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liser

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Everything posted by liser

  1. I actually don't know how to do that, I don't even know if it's possible. In any case I'll try to do it, maybe someone can give me some hints.
  2. Yes, that's what I was supposing. As you can see, the airfield has two runways, one asphalt (14R-32L) and one dirt (14L-32R). So, you're starting on the dirt runway.
  3. I don't exactly know what you mean. On startup? Could you provide a photo? Thanks!
  4. Here I come with my first scenery project, located in the region of Teruel in Spain in a small village called Torremocha de Jiloca. This is the place where I did my first ULM flight, I took some photos and this is the result! I want to thank the people from x-plane.es forum for their help, specially grrr05 who let me use his tree textures. Only X-Plane 10 compatible. DOWNLOAD: here Hope you like it!
  5. Thank you for your kind answers! Finally I think I've got the problem solved by just turning off gravity xflow while on the ground. Happy flying!
  6. Firstly, let me apologize for the lack of info and thank you for your suggestions. - I mainly use X-Plane 9 CRJ-200, but I think the same thing happens to me in XP10, I have to try it. Always starting from Cold&Dark. - I'm using fuel page on the EICAS, that displays fuel quantity to the nearest 1lb. -The taxi I did for the test is 2-3 minutes long, very short taxi. -The fuel burn in the air is normal. -That's definitely a leak, the FF and the reduction don't coincide at all. I've noticed that if i turn off gravity xflow I don't get the issue. Maybe something is interfering with CRJ's plugin, maybe another plugin? BTW, where is X-Planes MTBF option? Thanks again!
  7. Hi friends! I'm experiencing a problem whith fuel consumption just after startup and in taxi phase. Short after I start the engiens, the fuel starts to dissapear in steps of 10 lbs every second, so when I get to the holding point I have spent like 2000 lbs of fuel between startup and taxi. Maybe I'm loading the aircraft not correctly? I follow every step of the tutorial. I can post you a video to illustrate. I think I'm goint to re install and see if it's a bad install problem.
  8. That is looking absolutely great! I love the detail! You've got a very good geotiff source, the terrain looks sooo crispy! Looking forward to this, thanks!
  9. Sorry, I can't see the pic you are referring to. You can split adjacent areas until you get the result you want and then re-join the other surfaces. A workaround would be duplicating the desired area and you'd have it separated.
  10. Could you give more info? Maybe some pics... What do you mean with joining areas? Vertices or objects? Vertices - Try V or Y Keys, they correspont to Rip and Split. Objects - Select desired object and press P to separate. Hope it helps.
  11. I know it's too soon, but could you provide more details on what's going to be simulated and what are your plans on this subject. Glad to see another jet airliner brought to XP!!!!! Thanks!
  12. Do you do the same with X-Plane 9? I have XP9 configured with inspecor, but XP10, as you say runs very well without it.
  13. Hey! Post more photos/videos, You almost kill me with that two posts! hahahah BTW My credit card is prepared!
  14. Chris k you're the man! Amazing work!
  15. Re baking, as Gjalp requested. Yeah, now it looks more real, also a bit darkish, but I think I have a fairly decent light rig. Also with moving 3d gauges (engine).
  16. I've been using mgrab for a long time, now I'm trying Screenshot Captor, which seems very powerful for the moment. http://www.donationcoder.com/Software/Mouser/screenshotcaptor/
  17. Playing with vectors, I've had fun!
  18. Howards 500?! beautiful and strong plane!
  19. http://wiki.x-plane.com/Category:Aircraft_Development Specially this one: http://wiki.x-plane.com/3D_Panel
  20. You have to make two separate objects one would be (look at the wiki): - Depending on your approach regarding cockpit object: A4_cockpit.obj or A4_cockpit_INN.obj. This obj makes use of the panel texture (A4_cockpit.png or Panel_Fighter.png) and the display you need should be here (both 3d mesh and uv map). This file goes in the aircraft folder (A4_cockpit.png also does, Panel_Fighter.png goes in the /3d_cockpit/-Panels- folder). The other one: - You can give it whatever name you like.obj. This object should contain the rest of the 3d meshes and its uv maps. This file goes in the /objects folder of the aircraft with its corresponding "texture".png Sorry for my english, I explain it the better I can, hope you understand. Look at the wiki and also at other aircrafts and their folder structure, textures, 3d panel at Planemaker, etc. In other words look at how they're done.
  21. From what you explain I can tell you that every 3d object that has to be mapped to the 3d panel texture (the image that planemaker uses for moving gauges, annunciators, etc) DO HAVE to be exported under the same obj file. The cockpit object can have a single texture or maybe more if you need it. You can split the cockpit into several obj or you can do it with a single one. PANEL object can only have a single obj/texture. You have to difference between cockpit and panel objects. I'm no expert, but I think this is correct. Looking forward to what you come with! Good luck!
  22. Looks beautiful! Superb texturing!!! Absolutely amazing!!!
  23. DC-6 would be fun!
  24. Oh yes! I've been working on its 3D cockpit to improve my skills and knowledge, but I'm afraid I sadly won't publish it for the moment. It's implemented on twinproflyer's Beech, but it seems he is out of the bussiness because he doesn't reply to my emails and pms I've sent him since a month ago or so. Perhaps someone knows him and could tell me something. Anyway, I've learnt a lot with this project and now I've got very valuable knowledge that I can use in new projects. But obviously I can't publish without his permission. Glad you like it! Thanks!
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