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Everything posted by tkyler
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Do watch the following videos.....and note the engine sound and rate of acceleration just before the engine settles at idle. The RPMs "jump" very quickly between about 55% and 72% (idle) as the engine comes into it's "powerband".... I'll post my simulation in a couple of hours for comparison! I have had a VERY successful day getting the engine simulation working darn near 100% accurate to the real thing! How real? I keep thinking I screwed up the plugin but it's the procedure I keep screwing up! Oh yea....the propeller locks are simulated too!...at least within reason! If you shut down improperly and try to restart (in the same x-plane session) you won't be able to get the engine going unless you utilize the unfeather procedure properly (I hope...still testing every possible situation, but looks good so far). Eventually, I'll maintain persistence across x-plane sessions so that if you forget to shut down properly..then the next time you start up the sim, you'll have to utilize proper procedure.
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I love that plane! I'd get a kick out of seeing that develop!
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No new screens though new work has been done....was actually working on it recently. I'm trying to touch it now and then between other stuff so as to keep progress for the day I can break from V10 work and jump back on it.
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Because we're consumers ourselves and want the same things! Right now the problem is that the type of aircraft you're asking for...a bit more complex than x-plane simulates natively, requires more specialized knowledge and experience that the x-plane market will not currently support financially full time. Those that CAN do this are tied up with "day jobs" and progress is slow. I've been at this for about 6 years now with x-scenery and have watched the slow transition from small sim to big foundation. I use the term "foundation" because all the glamour and glitz has not been built on the foundation; however, that is about the change. My "day job"...or old day job rather, was in architecture and construction and it was typical to see 2 years of design result in just a year of building...the prelim stuff takes a while. So we know what consumers want, there's just not enough producers to meet the demand...but that is changing. I'm front and center in xplane development and there is a whirlwind of development beginning. It may take another 2 years to get going full swing, but recall that Microsoft is over 25 years old and x-plane in the "modern age".....i.e. more than one team member" is less than / about 10 years old. ...we definitely have to come of age in time. I for one get most excited about business GA and would like to see this grow. The work I've put into the MU2 is easily transferrable to other projects but as long as I'm working on V10, that work has to take a back seat.....DDens Bombardier 300 looks to be a nice addition to business GA...though I'm not sure how in depth the systems will be. I tend to be a systems fan.
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Me too! Everybody wants everything...and I don't mean that in a bad way. I simply mean that there are lots of folks who want what you're asking for, lots of developers who would like to do it and just a real need for these....but the market has to move at it's own pace.....so it's not a matter of WILL someone do it, it's only a matter of when. If I wasn't tied up working with laminar, I would be all over corporate GA and will be again eventually. -Tom
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Thanks for the sentiment lis..but it has a long way to go...and I won't stop till it's darn near perfect, it's an addiction this guy. I still have to redo all the 3D that is NOT the cockpit panel; however, I'm the type that likes to get everything working properly before I make everything pretty. Many others do it the other way around but I generally don't so there's still lots of eye candy yet to come once I'm happy with the cockpit, engine and systems models.
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Was doing some testing and I decided to record it. I was using the computer mic so it picks up keyboard and mouse clicks and some low audio from the computer speakers. Video doesn't do it justice at 40+ fps and high resolution. If you watch in in HD, you can see how much clearer things are.
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anybody seeing the ADF / RMI not working? I've tried several aircraft and the NRMI12 indicator won't respond, even though the bearing dataref is correct...the needle just parks at the 3:00 position...this is the default planemaker gauge BTW.
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Nothing to show, but the work does goes on...mostly behind the scenes engine stuff. What you see in the last couple of screenshots will be what you'll get visually. I just need to make everything work as it should from a cockpit interaction point of view.
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You know we are all different people...different personalities. We have differing priorities, differing ideology, differing goals. Trying to demonstrate a point to someone who is working off a differing foundation is like trying to derive an equation for free-fall when you disagree on the gravitational constant. There can be no resolution. For some, the org is a repository of resources and comradeship. For others, it is a huge opportunity for marketing and sales. Both of those sides exists and each get out of it what they're after. The only point you can argue is your own perceptions. WarpeD likes the resources, Nicolas likes the potential customers (i.e. all the flyers). To me, it's a mosh pit. On another note, I don't think its good to rant outside the rant section though so I'd encourage (while we're still a manageable community) any further or more passionate posts to move over there should someone feel the need.
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Well it certainly couldn't hurt. Do please upload them....until the day we can share assets here in a more organized manner, but it has to start somewhere!
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Interesting reading on the future http://www.eaa.org/news/2011/2011-03-24_GarminGTN750-650.asp
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AG scenes have a new *.agp file extension...the objects that make up the scene are OBJ of course.
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The scripts I'm referring to are for scenery and not aircraft.....the days of "one script fits all" is gone. It's possible these scenery scripts will get ported to V2.5 of Blender, but no idea when. For aircraft, I'm going to probably stay hard headed and stick with the aircraft scripts I use now....the original Marginal work, improved by BenR and BenS and possibly some other Bens I don't know about. They just work, like a hammer! ....though eventual porting to 2.5 would be nice to keep with the times and future improvements to Blender. It'll probably happen eventually.
