• 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.

Aerofly 2 Released; Beta; Steam Games

ipacs aerofly [developer]

[Official] Aerofly FS 2 Scenery SDK

Dear Aerofly users,

We have finally made our SDK for Aerofly FS 2 publicly available. If you are interested,
please visit the following website to download the installer:

https://www.aerofly.com/aerofly_fs_2/sdk/

The download is free, all we require is an Email for registration so we can inform you,
if a new version comes out that might be incompatible to previous versions.

The SDK features a complete model of the Robin DR400 airplane, complete with all sources.
It should show you all the various aspects required to get an airplane into Aerofly FS 2.

Using this SDK you can currently do the following:

  • Create your own airplane
  • Model your own airport or scenery objects
  • Read simulation data from Aerofly and send commands back in using a Windows DLL
Besides the actual SDK you will need either 3D Studio Max 2012 or newer or Maxon
Cinema 4D 17 or newer if you plan on creating your own airplane or scenery.

None of the tools are required however to get the sample Robin DR400 airplane
into Aerofly FS 2.

Please consider this SDK as a work in progress. We might add more features to it
in the future, for example for adding your own aerial images or elevation data or to
even add code to program your own cockpit displays. We also might add support for
other modelling tools like AC3D.
 
AWESOME! I have been waiting for this. Many thanks Devin for the heads up. I had needed this to finish up my Q200 for AF2. This is a nice Christmas present.

Thank you Team iPacs!
 
Interesting that Orbx has now dropped its potential support for Xplane, but has at the same time doubled down on their commitment to Aerofly.
 
We also might add support for
other modelling tools like AC3D.

That's a great idea because normal people can buy AC3D. Innovation comes from accessible tools and messed-up people who have nothing better to do than experiment (hard to do when you're focused on funding your 3DS subscription). The FS community as we know it wouldn't exist if people didn't have affordable tools (especially considering how the talent pool exploded when GMax came out).

Interesting that Orbx has now dropped its potential support for Xplane, but has at the same time doubled down on their commitment to Aerofly.

It could be the difference between being at the cutting edge of a new platform rather than being yet another developer in an established one... you could call me cynical, but I'd call it a good move.
 
It could be the difference between being at the cutting edge of a new platform rather than being yet another developer in an established one... you could call me cynical, but I'd call it a good move.
It don't think that's being cynical at all; more like realistic. What I see is perhaps linked more to a perception of 'potential'.

XP remains a relatively small player in the universe of flight simulation, despite its long history.

On the other hand, AF2 appears at the moment to be on the cusp of explosive growth in market share.
 
The idea of more or less crowdsourcing additional content (that's kind of what an SDK is when you think about it, a means of crowdsourcing DLC) from the get-go is a wise move, too, because it can greatly accelerate the growth of the platform. Honestly, if I had the tools, I'd go on creating free content for that sim as I would with any other. It's a great way to leave your mark and contribute to something bigger at a very early stage in development. You don't get many chances to do that with simulation platforms.
 
I wonder if Blender which can import/export FBX format would be a good 3D editor for Aerofly FS2. Wouldn't Aerofly be able to make a fairly simple mod to their scenery converter tool to support a format that is close to MAX format?
Also, I would like to think that Aerofly could at least make a simple tool so we could at least lay down the runways anywhere so we could start to make our own airports. I like to use FsEarthTiles for the photoreal BMP for the airport area, ADE for the runways and taxiways, SbuilderX for terrain manipulation, MCX for extracting models and exporting to a new format, and Instant Scenery 3 to populate an airport with static buildings, trees, and aircraft. Sure wish we could use all those tools for Aerofly FS2!

Dave
 
I wonder if Blender which can import/export FBX format would be a good 3D editor for Aerofly FS2. Wouldn't Aerofly be able to make a fairly simple mod to their scenery converter tool to support a format that is close to MAX format?
Also, I would like to think that Aerofly could at least make a simple tool so we could at least lay down the runways anywhere so we could start to make our own airports. I like to use FsEarthTiles for the photoreal BMP for the airport area, ADE for the runways and taxiways, SbuilderX for terrain manipulation, MCX for extracting models and exporting to a new format, and Instant Scenery 3 to populate an airport with static buildings, trees, and aircraft. Sure wish we could use all those tools for Aerofly FS2!

Dave

You can ask directly on the developer forum, where I think some of what you want has already been mentioned. http://www.ipacs.de/forum/forumdisplay.php/45-Aerofly-FS-2-Flight-Simulator-Developers
 
I did ask on the forum and was told that they were going to stick to the MAX file format (they say they don't have the time to look at other formats for their SDK Scenery Converter). Maybe if some tool developer(s) on this forum could share with them how easily FBX could be decoded if you are already decoding MAX (is it?).

Is there any chance that my list of tools (FSsEarthTiles, ADE, SbuilderX, MCX, and Instant Scenery - or equivalents) could be modified to support FS2 (instead of FSX/P3D)?
 
I wonder if Blender which can import/export FBX format would be a good 3D editor for Aerofly FS2. Wouldn't Aerofly be able to make a fairly simple mod to their scenery converter tool to support a format that is close to MAX format?
Also, I would like to think that Aerofly could at least make a simple tool so we could at least lay down the runways anywhere so we could start to make our own airports. I like to use FsEarthTiles for the photoreal BMP for the airport area, ADE for the runways and taxiways, SbuilderX for terrain manipulation, MCX for extracting models and exporting to a new format, and Instant Scenery 3 to populate an airport with static buildings, trees, and aircraft. Sure wish we could use all those tools for Aerofly FS2!

