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Goran_M

Leading Edge
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Everything posted by Goran_M

  1. I love Google translate. Let's just say there's a right way and a wrong way to ask for things and to get them done. Orlando demonstrated the worst way.
  2. Also, what kind of hardware do you have connected?
  3. Don't mean to be a pain, but please confirm you have done a 100% clean install from scratch, and not just removed plugins and preferences, as you mentioned here
  4. I've brought this up to Saso a few weeks ago, and he'll be looking into it for a future update. I got the idea from another forum post from someone who took off before his passengers arrived. He was confused at why the 650 felt so light when taking off and flying. The he realized he was too fast in pre-flight, and took off too early.
  5. We really don't mind. If it isn't too much of a big deal to add a bit of eye candy, we're more than happy to accomodate those who want it. I'm a big believer of the little things that make people go "Wow!" In saying that, I will be adding wingflex, however, it will be very subtle. I think it flexes by about 10 inches up and down (20 inches in total), but I will confirm. We have quite a few things on our plate at the moment, and my top priorities right now are the ADG and some external decals. If I can fit wingflex in before the next update, I will.
  6. @gsuri While we look into this, could I also ask you to try a completely clean install of X-Plane and the 650 on another HDD or separate folder (X-Plane 11_Test)? This will eliminate any plugins as the cause of the problem. Then we can narrow it down. Also, here's an invite to our discord. Saso would like you to screen share a flight with one of us, so we can see exactly what is going on. Once you join, send a DM to "totoritko" and he'll take it from there.
  7. If you have the AC generator hooked up after landing, the cable will show up in the replay.
  8. That's fine. I can model a seal in there. The only reason I didn't was to save polygons wherever I could.
  9. This one is definitely very strange, and one we haven't seen. I'm starting to suspect something to do with hardware or some other plugin. I still want to take a look at the images, and then someone will post back with a possible result or solution.
  10. Ok, I have a test for you. Can you load up the Challenger and have it sit on the runway. Go through a normal avionics startup, and then once that's all done, take screenshots approximately 1 minute apart using Shift Space (X-Planes native screenshot utility). Take about 5 or 6 screenshots. When that's done, please post them back here. This will give us an idea into what is going on when everything is aligning, and if something goes wrong during the whole process.
  11. After looking at the images some more, it appears as though you are slewing the aircraft around (vertically and/or horizontally) to get the aircraft in the air without going through a complete startup (including aligning the IRU's). Please don't do this. This will cause the problems you are describing. If you want to get in the air as quickly as possible, save an aircraft state in career mode. This will be saved permanently, and you can start any flight with engines running in the air, without issues. Alternatively, use the "Challenger 650 > Study > INS > Realign IRUs Immediately" menu item.
  12. @jcmc1405 Can you post a screenshot of your sim graphics settings? I would like to confirm something.
  13. I have the exact same hardware setup as you do. M1 Max Macbook pro. Monterey 12.2 No issues. I can see you have a LOT going on in the log file. Truth be told, this is the first time, in over 10 years, I've seen a log file over 9MB in size. The biggest one I've seen before this is 4MB. I strongly suggest you make a clean X-Plane install (preferably not inside another X-Plane folder), and reinstall the 650 (purely for testing). That's the only thing I can suggest at this time. If it works (very likely), then the issue definitely lies with the original X-Plane install. I've forwarded the issue to Saso, as well.
  14. Nothing special or different about the van at all. It works on the same principal as the other ground vehicles. Can you post a log so we can take a bit of a deeper look at what's going on?
  15. Unfortunately, this one is unavoidable. That's X-Planes rendering going crazy with custom objects that are not attached to the acf, at certain angles. Fixed. Fixed. I used diagrams from the AMM for the winglets. It's a delicate issue when comparing diagrams to photos, and to play it safe, for now, I'm going to keep the winglets how they are (matching AMM diagrams. Not really sure why this is happening. It's just another object, with nothing special being done to it. The gap is deliberate. No door has a perfect seal around it (apart from the seal within the door that maintains pressurization.) Ummm, okay. I'll try and do something in there.
  16. I had another look at the unwrapped mesh. This one is on me. The UV island is rotated the wrong way. It's a project from view island, but it's oriented the right way up. The way the door is unwrapped and positioned, is upside down (This part is deliberate). The temporary fix for this is to rotate your pressure flap texture only, by 180 degrees. I've fixed this and it will be included in the next update.
  17. Version 1.0.3

