• 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.

FSXA Airbus A350 XWB

Finally, I'm glad to see such an amazing work on the A350!
I'm really looking forward to it.

If you think you ever need beta-testers, please count me in.
I've also been in Airbus X Extended betas.

Thanks JPetross! :)

I will concider that, however there are two problems I'm facing. One is that I'm not a big company like Aerosoft, I don't produce all kinds of products internally aswell as externally... That means I don't know how big or how long the Beta will be, so I don't know how many people to invite. May I ask how many people participated in the Airbus X Extenended Beta?
Secondly I already have some ideas as the who I'll invite to the Beta (not all have been notified yet) So I might have some space left (not knowing how much because of issue one) but I can't promise anything...

ADD: also I think the Beta will be held pritty small if I go for freeware, still undecided though.... And those who I have sort of chosen to be in the Beta and have not been invited yet, that's because I don't want to rush it... Beta is still a long way ;)
 
Last edited:
Hey F747fly,

I've been participating in quite a few betas lately, however I assume that they consisted of more or less 10 people, including you the developer.
Payware or freeware, a beta is needed for sure if you want to eliminate possible issues that may have not caught your attention so far.

Have good luck in your project in any case!

Peter
 
@JPetroSS I see, I took a look at the airbus X extended and it seems there where at most 20 people testing it. I'll probably go for 9 then. Atleast that's then over with...
 
Last edited:
Okay, thank you people! Singning up for Beta has now been closed, sorry for those who still wanted to participate.... I'm at this moment not certain when Beta testing will start but when it starts the beta testers will be notified.
 
So I made the first animation:

Untitled-3_zpsnidjs3gj.gif

I don't know how this exactly works with a GIF, since it only plays once you might have to open in a new tab to view the animation. I didn't want to post a continious animation here because I think that will become annoying ;)
 
Yep ;) Struts are too 'round'. 18 vertices should be enough for one circle there. Actuators could do the job with 8, 6 or 5 verts a circle.
 
Yep ;) Struts are too 'round'. 18 vertices should be enough for one circle there. Actuators could do the job with 8, 6 or 5 verts a circle.

Oke, so what would you recommend: start over or try something to get rid of some edges?
 
Better get rid of them. Depends on the number of verts per circle on this moment. For example:

Say you have now 36 verts per circle, and you want 18.
Select every odd or even vertec (so in one circle eventually 18).
Rotate these from top view 10 degrees.
Select the entire strut.
Press W, click Remove doubles. You now halved the number of vertices without any harm to the end-user.

Edit: of course there are various methods of doing this. Just experiment ;)
 
Better get rid of them. Depends on the number of verts per circle on this moment. For example:

Say you have now 36 verts per circle, and you want 18.
Select every odd or even vertec (so in one circle eventually 18).
Rotate these from top view 10 degrees.
Select the entire strut.
Press W, click Remove doubles. You now halved the number of vertices without any harm to the end-user.

Edit: of course there are various methods of doing this. Just experiment ;)


Thanks I'll try that! :) I guess this is the problem with modeling "every now and then" you forget that the deault cylinder has 32 verts (and that's too many)... Now what if it doesn't work, do I then have to start modeling it again? or just the strut perhaps?
 
Last edited:
The structure is beautiful from a mechanical standpoint. Dutch is right about the large amount of vertices they can cause problems. In FSX you can run into the 65k limit on draw calls. If you were making the model for P3D v2 then you can exceed the 65k limit.
 
The structure is beautiful from a mechanical standpoint.

Thanks! Now I tried exporting it to FSX, no problem (one material) now I understand it can cause problems but apperently it hasn't crossed the 64K maker yet, and it is basically done now (the gear I mean).... So the only thing I can see that would be a big issue with it would be FPS.... (?)
 
The draw calls limit has a cumulative effect. If the number of objects applied to a single texture sheet comes close to the 65k limit on just the diffuse then when you add the specular it doubles, add bump, it triples. I learned this the hard way.
 
Do it as detailed as it get while looking on the fps ;)

Verry good idea indeed!

The draw calls limit has a cumulative effect. If the number of objects applied to a single texture sheet comes close to the 65k limit on just the diffuse then when you add the specular it doubles, add bump, it triples. I learned this the hard way.

Let me see howmany it really is in total...

EDIT: So I checked and the entire langing gear as shown above, including wheels and chocks but exluding the wires (witch are on the redo list) is just unbeneeth the 8K verts... I think I can be quite happy with that... ;)
 
Last edited:
Am I overdoing it with this landing gear?

22_zps77qe46gr.png


23_zps1qlph8bm.png


24_zpsrx4vtxgj.png

from this landing gear. i can't count how many polygon in there?
if part of landing gear not noticeable maybe you should create it in simple and use texture for detail job.
reduce polygon = more FPS
 
Back
Top