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FSX New VC for freeware Saab 340

As the old saying goes: "Nothing gets done when there's more than one engineer in the room."

Same for two coders and a cockpit. :D
 
Vertex pushing is almost over. (Yay!) Now the fun part of coding the systems can begin.

Except for the gauges and some smaller pieces the textures haven't been touched yet, so don't focus on them, please.



This project taught me that, at least for me, texturing is the most horrible thing about developing addons! Chapeau to all who master this.
 
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I can't see the images for some reason =/ There is just a small icon there, perhaps a permission setting if you host them on Google?

Anyhow, I'm glad that you stopped the progress. I know how it can be running multiple projects and keep track of life at the same time. I used to do a lot of textures for various Half-Life mods and maps in the past but that is almost 15 years ago now and I have no experience of FSX texturing whatsoever so I'm afraid that I can't help you with the texturing even if I would like to do so.
 
I changed my image hoster, hopefully you can see them now.

Thank you, Daniel. I started a clean mapping of the mesh yesterday and will try myself at the textures. When it goes as expected and I fail, I will ask our texture gurus for some help :D
 
I changed my image hoster, hopefully you can see them now.

Thank you, Daniel. I started a clean mapping of the mesh yesterday and will try myself at the textures. When it goes as expected and I fail, I will ask our texture gurus for some help :D
Much better. Looking good!

Have you seen this tool? http://quixel.se/ddo
I know that a lot of my friends that are in the game dev industry use it for texturing. There is a legacy version that is free to use. Perhaps that can help you. It seems to speed up the texturing work a lot.
 
Man, that Speeder demo looked incredible. Anyway, I'm one of the Gimp folks, no PS, and I guess you would still need some experience and skill to really use this tool - none of which I have :rolleyes:
I yet have to figure out AO baking in Blender, this should give it quite a realistic feel already. At least get away from this cartoony textures...
 
I used to do a lot of textures for various Half-Life mods and maps in the past but that is almost 15 years ago now and I have no experience of FSX texturing whatsoever so I'm afraid that I can't help you with the texturing even if I would like to do so.

Textures are textures, regardless of rendering engine used. You always put color, structure and shading on UV maps and export it into a valifd format for the game engine.
The only thing you need to remember for FSX is the valid formats, which are basically: 32bit or DXT1 or DXT3 or DXT5 bmp or dds. That's it.

So if you really like the plane and have some texturing experience, by all means, get in touch with Steven and help out. The more specialized hands, the merrier!
 
it's a pity not exist a tutorial like " How to texture a virtual cockpit, tips and tricks". just one can take some reference here and there, and not flight simulator related.
 
Just a small heads up:

I'm happy to announce that @MatthiasKNU is aboard the project and he's doing an awesome job enhancing the textures!

The Overhead panel is almost finished, I guess he will post some pics soon ;)

Things slowed down a bit on my side as I'm right in the exams week, but I am really keen on getting into the XML madness.

Stay tuned!
 
Thank you!

Exact, I am creating the textures for the new VC...
Like Steven already mentioned the overhead panel is nearly complete, but take a look...
ohnetitell3ury.jpg


ohnetitel2fbu7p.jpg
 
Lovely! I must ask though, what is "AUTO COARSEN" on the PROPELLER sub-panel?
 
The AUTO COARSEN system basically just feathers the prop when an engine fails. There is a heck of a lot of conditions and states that must be met, but in general it's just a feathering system.

I guess the name comes from the fact, that it not only feathers the prop, but also unfeathers it automatically if the engine comes back to live...
 
Thanks. I've not run across that term before and just wanted to verify that it wasn't a typo. The Good Lord knows I've made more than a few of those over the decades... :rotfl:

It actually is sensible, since "Fine" and "Coarse" are used to identify the extremes of prop pitch. I would think though that "Auto Finen" would not have been a good choice for that switch... :confused:

I would likely have named it "Auto Pitch" myself, but then I'm not Swedish! :D

https://sites.google.com/site/sf340com/propeller
The autocoarsen system is an automatic drag reduction system that is normally armed during takeoff and landing. The autocoarsen system is supplied from the Left Essential Bus and controlled by the AUTO COARSEN switch located on the PROPELLER panel. The system monitors various engine parameters in order to detect an engine failure. Depending on engine power, the system is armed in either a high or low power mode. The current mode is identified by illumination of the green AUTOCOARS HIGH or AUTOCOARS LOW light on the flight status panel. Autocoarsening is activated when any two of the monitored parameters for the existing mode decrease below established thresholds. When activated, full propeller feathering is accomplished automatically.
 
I would likely have named it "Auto Pitch" myself, but then I'm not Swedish! :D

True that, Bill!
Frankly, I'm glad this is one of the fewer unusual terms in that cockpit. Buying a Saab-English | English-Saab dictionary to study their systems wasn't planned for that project. :D
 
Beautiful!
So, how complex are the systems on this aircraft? I can't say I've ever flown this freeware before.
 
Brett's original model is about as complex as a default aircraft and this one...well, the sky's* the limit.



(*Motivation, actually.)
 
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