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FS2004 aircraft mdl export

I was also able to convert a DC-3 model (called Awesome) that had been converted from the FS9 DC-3 in GMAX and compiled as an FSX model.

I've tried several more of my FS9 to FSX conversions using MCX and they all have an Exception. So it appears that the only crashes I get are aircraft that I have already converted to FSX from FS9 models using previous versions of MCX. Probably not too important.

The converted DC-3 model does have the same problem with the prop rotation animations, but not with the still props in the interior model. Only the blurred and slow props in both exterior and interior models.
 
One more issue seen - the converted FS9 Electra does not have landing light splashes visible in the VC. They are visible in 2D panel and Spot views.
 
Hi Tom,

Really weird, I see none of your error reports in my bugtracker. While I got a couple of reports from other users today, so I don't doubt that the error reporting is working.

I'll do some more testing to see if I can reproduce the error. There must be something in the recent changes I made that trigger the exception in some cases.
I was able to convert the FSX Cessna 172 to FS9 just fine. It looks OK when loaded into MCX, except in the exterior model the slow and blurred props rotate around the vertical axis instead of the one facing forward. In the interior model the same is true for the slow and blurred props, and also the still prop rotates in both axes.
OK, I will check those props.
As for the c_wheel error during an FS9 to FS9 conversion, perhaps you also store that in FSX format, and thus the same error occurs. The incorrect animations looked the same for conversions to FSX and to FS9.
I think indeed that on export to FS2004 the FSX definition from the modeldef.xml file is used. That is probably why it does not work right in FS2004. I hope to find time to look into this issue soon (depending on how many others issues got reported and ask some attention :D)
 
One more issue seen - the converted FS9 Electra does not have landing light splashes visible in the VC. They are visible in 2D panel and Spot views.
At the moment I don't think the lights are exported to the interior model, they are only written in the highest LOD of the exerior model. That might not be correct.
 
I think I have found the exception now, there was indeed a mistake in my code. I'll try to push a new development release at the end of my afternoon.

It will also include the other fixes I made today (the missing tooltip text and a fix for the reversed water rudder animation).
 
Hi Tom,

I did take a good look at the c_wheel animation now and I see what you mean. In FS2004 the animation rotates 360 degrees between frame 100 and 200. While in FSX the animation rotates 360 degrees between frame 0 and 200. I see two ways to work around this:
  • On import from FS2004 convert the animation so that it runs between 0 and 200, instead of between 100 and 200. That way it works fine with the default FSX definition. On export a reverse adjustment would have to be made.
  • Let MCX add the custom definition that you posted before for FS2004 aircraft in FSX. That way the animation should work correctly in FSX. And if the default FSX definition is used in FS2004 I guess it should also work.
I guess the second option might be simpler. But would be happy to hear your thoughts as well.
 
A new development release is on the way, it should be online in about 30 minutes from now. It has the fixes I mentioned in post #285.
 
Downloading now - it takes 10 minutes so it will be a little bit.

The FSX version of my DC-6B does not have lights in the VC model, so FSX appears to use the ones in the Exterior model. But the FS9 version does have landing lights in both the exterior and interior models, so I assume that is required in FS9. BTW, this is also apparently true for taxi lights (i.e. landing lights with a different visibility condition).
 
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The problem with the second approach to c_wheel is that it will always be using a custom animation for the later sims, and thus may be more confusing to the user of MCX. The first approach converts it to the standard animation tag, which keeps things simple to understand. Harder for you, simpler for the user. But it's up to you, either approach should work.
 
That is concerning that you got none of my reports. I must have sent six today.
 
Test 1: FSX DC-6B to FS9
No Exception - good.
The custom tooltips are now present in the VC - good.
Water rudder animation is now correct - good.
Prop pitch animation is correct - good.
The nose wheel does not rotate (c_tire).
The nose gear rotates twice as far as it should (c_wheel).