Dave

They have stated that they might do Blender in the future, but cannot now. They presently have 2 routes for exporting; one being Max, and they just updated to newer versions of Max.

I remember when someone here at a British forum 'started' the Blender to FSX project. You might be able to be the one that can work with them on getting a Blender exporter working with AF2.

Like Devon says, try their forum. You might find some people there that have already started working with Blender on this.
 
I did ask on the forum and was told that they were going to stick to the MAX file format (they say they don't have the time to look at other formats for their SDK Scenery Converter). Maybe if some tool developer(s) on this forum could share with them how easily FBX could be decoded if you are already decoding MAX (is it?).

Is there any chance that my list of tools (FSsEarthTiles, ADE, SbuilderX, MCX, and Instant Scenery - or equivalents) could be modified to support FS2 (instead of FSX/P3D)?

Like Devon suggests, you might ask this directly at their main forum.

Also, imagine someone coming up to you asking if 'such and such programs for FSX could be used with your sim'. They only know their platform and nothing about FSX or X-Plane, nor Blender. They are fluent only in AF2. Their sim platform structure (based on) is the world famous RC simulator. They have evolved into a full flight simulator. They have nothing similar to FSX or XP. Totally new platform. Our tools are totally different from theirs.

I say this just so you know, so that you know also where they are at. Totally different sim.
 
@lionheart,
I do realize that the FSX toolset that I mentioned (FSsEarthTiles, ADE, SbuilderX, MCX, and Instant Scenery - or equivalents) mostly count on being able to generate a BGL for the final result. But since the release of the Aerofly FS2 SDK, it is obvious that FS2 supports more of a source to compressed binaries concept where they supply the compilers (Aircraft Converter and Content Converter) in the SDK. Therefore we need to use our toolset to generate/add the source textures and 3DStudioMax files and a few config files. If we could get Aerofly to just support the FBX format as a starter, then Blender would be our 3D editor of choice. We can use GIMP and equivalent for the textures - the example source IPACS (aerofly) provided shows the naming conventions and how the config files need to look. I am simply encouraging the fsdeveloper.com toolset folks to consider how they could use their current GUI (which is well developed already - e.g. ADE) to, instead of generating a BGL, generate the FBX format source files. I realize that I am oversimplifying the task at hand, but just trying to stimulate some brainstorming.

Thanks

Dave
 
Roger that Dave and great points. Let them know on their forum. They want badly to get people adding planes and scenery to their sim.

Their RC sim is like FS2004. Hundreds and hundreds of addons.
 
I would appreciate hearing from some of the developers on this forum concerning whether they see any hope for creating an Aerofly FS2 toolset in the near future or whether it simply is too early and needs a more sophisticated SDK - or maybe that their future is still with good ole FSX/P3D since there are already so many users - including themselves.

Thanks

Dave
 
They talk about an inexpensive piece of software: ($150 US)

Supported modelling software with file convert

Metasequoia LE 3.0 (freeware) or later shareware versions (only .mqo file required) (converter program included in the DeveloperTools).

Anyone know how this fits into AeroFly?
 
I would appreciate hearing from some of the developers on this forum concerning whether they see any hope for creating an Aerofly FS2 toolset in the near future or whether it simply is too early and needs a more sophisticated SDK - or maybe that their future is still with good ole FSX/P3D since there are already so many users - including themselves.

Thanks

Dave

I had a chance to get mine converted through the team months ago, before they released the new SDK. They then walked me through tuning it in their version of the config file, which includes the parts animations. They do animations much different then us. The config also has Hierarchies, as the parts do not have Hierarchies in their version of a MDL file.

I have been so busy with my newest project (almost done) that I havent had a chance to use the new exporter and read through the SDK. I am about to launch my new project and its taking all of my time. Hopefully in one week, the new project will be released and I can get back into getting a plane fully finished and running in AF2.

The realism in the sim is far far more then FSX/P3D.

Notes:
* You can use other planes data as templates and animation templates in your own plane and then tune your plane from there to handle as needed.
* They tend to use dials and virtual gauges everywhere but also have digital gauges and one can wire in their gauges into your plane. I have not touched gauge code yet to see how that works.
* When you export your plane, a separate file is generated that has '3' versions of Axis' for each part. You use this sheet to animate your parts. You figure out which of the three axis is the right one to hinge/animate your part from. The axis is the Gizmo (part center) where you have it in Max. (I use Max, they have a Max exporter as an option).

On my Q200 (see photos below) I have most of the parts animations now functioning. The dials in the panel are not as they are XML, not 3D part animated. I need to convert all of that to 'parts' (dials) and also reconfigure the radios to their radios (bring/import those over to my plane) to get the panel fully functioning. I couldnt do that without the exporter.

I have a problem on my Q200 with the forward control surfaces. The wings flext, which is cool, but the control surfaces do not and have this odd, adverse reaction showing you they arent flexing like the wing. I do not know how I will get around that.


I found I could do some experimentation with learning to tune the planes. I created a clone of the 172, renamed it, etc, etc, similar to how you do the FSX planes. I then started working with engine and prop settings, seeing how I could change airspeed and other things.

You can download the special 172 and read through the config sheet on how the parts are animated and called up. Its like hacking code, trying to figure out how this works that, verbages, etc. But you start to figure things out after a while and see how you could do this with your own plane.

The sim looks so amazing...




aerofly_fs_screenshot_05_20160714-155517.jpg


aerofly_fs_screenshot_08_20160714-155538.jpg


jdephmkmbjeekdpa.jpg


woiurnowruvg.JPG
 
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