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3.8 man...3.8 Seriously...I'm going to use 2.49b. That's what the scripts are for. If they get ported to 2.5b/2.6, the usage will probably be the same though so the information will still be valid.
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Well I just finished up my rough outline of tutorials and there's about 15 or so of them. So far, there will be four for scenery 1.) An overview of scenery in xplane...hierarchy, file structure, elements of scenery and tools 2.) Basic scenery creation using WED and the included library elements...no 3D needed. 3.) Intermediate scenery.....basically custom 3D object creation 4.) Advanced scenery, which covers the AG tile scene system, a bulk object exporter, conditional OBJ commands and orthophotos....(help Eric!) What I'd like is for folks to be able to just go through them and be able to get all the information in one spot. If nothing else, we'll have a "information desk" where I can direct people to the correct locations for resources. Once this gets up and running, I'm going to be pretty shameless about asking people to point in this direction when it comes to others wanting scenery or wanting to develop scenery. The time has come for scenery to get going in xplane.
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x-plane's 3D object format with the extension *.obj is NOT the same as the wavefront *.obj extension. The only 3D applications that have reliable x-plane obj exporters written for them are Blender and AC3D. You do not need to work in Blender if you work with sound "gaming" principles...i.e. polygonal modeling and UV mapping. Now I WILL say that the Wavefront OBJ format is one of the more reliable formats for getting your work into blender with textures intact....so for you, you're workflow would be model in Maya, export from Maya via wavefront OBJ (Lightwave LWO works well too) and then import your OBJ/LWO into blender so you can run the export scripts to yield a xplane *.OBJ format Once you have xplane's OBJ format, you can use WED to place. As much as everybody loathes blender initially, if you plan on doing any reasonable amount of modeling for xplane, there are several advantages to working with it. Once I get around to doing some tutorials though, I might be able to do some on alternate workflows.
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No....and I'm not planning on doing it either. As soon as I am able, it is my intention to make this venue THE place for serious development information. I've removed the content above as it was mostly intended to answer your question Simon....and even though we have shown a bit of scenery on xplane.com, we still are limiting the information we let out. It's' more proper to say that WED is a replacement for OE rather than Blender. Blender will be suitable for building very small scenes that you'll place with WED.
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Oh I was just giving Ola a hard time, lightwave is fine. You can use Lightwave to model and texture...and then import your work into blender for arrangement and export. These features will be available a bit after V10 ships. We are developing the blender scripts and workflow as we work on V10 and documenting it. After V10 ships, we'll have to work on WED a bit to get it user friendly and then we have documentation to write. I'm also hoping to do a significant amount of video tutorials to demonstrate the system and workflow. We're all quite excited to have the community begin building x-world. If I were to give you any advice about organizing your work in lightwave...I'd simply say use as few textures as you can, pack as much into a texture as you can so that many objects share the same texture. We'll be providing a lot of "generic stuff" for scenery but really specific buildings will have to be custom...so it would be wise to cram as many buildings into one texture for a given area that you can.
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OK...Here's the list I compiled today...scratched off items got completed today. Get GPS power working Get Radio switches working Add Gear Door animation Setup controls to initial positions: cold/dark & running Gyro slave switch glass animation Yoke show/hide/animate annunciator test lights fire handles and simulation AP console texture fix ADF draw order wrong Add ADI flags, animate to DC power Overhead switch illumination HSI AP direction knob issue landing light animation Overhead controls plugin logic Set more panel light regions to respond proper to rheostats So once this list starts to dry up, you'll know I'm really close....though there's some good programming associated with the overhead switches. Now if some of those things on the list don't make any sense to you...since they're working in the current version, recall that I redid the entire plugin from scratch and have to reprogram a few items to utilize the new system. As things stand now..for relatively normal operation in good conditions, everything is working properly. So a few more special touches and we'll be there....and what's an update without a screenshot. It's the same old panel shot...but you might note that the panel as a whole has a much cleaner, clearer and consistent look....and don't forget you get a fully featured Garmin GTX330 transponder...a lot better than the V1.1.1 piece of junk.
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It's not a glitch in x-plane, I explained this to you in my post and I am 100% correct. The mixture ratio is your problem. if you do not use the ignition switch, the mixture will be zero and the engine will not start. You have been given the answer and are not listening. Turn on the mixture dataref and watch it yourself if you don't believe me.
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Guys...Reply 2 is enough of a clue. The mixture ratio is probably zero, which austin sets on cold and dark situations. "mixture ratio" is Austin's very generic way of adding fuel flow to the engine...so you have to figure out what button/lever controls the fuel mixture. If you have electricity (which you do to have the starter work) and the mixture ratio is 1 , the engines will start. On "The Jet"...the ignition switch ..if you click and "turn" it to start...it'll set the mixture ratio to 1 and then the engine will start using CTRL-1...however, if you do not do this step first with the ignition switch, CTRL-1 will not work.
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Not at all, you bring up valid concerns that other may have..and we'll probably relocate these posts soon anyhow...I've never been able to move a post where I want it so I'll see if I can get smarter admins to do it.