    1,402 downloads

    This is the official paintkit for the Hot Start Challenger 650. This paintkit assumes you have previous knowledge of painting in PSD (Photoshop) files and/or afphoto (Affinity Photo) files. DISCLAIMER: Upon opening the zip file containing the paintkit, you have agreed to the terms that follow. You may do ALMOST whatever you wish with these files. Create, share, modify, post on forums, all without restriction. You may NOT charge money for any textures created with these files. You may NOT sell this paintkit. (Unfortunately, it has to be stated.) If you choose to alter any files other than the empty layer between the Ambient Occlusion and Albedo layers, you do so at your own risk, and you do so, assuming you have made backups of the original textures. The only layer designed for changes or additions is the layer between the AO and Albedo layers. You may add as many empty layers as you wish, but make sure they are located between the AO and Albedo layers to achieve correct results. The wireframe layers that are included are a guide to the areas you can paint in. Anything outside of the wireframe is NOT to be painted on. If there are any questions, please visit the forums at forums.x-pilot.com or our discord. Happy painting!
  18. View File Official Hot Start Challenger 650 Paintkit This is the official paintkit for the Hot Start Challenger 650. This paintkit assumes you have previous knowledge of painting in PSD (Photoshop) files and/or afphoto (Affinity Photo) files. DISCLAIMER: Upon opening the zip file containing the paintkit, you have agreed to the terms that follow. You may do ALMOST whatever you wish with these files. Create, share, modify, post on forums, all without restriction. You may NOT charge money for any textures created with these files. You may NOT sell this paintkit. (Unfortunately, it has to be stated.) If you choose to alter any files other than the empty layer between the Ambient Occlusion and Albedo layers, you do so at your own risk, and you do so, assuming you have made backups of the original textures. The only layer designed for changes or additions is the layer between the AO and Albedo layers. You may add as many empty layers as you wish, but make sure they are located between the AO and Albedo layers to achieve correct results. The wireframe layers that are included are a guide to the areas you can paint in. Anything outside of the wireframe is NOT to be painted on. If there are any questions, please visit the forums at forums.x-pilot.com or our discord. Happy painting! Submitter Goran_M Submitted 01/27/2022 Category Hot Start Challenger 650 Livery For https://www.x-aviation.com/catalog/product_info.php/take-command-hot-start-challenger-650-p-212  
  19. Goran_M

    TBM900 Autopilot

    There is something very weird going on with your TBM installation. As far as updates, we haven't done anything to the TBM in over a year, and I have to say, yours is the only one displaying these kinds of issues. My only suggestion is to do a fresh, clean install of X-Plane and the TBM, with no other plugins, and then seeing if the problem persists. Otherwise, both Saso and I are at a total loss.
  20. We're still deciding on this. We'll revisit when we're done with the next few updates.
  21. The way I unwrapped the fuselage is the same as cutting along the length of it, and peeling it along the longitudinal axis and laying it flat. Because of this, one side is upside down and the other is right way up. The top and bottom don't count due to their orientation. This is, in my opinion, the best and easiest way to keep it free from as many seams as possible, while maintaining the orientation and direction of the unwrap for painters. It's almost impossible to keep everything the right way up, without compromising UV white-space. I try to pack in as much as I can to keep texel density high.
  22. Does it happen at every airport? Does it happen every time you load the aircraft? Try to load it at SCIP and see if the problem remains.
  23. Yes, I know. But the flap was incorrect, so it had to be re-cut. However, the overall UV island for the Fuselage_Front has not moved. The cut is different, but the cut was made on a different part of the UV map. It is impossible to adjust without compromising the entire map, and that will ruin the whole paint. If you have some vector graphics overlayed on the UV map to make the paint, all you need to do is re-open the PSD (assuming you're using Photoshop) and re-align what you created. Below is a screenshot of the door UV island (upside down), and you can see the flap. The adjustment is definitely possible, and if you wish, attach a copy of the PSD and I'm happy to adjust it for you. It will take me a few seconds. I'm afraid I missed it in discord. But again, I haven't touched that UV island in months. Looking at it, sure, I can see it's upside down, I'm happy to rotate it 180 degrees. If you want me to do this for the next update, consider it done. The alternative is if you just rotate that part of the texture by 180 degrees. I'll leave that one up to you. No issue if you want me to rotate the UV island. That isn't possible (kind of). If I align it with the base mesh, then I'll have to overlay that UV island over the rear fuselage UV island, which means doubled up textures. The APU exhaust shield needs to be it's own UV island. I did make sure the texel density for the APU exhaust shield matches the fuselage, so the resolution will be consistent throughout the whole paint. Below is the UV island location for the APU shield. Hope this helps. Regardless of all this, a paintkit is coming very soon. Hopefully tonight.
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