• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Recent content by Hiroshi Igami

  1. H

    animation types limited!

    I think you better write with some examples. Which one you couldn't do.
  2. H

    My FSX -Acc -unusable

    I also run FS2004 on Windows 11 too
  3. H

    Exporting custom shadow models

    Yes at FS2004 default SDK , Airplanes interior don't have a shadow to the ground,
  4. H

    Exporting custom shadow models

    Arno I think you noticed putting a shadow is not really difficult on BGL. On Aircraft model , at MS default SDK ,There is no ground shadows at Interior side model. But when making a Wingview , adding a ground shadow is useful. People who uses can feel the ground height during the landing and...
  5. H

    Blender to FSX drag chute visible code in modeldef.xml ?

    Yes I know that . That post is to Lagaffe not you. Also when I do a code debug , won't always re-compile. I use a debug guage which shows the result on screen. Put a code in and show the results. Then development cycle will be much short and faster. Once the code is done , include to the model...
  6. H

    Blender to FSX drag chute visible code in modeldef.xml ?

    Microsoft default codes in modeldef.xml is using "==" so I think it's correct using "==" =============MS code in modeldef.xml <PartInfo> <Name>landing_light</Name> <AnimLength>100</AnimLength> <Animation> <Parameter> <Code>...
  7. H

    Blender to FSX drag chute visible code in modeldef.xml ?

    Try &amp; instead of and
  8. H

    FS2004 Prop disapear when engine start on FS9 model

    "Doing that tweak or not does not make a model light or not. The MDL file has the same size. So therefore I didn't think it hurts to have it on." What is Unlimited polygon model? As you already know that it's just showing multiple LOD model at once. Standard is show on 1 level of LOD is 1...
  9. H

    FS2004 Prop disapear when engine start on FS9 model

    Using Unlimited is not a standard use. Also won't make people ask like me about the .x file. unlimited export is one type of option for a model creator. It's a choice not must , for example AI planes needs to be light. So thinking from model creating side I think better not be on at default...
  10. H

    FS2004 Prop disapear when engine start on FS9 model

    Can you point out where to set "unlimited export tweak enabled" change to disabled ? Sorry found it was on the export menu .. was looking at a option menu. Is it possible to set those default off ?
  11. H

    FS2004 Prop disapear when engine start on FS9 model

    When only compile the LOD320's .x file exported from Model ConverterX 1.8 .. gear is working stable ... just props are messing up. When use Model Converter 1.9's exported .x file , LOD320 model gets huge .. larger then a terminal so becomes a useless .x file
  12. H

    FS2004 Prop disapear when engine start on FS9 model

    Even just load the original and export to FS2004 MDL on ModelConverterX 1.8 nose gear will be lost. So merge a model is not a problem. Also when see the Hierarchy of the nose gear , it's different from the original. May be something is there. I'm guessing it's a kind of LOD's action.
  13. H

    FS2004 Prop disapear when engine start on FS9 model

    I got the aircraft.cffg he is using and strange things happened. When using his contact points. After loaded the plane and show up on the sim , nose gear appears but just after that dissapears. If change contact points back to king air , shows up. Just may be will be a hint for Arno so reported.
  14. H

    FS2004 Prop disapear when engine start on FS9 model

    It's strange that nose gear didn't appear , I think needs to check your plane set . Why mine is showing up and yours don't even using same MDL.
  15. H

    FS2004 Unlimited Export (part 1)

    I know Arno knows but for other person Basic to understand for a things called "Unlimited Export" is it's showing several LOD models at once. But that doesn't mean can be really unlimited . And the problem is here. BGL_CALL_32 "On the root ASM's last part there is a BGL_JUMP_32 at original...
Back
Top