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P3D v2 Bombardier Challenger 605

Ozzman i have a question. Is this going to be freeware? how are you going to model the flight dynamics? And what program are you using? If you need someone to paint the aircraft id be down for it.

YES, it's going to be FREEWARE. And the answers to your other questions are already in this thread. (Judging by your name, I'm assuming that this is just a troll post.) Please take the time to read before asking obvious questions. ;)
 
YES, it's going to be FREEWARE. And the answers to your other questions are already in this thread. (Judging by your name, I'm assuming that this is just a troll post.) Please take the time to read before asking obvious questions. ;)
I wasnt trying to troll sorry if i came out that was. Ill read up then thanks.
 
Sorry for being judgemental. :p Your name gave me a bad impression. I'm just tired of answering the same questions in this thread all the time.
Its fine that's my fault for having the name and asking stupid questions and i understand cause when i was working on repaints for the A2a 172 people asked the same questions so sorry.
 
cockpit_wire_zps1680f5cc.jpg

Maybe this ought to give a clue toward release...If I remember correctly, I was in this stage precisely 1 year ago. So if I have made 0% progress in a year, then it will never be released! Muahahahaha! :stirthepo

Seriously though, besides the main panel and center console that are being reused from the previous attempt, this so-called "preschooler of a cockpit" was just constructed in the past 2 days. Everything that was wrong with the previous model should be improved in this one, and so far it has been.
 
Cabin looks awesome, and so does cockpit... Can't wait to see the final product! (Take your time though, I know it's done when it is) One quick question- how detailed are you planning on making the avionics- systems, checklists on mfd, custom maps with navigraph, sids&stars navigraph support? Or just basic gps and displays? I would prefer more detail but understand that it is freeware. Either way, it is going to be AWESOME!
 
Maybe one day you could also do the original CL600 with an analogue cockpit. That would be amazing.
 
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Cabin looks awesome, and so does cockpit... Can't wait to see the final product! (Take your time though, I know it's done when it is) One quick question- how detailed are you planning on making the avionics- systems, checklists on mfd, custom maps with navigraph, sids&stars navigraph support? Or just basic gps and displays? I would prefer more detail but understand that it is freeware. Either way, it is going to be AWESOME!

The systems are going to be as advanced as I can make them, but keep in mind that this will be my first time programming anything, so that really isn't saying much as of now. But believe me, I will try my best to model these systems better than the default planes. It will just take some time. If I can get a coder who is willing to waste some time developing freeware, then an FMC is a possibility.

Maybe one day you could also do the original CL600 with an analogue cockpit. That would be amazing.

Thought about it...Right now I am regretting my original plan of simulating the 604 and 601 just by the sheer amount of work required. I agree, the steam gauges are awfully cool in "older" jets. :cool: From what I've gathered, the 601 had the same cockpit as the original CL600, and has a plethora of digital configurations as well.

So one day releasing the older variants is not totally out of the question. It just comes down to whether or not I feel like doing it after this project is finished.

Speaking of the current project, here is a progress update: The interior and exterior are both at roughly the same stage of completion. Modeling is probably around 75% done, leaving the landing gear, crew seats, yokes, and other finicky little parts all over the plane to finish. I tried my best to get comprehensive shots of the interior, albeit the small scale makes it really tough to avoid mesh disappearing when zooming in, especially with a wide FOV.

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Lavatory still needs some work...

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I've actually been learning a bit of XML myself lately, mostly for a home cockpit project I've been working on, but I can tell you that it's not quite as hard as you think to simulate systems well, even some non-default ones. For example, I figured out a way to make a correct APU (Although I haven't tried it yet), and the way it works is surprisingly simple.

However, an FMC is another story. Making an FMC is not an easy task at all. What I would do is focus on Challenger-unique systems and leave a spot in the VC for someone to insert a third party FMC, like the ISG GNS-XLS.
 
You'll be using Cameras for these shots? Adjust near and far clipping for each camera object to show or hide geometry to taste.
 
In case anyone is wondering, this model is still chugging along...Slowly, but surely. The polygon count is approaching 150,000 at this point, and there are still some very detailed parts that need to be crafted. So why am I letting it go this high, even after optimizing my previous model by almost 100%? Because LOGIC, that's why! :p

But really, a model around 180-200,000 polys shouldn't kill a decent computer at this day in age. If it's efficiently texture-mapped and the systems don't strangle the CPU like, *cough* the NGX *cough*, then flying it should still be a smooth experience.

No screenshots right now...sorry. School is really bogging me down lately, so I've been poking around for maybe 30 minutes at a time, building things like landing gear and other little mechanical parts. I hope to get some more free time soon. With free time comes screenshots. :stirthepo
 
As far as I know, systems coding shouldn't slow down the sim. So feel free to put as much detail into the systems as you want.
 
In case anyone is wondering, this model is still chugging along...Slowly, but surely. The polygon count is approaching 150,000 at this point, and there are still some very detailed parts that need to be crafted. So why am I letting it go this high, even after optimizing my previous model by almost 100%? Because LOGIC, that's why! :p

Hey Ozzy,
Nice to hear that this project is well alive. :) A poly count of 200k shouldn't be that much of a hassle for an up-to-date system, and your aircraft could make some people update their system then :rolleyes:

Anyway, keep up the good work!:D
Cheers
 
As far as I know, systems coding shouldn't slow down the sim. So feel free to put as much detail into the systems as you want.

Poor coding design can bring the sim to its knees: you'll find discussion of this here with a little searching.
 
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