Paul Domingue
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Clarence looks a bit terrified, I don't blame him. 

Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
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And now a dreaded question: what is the ACTUAL poly limit for FSX when exporting from 3DS Max? I thought I read 65k somewhere, and that seems extremely low considering that it was that way with FS8 . . . and I am approaching 65k without any LODs or the proper propeller work. Is this something I should be worried about? If so, this project might be in trouble . . .







This is very basic stuff so I'm a little confused about what you mean. Could you post a picture of your Max viewport with a cylinder, with select and rotate activated and a description of the problem?Well, you're not wrong . . . but I'm very familiar with the rotational tools. Normally when I rotate something and I have aligned its axis to something other than the world axis, the something will spin in the fashion I'm wanting. However, after many tries and constant bickering with my computer I have been unable to get a straight cylinder to pivot on its longitudinal axis. It's confounding me, and that is the least of my worldly problems regarding this little mess I started.




Well, actually, I didn't fix it. But I fudged a bit and now it works correctly, although I had to expend some extra polys in the process.
I have a new question!
I'm trying to model a stick shroud (the small rubber or leather cover at the very bottom) and I'm wondering how the pros would go about it. I've been experimenting with Max modifiers and I got a mesh that I really like, but I'm stuck at figuring out how to animate it. I don't want it to just rotate with the stick: I would like it to bend and move like the real thing if at all possible. Are there any tips or suggestions (or maybe even a tutorial!) that would be of use?



Are you modelling in Max or gMax? If Max, depending on which version, you should use the P3D SDK. For later versions, ie 2015, you will need both v1.4 and v2.5 of the P3D SDK. For earlier versions just v1.4 will do. You will be able to install the Aces Tools and export for FSX with this setup as well as P3D if you so wish. You don't need P3D to do this and the SDKs are free to download.As I am approaching the point where I want to start converting, I have to set up the SDKs. I've read and understand the SDK notes listed on the forum here and I'm fairly sure I can do it right. However, I'm wondering which SDK version I want. Are aircraft created with the FSX-A SDK able to function on systems that only have the standard retail version?
EDIT: I installed them as per the instructions (FSX Disk 1 SDK, FSX-A Disk SDK SP1, FSX-A Disk SDK SP2/XPack) and I already have Gmax installed. I open up an MD-83 I acquired from Free Flight Design and get this error:
View attachment 25500 .
I'm guessing this means I did something wrong in the installation? Or did I just not place something in the modules folder that I should have?