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Posted

this palne looks very cool - I hope you have performance charts for this plane which you can provide with this release. this is very often a missing thing in a lot of xplane payware.

cheers tom

Posted

Well we have the 2 FCOM manuals of this plane. More than 2000 pages of real information. With that, we are building this plane.. and with that we will fill tables, info, etc.. of documentation of the final plane.

Posted

OOOOhhh, AHHHH.

Very nice lighting there jaop. very impressive.

i see you to also noticed that when you take pictures in x-plane they seem to get darker. same for video it seems.

cant wait to fly her, any word on when she may be released?

  • 3 weeks later...
  • 4 weeks later...
Posted

I really want to thank you for making this plane. I was about to save up for a $1,500 computer, so that I would be able to play FSX. I always thought that it wasn't possible to make a plane like the PMDG products in X-Plane. But ever since I saw your plane I changed my mind, I am staying with X-Plane, and now I don't have to waste money on a new computer, but I can spend it on your planes. You have also motivated me to make my own plane, it will be very hard to make, but I know I can do it. Thank You  ;D

Posted

NICE co-pilot! It's quite refreshing to see something other than the human figures I've seen around. Really shows off the benefit of knowing how to use textures to make up for minimal poly usage!

Posted

Looks good, but why is he sitting so far to the back? He can barely reach the yoke and is definitely not able to reach the instruments.

Even this little fellow has the yoke between his knees:

www.panoramio.com/photos/original/7935718.jpg

Posted

Sliding chairs in a simulated cockpit? Does the virtual stewardess also bring a cup of coffee :)

The pilot still sits a bit in the uncanny valley for me personally but is waaaay better than the passengers in PDMG's latest J41, which make me literally cringe.

Posted

well.. the Copilot won't move nothing of it's body. Well.. the head yes... but nothing more. That is because to make animation of parts you have to break them.. and beeing so close to the copilot is extrange so see the seams of those parts.

When doing the chairs didn't make the animation to be closer to the yoke as the real one, because if I did, then the camera would be very close to instruments, and I found that position better. And because the camera is not linked to anything animated.

So the copilot is there to fill an empty space. No more. But if anyone don't like it you can toggle the visibility of him. That is why from external cockpit they appear also a bit smaller.

I was planning also to put passengers on cabin. Less polygons than the pilots (that don't have too much, but they have their fingers) But finally I am not going to make them, because imagine:

500 polygons a man or woman (that are too low). 500x52 = 26000. Almost the same number of polys the 3D cockpit has. So... if you want to have better frame rates.. I think is better not. But passenger blinds are animated!!!  ;D

Posted

Regarding the passengers i think you're right. Too much polygons on sub par puppets. However I hope the windows are neat, my personal fetish is to land a plane and then replay it a couple of times looking outside from a passenger seat. Preferably looking over the wing...and the moment you see the runway appear under the plane is just golden.

I understand the problem with the camera appearing to close to the panels, but does altering the FOV not solve this or makes it the view too fisheyed? And how do other developers solve this?

Posted

I set the FOV to 65 degrees since i have the MU-2B. It feels more accurate, then the default 45° imho.

I always had the problem of having not enough instruments within my line of sight. Either i had to look down, and didn't see anything outside, or saw the runway, but not the ILS markes in the instruments.

The fisheye effect starts with 70°, or i at least think it starts there to be noticable.

So i personally think, that 65° are perfect.

Posted

lol, i think 52 passengers aren't that bad, at 500 polygons each. how you got them that low is amazing.

but if you look at how many polygons some of us other developers are using, 26k is not much at all. hehe. If i had the nkowlage on how to make a person like you have there i would definitely jump on that band wagon and make me some passengers.

I do love the copilot too. but uh oh, in America, remember we all have to be politically correct or the government will touse us down, so maybe a black and a women copilot is needed too, :)

just kidding.....

Posted
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Please make the pilot to the proper scale (maybe a male of 5'10" height).

It will look silly to have a kid sized pilot in the cockpit!

I do believe you've misunderstood Javier. The pilots are of a proper scale. The reason the pilot looks SLIGHTLY smaller from external nose on view is due to the fact that Javier has chosen to have the pilots sit a little bit further back in the seats for reasons of seeing the cockpit better. It has nothing to do with scale.

  Quote

...but simply remember to leave an option to disable them  :) So anyone can decide where to waste their frame rate  8)

Best efforts have been made to ensure most systems today will get an enjoyable experience with the aircraft. Once completed, features and minimum requirements will be posted and you can assess whether this aircraft will ultimately be for you. Disabling features like animations (a part of the OBJ) is not something we have planned at this time.

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