Here is an example of the path in the title bar not updating properly. The model displayed is the FS9 model with regular prop hubs in the model.fs9 folder, while the title bar says it's the model with large spinners in the model.spinner folder. The model.spinner folder was the previous folder, and it did not change when I changed the model with the green arrow. In this case it happened while I was pressing the right arrow, which I had not seen before.

mcx_wrong_path.jpg


Test 2: FSX Electra to FS9
In the VC the Prop Feather buttons for engines 3 and 4 have no mouse rectangles.
This aircraft uses the rudder for nose gear steering and thus this steering is limited to the amount of rudder travel in the aircraft.cfg file. Minor issue.

BTW, I think that the removal of the 100 extra triangles was *not* the reason why the Electra started loading OK into FS9. It looks like the first load of the day has to be with a different plane, then you can switch to the Electra and it's OK, even with those extra parts. There have been FS9 aircraft like this in the past - you always had to load a simpler aircraft first. I don't know if that 's a bug in FS9's memory handling, but it has been true for other planes. I don't yet know if I can go right up to the part limit allowed by MakeMDL, but I will eventually check that.

Test 3: FS9 Electra to FS9 again
The engine #1 prop blades wobble instead of rotate (not prop pitch, normal prop rotation)

Test 4: FS9 DC-6B to FS9 again
The c_wheel animation is incorrect; the c_tire animation rotates OK.
Water rudder animation is correct.
VC tooltips are OK.

Hope this helps,
 
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It would be nice if the Hierarchy Editor retained the setting of the Representation check box each time you open the editor. :)
 
The FSX version of my DC-6B does not have lights in the VC model, so FSX appears to use the ones in the Exterior model. But the FS9 version does have landing lights in both the exterior and interior models, so I assume that is required in FS9. BTW, this is also apparently true for taxi lights (i.e. landing lights with a different visibility condition).
OK. I'll check.
The problem with the second approach to c_wheel is that it will always be using a custom animation for the later sims, and thus may be more confusing to the user of MCX. The first approach converts it to the standard animation tag, which keeps things simple to understand. Harder for you, simpler for the user. But it's up to you, either approach should work.
If you do a conversion from a FSX plane (with the FSX way of c_wheel) to FS2004 now in MCX, does the nose gear animation work correctly then? If that is the case I guess it is safe to always use the FSX definition and indeed "correct" the different FS2004 animations on import.
That is concerning that you got none of my reports. I must have sent six today.
None at all, but I got 2 or 3 in the last day from other users.
Test 1: FSX DC-6B to FS9
The nose wheel does not rotate (c_tire).
The nose gear rotates twice as far as it should (c_wheel).
Let me check the c_tire animation once more. As for the c_wheel, we are disucssing the solution for that one already.
Here is an example of the path in the title bar not updating properly. The model displayed is the FS9 model with regular prop hubs in the model.fs9 folder, while the title bar says it's the model with large spinners in the model.spinner folder. The model.spinner folder was the previous folder, and it did not change when I changed the model with the green arrow. In this case it happened while I was pressing the right arrow, which I had not seen before.
OK, I tried to reproduce it here but did not yet succeed. Can you share your aircraft.cfg file for testing? I downloaded the DC-6 base package for FS2004 and FSX and although I have the different model folders in there, the aircraft.cfg only contains one version.
Test 2: FSX Electra to FS9
In the VC the Prop Feather buttons for engines 3 and 4 have no mouse rectangles.
OK, let me check.
This aircraft uses the rudder for nose gear steering and thus this steering is limited to the amount of rudder travel in the aircraft.cfg file. Minor issue.
That is probably not something MCX can fix, that sounds like a "by design" limitation.
FS9 Electra to FS9 again
The engine #1 prop blades wobble instead of rotate (not prop pitch, normal prop rotation)
OK, I'll check.
FS9 DC-6B to FS9 again
The c_wheel animation is incorrect; the c_tire animation rotates OK.
It will take the FSX c_wheel definition indeed in that case, while the keys are still for the FS2004 definition. So that makes sense.
It would be nice if the Hierarchy Editor retained the setting of the Representation check box each time you open the editor. :)
I can make it on by default, probably makes more sense.
Another user suggested yesterday to have the active representation in the preview for all editors as well, that approach might also make sense.
 
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I found why the FSX DC-6 c_tire did not work. it was read as tire_anim animation. I have added that one to the animation_mapping.ini file now.

