• 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.

Search results

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    MSFS Licencing question regarding aircraft creation.

    Yes, exactly the same.
  2. A

    MSFS Licencing question regarding aircraft creation.

    For #2, you can use them in your cockpits without issue. What you cannot do is include the gauges themselves, but you don't need to anyway as everyone has them. For #1, most developers do this without license from the manufacturer, or if they do acquire one they don't show it. Some...
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    Animation export to glTF?

    I am in favour of exporting animations, but conditionally. The idea of making developers Register MCX to be able to do it is one way, screening potential candidates. The other way is to only export if you have the modeldef file that contains the animations. This should limit piracy when it...
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    P3D v4 SWS T-37B Tweet

    And an intro with some more info:
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    P3D v4 SWS T-37B Tweet

    After a long time in the works, we're happy to announce that we're nearing completion of this aircraft. We believe we've managed to do the flying dog whistle justice, with cutting edge visuals, full systems modelling and some innovative features to increase cockpit immersion, such as animated 3D...
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    P3D v4 Jetway wheels floating in the air when undocking

    Hello, I'm working on a jetway for a 3rd party which docks fine with the aircraft. When undocking the jetway extends the legs and raises, but the wheels float in the air. They come closer to the ground as the jetway backs off. This is only happening at two out of six gates of the airport I'm...
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    P3D v4 Lockheed Vega

    Calling this great would be an understatement...
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    MSFS -Everything you know about upcoming Flight Sim from Microsoft-

    If I might add another bit. Trailer, 1:09. The sattelite-textured areas don't have any "artifacts" such as cars. All are 3D. Same for the water areas -no boats. As this is a developer forum, we all know how long it takes to clean up sattelite pictures from such artifacts, as well as build proper...
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    MSFS -Everything you know about upcoming Flight Sim from Microsoft-

    I was just kidding. They are stellar! The only thing I'll complain about is flexibility. Working with UE4 materials, I'm spoiled by its flexibility. P3D and XP materials do the trick but could be so much better! I wish they update their SDK for MSFS in this iteration to allow at least the use...
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    MSFS -Everything you know about upcoming Flight Sim from Microsoft-

    My assumption is that they use AZURE services for querying and generating GIS data such as roads, buldings etc, which are then rendered at runtime. I doubt they're doing "accurate" buildings everywhere as that would be too much to handle even for them. My guess is that they're offering a bunch...
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    P3D v4 Carrier Ouija board

    We want to support UNREP/VERTREP, but we have not made it possible yet.
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    P3D v4 Carrier Ouija board

    After a long time and a lot of work from our programmer, we are happy to show our new Ouija board, which will debut with our upcoming Nimitz class carriers. Part of Carriers Extended v2.0 (CEX v2.0), this board allows the user to dynamically place any aircraft of a ship's airwing on the decks...
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    FSXA [Solved]Gauge to ModelDef, any XML changes required?

    @Kekelekou both > and > are accepted in modeldef.xml. There is a syntax problem that can be seen below (direct comparison): As you can see in the examples, you have a whitespace between > and the L:var, which breaks the syntax rules. (> L:Peli_DistToZone, number)...
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    P3D v4 Maximum polygon limit

    From my personal experience, models of that magnitude pose no problems to the FSX and P3D engine. The actual problem lies in draw calls which need to be carefully balanced. Two examples are our Phantom, weighing 600k polygons and the upcoming Nimitz sitting at 1.2 million. The Nimitz performs...
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    P3D v4 SODE Jetways out of position

    I don't type the AGL in the altitude field. When I reload the jetway sit at the right height within a 400m radius from the spot where I reloaded. Those outside the radius float. When reloading near a raised jetway, they sit properly and the center of the "correct circle" is moved to the new...
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    P3D v4 SODE Jetways out of position

    While placing jetways on an airport project I noticed a strange behaviour. Static jetways that were near me when SODE loaded were sitting properly. But those that were further than about 300m were floating in the air. I checked my placement and all jetways were at an altitude of 0 AGL so...
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    Two-bridge Type A jetway problem

    I managed to solve it by saving the vertex weights and manually reskinning the jetway after fixing and reanimating the offending bone. Still, it would be good if I could find out why the jetway wouldn't work.
  18. A

    Two-bridge Type A jetway problem

    Hello Jeffrey, I am working on a custom Jetway model and trying to export it for P3Dv4. The Jetway is a two-bridge type A. When creating the Jetway in 3ds max using your script, everything seems to animate properly in the viewport. When seeing the model in MCX, though, bridge_B is retracting...
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