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Goran_M

Leading Edge
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Everything posted by Goran_M

  1. 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.
  2. 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.
  3. 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.
  4. There is nothing behind there at this time. An equipment maintenance section will be made. Good eye. Fixed. Nothing we can do about that. That's X-Planes reflection rendering. It's the same reason we can't make the interior a high gloss finish. It'll reflect everything in the cockpit.
  5. The pressure flap was moved, but if you have the source PSD, with the lines, just open it, and re-save it in Photoshop (or whichever software you used). The other 2 images, I'm not sure why you're getting those, because those sections of the UV map weren't ever moved or adjusted.
  6. The emergency light didn't make the update. (I should have gotten rid of the LIT texture.) The light in the cockpit will be properly implemented in an update
  7. The rotation of the nose gear doors was changed, but the hinges were on a different object. They were fixed at the same time as the doors, but not pushed through. (Blame that on me and working on it at 2am). At the latest, the fix will be issued with the next update. However, I'll ask Cameron about sending out an interim update. Apologies.
  8. We need a log file. That will tell us everything about your X-Plane install, and a possible cause for the stutters. It could be anything from excessive use of plugins to scenery loading.
  9. Can you remove the X-Life Traffic plugin and re-test.
  10. All previous versions are scrubbed. You're more than welcome to post a description of your issues and we can try to address them. But I would ask you to make a separate thread.
  11. We may put pop ups for the circuit breaker panels in a future update.
  12. We'll look into it for a future update. Shift 9 takes you straight to the cockpit. To get the full features of getting the passengers, you need to go through the FBO procedure. The shortcut is to use X-Planes weight and balances drop down menu. Unfortunately, you can't mix and match the way you want passengers to be loaded. An update is coming that may address your crash. If it still crashes after the update, then make another thread and please post a log.txt file so we can take a look. I'm not really sure how you're managing to do this. Can you post images?
  13. https://discord.gg/ccNAgD25
  14. You're loading at a corrupted terrain location, and the TBM is getting "dropped". Try loading on the runway and see if it happens again.
  15. The catastrophic failure can happen from incorrect terrain data. This is not something we can control, and I strongly suspect this is what happened in your case. Perhaps flag the spot as one to avoid, and load up at another gate. The AP/control issue is the Autopilot trying to correct it's heading with a broken linkage. Another thing to check for is "accelerated wear". Make sure this is turned off.
  16. That's it. You need to create a new airframe. Without seeing the damage in the maintenance manager, it's a sure bet the control linkages were broken, and very likely, the pressure vessel was broken.
  17. For more voices, we'll need more people to do them. Perhaps after all the current bugs are dealt with, we can take a look at this option. You can absolutely skip the whole FBO process, and simply press the W key to transport you to the cockpit. Doing this will "kill" the FBO, and will restore performance and vram. Everything the FBO does can be accessed from the drop down menu's. I suppose I can lighten the color of the refuel panel. However, it will be an unrealistic color. Ummm, ok? You're welcome? (Taking into account English is not your native language)
  18. I'll put this one in the "I'll consider it" tray. Only reason being is because it is a 604/605 variant. I do like it, though.
  19. https://discord.gg/fwcfDmkT
  20. We're going to research the amount of wing flex before adding it, if there is any.
  21. The extent of the update is yet to be determined, but the TBM will be made fully compatible with XP12. Whether or not we re-work the code, mesh and textures is something we'll decide later.
  22. Once things die down for the 650, we'll take a look at the TBM again. We'll likely roll the update into XP12 only. Not 100% certain on that yet, but if that does happen, we'll look at implementing navigraph into it then.
  23. Have you checked the maintenance manager for damage to the airframe. It looks as though you have broken control linkage. I know you say everything checked out prior tot he flight, but it's a good idea to check post flight also. A broken linkage can happen with faulty terrain, with the aircraft "dropping"
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