport requires X-Plane 10.50+ Works fine in X-Plane 11 (the images below is from XP11). Will be a totally free update to include all new X-Plane 11 features (ground traffic, reflections, etc.), as soon the appropriate tools will be available. Note: The updated version will work only in X-Plane 11. Full free support/updates until the end of X-Plane 11 run. Stay tuned for release info! Enjoy!
  7. Works in Chicago O' Hare have been resumed to full speed! Here is the (almost) finished Terminal 5. Enjoy!
  8. Happy New Year...with an announcement! In collaboration with LatinVFR, we are converting San Diego International Airport for X-Plane! The project is already in an advanced stage. About the project: Will be converted for X-Plane 10.50+, to our team's standards of quality. That mean, parts that are not looking good in X-Plane, will be replaced with ours. It works fine in X-Plane 11, but after X-Plane 11.00 goes final, we will update all airports (including KSAN) to new standards. Updates will be free. A small preview for now, more to come! Enjoy!
  9. Ben, is there any possibility to display a video (movie file)?
  10. If by using the EGCC Manchester sound script (icarus_egcc.lua) and you are getting Lua crashes, please replace it with this file (unzip and replace the one in the FlyWithLua/Scripts folder):' https://www.dropbox.com/s/cusdvjmz6z6bfwc/icarus_egcc.lua.zip?dl=0
  11. Hello Captains, Manchester Airport v 1.1 is available from Aerosoft. Hopefully within 1-2 days will be available from all vendors. This version makes our Manchester Airport the most innovative and feature rich airport ever! Features: -- Ambient Airport Sounds - beta! Including general ambient sounds, and dynamic AI sounds! For the first time AI traffic will have sounds! -- Full X-Plane 10.50 compatible, correct ramp starts, taxi flows, and ATC flows as per the current AIP. -- Performance improvements, especially for the lower spec machines. If the airport is hard on fps, we have included a replacement dsf file, that improves your fps, without losing anything significant from the looks and feel of the airport. Note: The ambient sound system is at beta phase. Please report if you have any problems and/or suggestions. We would like to have your help to create a very rich and dynamic sound experience! Of course the airport will be updated for X-Plane 11 for free! Enjoy!
  12. Dear pilots, We are happy to announce that Icarus Simulations, in cooperation with the FSX/P3D developer, LatinWings, are at the final stages of development of the LEGY Garray Soria Airport in Spain. Here are some W-I-P shots. Enjoy!
  13. Hello Captains! Yet another sound preview, this time with dynamic sounds! Ambient sounds add to the immersion, but when there is AI traffic around with out sounds, the immersion goes away. What if it was possible the AI traffic to "emit" sound? Well...here you are! This is short preview of AI traffic taxing by! Note that, at this point, the ambient sounds implementation is currently beta. Thus is not very elaborated, but the goal at this point is to be stable and performance efficient. More to come in the future! Enjoy! https://youtu.be/VQ32sQkJFrw
  14. Hello Captains, Manchester Airport v1.1 (upgrade to 10.50 standards) will be available soon. We would like to show a feature we added: Airport Ambient sounds This is a first step to that direction, more like a proof of concept, at this version. We have plans for elaborate implementation for the future. Till then...enjoy!
  15. I'm trying to implement X-FMC into Avanti, building up each page to resample Avanti's FMS (FMS-3000), by adding (or subtracting) elements as needed. But, when try to calculate the distance between departure and arrival airports I get a huge difference. My code: if line1_tbl[7] ~= nil then --ARR apt ID must be completed before calc. to avoid errors nav.setSearchGroups(1,0,0,0,0,0,0,0,0,0,0,0) local dep_apt=nav.findNavAid(nil,line1_tbl[4],nil,nil,nil) local dap_navaid_type, dap_lat, dap_lon, dap_alt, dap_ICAO_ID, dap_Name, dap_reg, dap_freq, dap_heading = nav.getNavAidInfo(dep_apt) local arr_apt=nav.findNavAid(nil,line1_tbl[7],nil,nil,nil) local arr_navaid_type, arr_lat, arr_lon, arr_alt, arr_ICAO_ID, arr_Name, arr_reg, arr_freq, arr_heading = nav.getNavAidInfo(arr_apt) local trip_dist=trig.distanceBetweenWorldPoints(dap_lat,dap_lon,arr_lat,arr_lon)*60 font.drawString(fontA22,string.format("%s".."/%s".." =".." %0.5f", dap_ICAO_ID, arr_ICAO_ID, trip_dist), 10, 400) end The direct distance should be about 208 NM, but I get ~117. Below the green line is for debugging, indicating the correct airport have been identified. Any thoughts?
  16. Check my example and adjust for airports:
  17. Try string.match instead of string.find. http://lua-users.org/wiki/PatternsTutorial You can do something like this: airport_metar = string.match(content, a..".-\n") --This will store the line until finds a return. metar1 = string.sub(airport_metar, 1, -2)--This will read the line above from the first letter until 2 from the end --I did that cause I always getting in the end 2 ascii square characters not belonging to metar!
  18. You need to: Init a table and store FMC waypoints, by using the fmc.getInfo(). That way you will crete a table, where each value should be a sub-table, with the values you will get from the fmc.getInfo() Then you have to check which waypoints are airports, by checking the 1st key's value of each sub-table against C SDK XPLMNavType, as Ben pointed. Hint: airports=1. Next step is to find the ICAO_ID of the waypoints that are airports. Again, you take that from fmc.getInfo(). You can use this value to search METAR.rwx to find the metars you are looking for.
  19. Mykonos Airport update have been released and it is available from all stores.
  20. I'm trying to sync the TAWS map with the default X-Plane map. In Ben's example... he's using gfx.setTerrainMapOption_Range( 100 ) and I'm assuming that the gfx.TerrainMapOption_Size() is the default 128. Per API, the scan area for the map = range * size. In that case 100 * 128 = 12,800. What is that 12,800? Distance in meters from the plane to forward map edge? Meters2 for the scan area? Is there any kind of relationship?
  21. Since you are not OpenGL expert, save yourself a lot of time, and do not bother with the 3rd argument (or Z axis). I'm imaging that you are confused with the function OnDraw_Gauges_3D() ... end and you probably believe that is used to draw on 3D space. If so, you are wrong. This function maps all drawings into cockpit_3d/-PANELS-/Panel_Airliner.png. It is for 2D space, but for the 3D cockpit. Not in 3D space. You should map your EBD into that panel texture. Then using the function above you can map what ever you want. Otherwise, you probably must use a VBO and...I don't know if you can map on it anything...except a simple texture maybe. I'm not expert by any means, but that is what I believe with my little understanding of Gizmo/OpenGL.
  22. Any screen should be mapped to the Panel_Airliner.png. No way around it, or at least a simple one. Now for the show hide animation, you need a simple "if" the button you are pressing to show terrain map on ND is on, to hide it from the EBD.
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