I have worked out how to handle the c_wheel animation I think, but got in some math issues with the quaternions to find the right rotation axis. Hopefully I can figure that our soon :)
 
If you do a conversion from a FSX plane (with the FSX way of c_wheel) to FS2004 now in MCX, does the nose gear animation work correctly then? If that is the case I guess it is safe to always use the FSX definition and indeed "correct" the different FS2004 animations on import.
I took the FSX C172 I converted to FS9 last time and put it into FS9 in place of the default FS9 model. The nose wheel steering is correct in FS9.
OK, I tried to reproduce it here but did not yet succeed. Can you share your aircraft.cfg file for testing? I downloaded the DC-6 base package for FS2004 and FSX and although I have the different model folders in there, the aircraft.cfg only contains one version.
CFG file and extra model folders sent. BTW, in the case I give above, when I use Export Object the MCX File Save As box opens in the incorrect model.spinner folder. It might be that I am clicking the green arrows too quickly - before MCX updates the path in the title bar (from the last click). Perhaps in that case the change does not register? It seems it may be more reliable if I wait for the change first.
That is probably not something MCX can fix, that sounds like a "by design" limitation.
The only way to fix that would be to change the way the FS9 control deflections are determined. Instead of using the aircraft.cfg file for that, MCX would need to keep the current FSX keyframed values.
I can make it on by default, probably makes more sense.
Another user suggested yesterday to have the active representation in the preview for all editors as well, that approach might also make sense.
I agree, those make the most sense to me.
 
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CFG file and extra model folders sent. BTW, in the case I give above, when I use Export Object the MCX File Save As box opens in the incorrect model.spinner folder. It might be that I am clicking the green arrows too quickly - before MCX updates the path in the title bar (from the last click). Perhaps in that case the change does not register? It seems it may be more reliable if I wait for the change first.
Thanks, I'll check. Even if you click fast I would still expect the last object information to be shown.
The only way to fix that would be to change the way the FS9 control deflections are determined. Instead of using the aircraft.cfg file for that, MCX would need to keep the current FSX keyframed values.
I'm not sure if that works in all cases. I tried to ignore the automatic animations initially and always use key frames, but that didn't work for many of those. Maybe for the rudder it would do.
I agree, those make the most sense to me.
I'll guess I'll do checkbox enabled by default as a quick fix, until I can modify the different editors to use the active representation.
 
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Test 2: FSX Electra to FS9 (continued)
BTW, in the original FSX model the tooltips for the prop feather buttons is Propeller 1 Control (100%) for engine #1, for example. In the FS9 model the tooltips for engines 1 and 2 is Prop 1 Feather Switch (off) for engine #1, for example.

Test 5: FS9 DC-6B to FSX
Exterior model's animated parts are collapsed, so no further testing possible.
Interior model seems OK, including VC tooltips and mouse rectangles. Even the "outside" parts like props are fine.

Test 6: FS9 DC-6 to FSX
Exterior and interior models appear and animate fine, including VC tooltips and mouse rectangles.
The night lights are too bright, using the FS9 textures. Editing the relevant materials in the Material Editor before conversion to MultiplyBlendUserControlled makes the lights the correct intensity in both the exterior model and the VC gauges, at the cost of some odd artifacts at Dusk and Dawn. Best one can do. You can leave them as Additive if you wish, since when the night textures are edited this yields superior results. The user can decide what they want to do.

As I said the control deflection issue is rather minor - the default FSX Cessna 172's nose wheel barely turns at all and I've never heard a complaint. Taxiing using spot view from a position where the nose wheel would be visible is rather rare in my flying experience. If you use spot view you taxi from directly behind the plane, where the nose wheel is hidden. And most planes I fly use c_wheel instead of the rudder anyway. :)
 
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I have moved the posts about the download speed to a separate thread, to not get this FS2004 conversion thread off topic.

 
OK, I have implemented the nose gear animation mapping from FS2004 to FSX style now as well. Let me see if I can fix some of the other issues reported and then I'll push a new development release.
 
Hi Tom,

Maybe a stupid question, but I am trying to look at those missing prop feather mouse rectangles when converting the Electra to FS2004. But which button in the cockpit is that so I can check what happens to them?
 
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