• 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.
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    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.

FSX Working On Jodel D112.D (FreeWare) Using Blender 2.70

Hi Everyone!

Here is a picture of the Jodel D-112 in FSX.

I have applied simple materials too the plane for test in FSX.

Thanks, Krispy1001:)

jodelD112FSX.png
 
Nice Kris! ;) It looks quite good to me!

There are some smoothing issues (well, not really issues) with the ailerons. Play with some Edge Splitting to get a nice result.

You have animations already, and glass?
 
Hi krispy1001,

Congratulations on the first public flight of your Jodel D-112!:D It's always a little thrilling when you fire up the sim and see your work in there for the first time.
I think she (it's a she, isn't it) looks quite good too. Rudder needs some edge split. And give her some glass windows already, it's kinda chilly in there!:duck:

Take care:)
 
Hi Mr. DutcheeseBlend, Capt_X, And Steffsim!

Thanks Guys!

Mr. DutcheeseBlend too answer your question; do I have animations, and glass?
I have the glass, I just do not have it textured yet so I did not export it with my model for FSX. I have not set up my animations yet because, I am trying to find out how too animate the control cables from the rudder too the back landing gear. I am having difficulty because I need the cable to be parented too two objects and follow a path. Any suggestions?

Mr. Capt_x, DutcheeseBlend, Yes I have a smoothing issue with my rudder. I have used edge split on it and, it has not made a difference. I am going to re-make the rudder. The smoothing issues on the ailerons has been fixed.

Thank you guys very much for all your help!

Your Friend, Kris:)
 
Hi Everyone!

Here is a picture for the rudder cables, and beginning of the VC. I still have a lot too do.

Thanks, Krispy1001:)

jodelD112FSX2.png


jodelD112FSX3.png
 
It is looking good mate! But: you aren't using 3D gauges? Not difficult to create, believe me ;) I'm willing to help if needed.
 
Hi Mr. DutcheeseBlend!

I did not know that there was 3D gauges. I am very interested in learning about 3D gauges.

Thank you Mr. Daan!

Krispy1001:)
 
Hi Kris,

I'll explain a 3D airspeed gauge, so you have a base for further development.

Find your modeldef.xml. It is located: C:\Program Files (x86)\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Modeling SDK\bin

Create a new animation by copying one of the upper lines, changing to this for example:

Code:
<Animation name="IAS_Kollsman157-010" guid="8B6EDA50-CC79-4436-B539-0134B4FFA9D4" type="Sim" typeParam="AutoPlay" length="80" typeParam2="IAS_Kollsman157-010" />

In fact, you need to change the Animation name, guid (via GuidGen), length and typeParam2. Use my example above.

Now scroll all the way down. All the way. You'll find blocks of code there, according the following example.

Code:
<PartInfo>
<Name>IAS_Kollsman157-010</Name>
<AnimLength>80</AnimLength>
<Animation>
    <Parameter>
      <Code>
        (A:AIRSPEED INDICATED,kilometers/hour) 0.1 *
      </Code>
    </Parameter>
  </Animation>
</PartInfo>

Use the Name you defined as 'Animation name'.
Use the AnimLength you stated in 'length'.

In the Code section, remember that this is a kind of formula. It is the Formula of Keyframes :D It works as follows:

keyframe = variable*scale + bias

So my example says that, at 100 km/hm the needle is at keyframe:

100 * 0.1 + 0 =10

In Blender, create a needle and a gaugeface (you can just use texture, no difficult $maps to place a gauge on a face). Animate the needle from 0 to the upper speed limit on your gauge. The length should be the same as the length you defined in modeldef.xml.

Now initialize the toolset and you'll find you own animation in the FSX Animation Tool :D tag the needle and try it out!
 
Cool! Thank you very much Mr. Daan!!!!

I will start working on that.

Thank you, Thank you, Thank you!!!!!!!!!!!

Your Friend Kris:):D
 
Hi Mr. Daan!

Question: If a custom animation is use for an aircraft; then that makes it required that everyone that wants too download my aircraft too have to past the custom animation code into modeldef.xml file. Would that not make it harder for an person to use my aircraft? Because if they did not past it correctly my gauges would not work.

How do you provide the animation code with an aircraft without making a person have to mess with their modeldef file?

Thanks, Krispy1001:)
 
Hi Kris,

I don't mean to interfere with Dutcheeseblend, but I'll answer anyway :duck: The user doesn't need and often times doesn't have the modeldef.xml on his computer (most people don't have the SDK anyway). So no, people won't need to download your specific modeldef.xml file. It's only needed during development...

Cheers:)
 
Thanks Dutcheeseblend!

It is working fine. Today I did my first 2D gauge, but did not like the result.
Now in 3D it is looking fine. Thx a lot for the tutorial!
 
Hi Mr. Capt_X!

Thank you very much! I was wondering, why someone would want too use a custom animation; if it forces anyone using your aircraft to have to mess with their modeldef file.

Thank you very much!!!!!!:D

Your friend Kris:)
 
You're welcome guys! In fact, at least it is the way I interpret this, the piece of modeldef.xml is taken along in the .mdl. So nobody needs this .xml file except the developer.
 
You have got it into the sim! That is huge as many never get past showing renders from the modeling platform. One thing I wonder about...on your gauges what did you use for the diameter? Compared to the ignition switch something seems off. Minor point as I really like seeing a pic from the sim as opposed to lots of renders from a given design program. :)
 
Thanks Mr. N2056!

And yes, you are correct! I need to go back and size them too scale.

Thank you, Krispy1001:)
 
For the large gauges the hole should be 3-1/8" diameter, smaller ones 2-1/4" diameter. There are other sizes out there but these are the common ones.
 
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