VC possible without FSDS?

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VC possible without FSDS?

Postby JABO-DEV » Thu Nov 10, 2005 2:07 pm

 Is it possible ( or advisable) to make a full virtual cockpit using GMAX alone? Every tutorial I've found is for FSDS and I didn't know if this was the reason I can't project the gauges in my VC's. thanks
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Re: VC possible without FSDS?

Postby Felix/FFDS » Thu Nov 10, 2005 4:06 pm

??  Actually, most tutorials I've seen are for gWax....


In each case, however, the principle is the SAME.  The MAIN DIFFERENCE between FSDS and gwax is that in gWax, you link ALL your VC parts to a small cube, properly oriented and placed at the mode'l's 0,0,0 point, AND named "interior".

Similarly, for the exterior parts, all are linked to the dummy "exterior".

Just in case, check the tutorials section at the FFDS libraries for Bill Laeming's tutorial.
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Re: VC possible without FSDS?

Postby Katahu » Thu Nov 10, 2005 6:12 pm

Some advice:

Some Gmax tutorials tell you to make two seperate "Grouped" models [one exterior and the other interior]. This method is much simpler and easier to understand [well, to me that is - it might work for you].

I suggest learning and using the group-method of the export process before you go into the more in-depth link-method of the process.

As the saying goes: learn to crawl before you walk.
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Re: VC possible without FSDS?

Postby JABO-DEV » Fri Nov 11, 2005 5:18 pm

Thanks guys that's good news,
      now to figure out where I've gone wrong
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Re: VC possible without FSDS?

Postby Felix/FFDS » Fri Nov 11, 2005 8:02 pm

[quote]Thanks guys that's good news,
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Re: VC possible without FSDS?

Postby Travis » Sat Nov 12, 2005 5:15 pm

[quote]


Ooo Ooo I know the answer!
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Re: VC possible without FSDS?

Postby Gnome » Sat Nov 12, 2005 6:15 pm

Well, yeah, why would anyone want to use GMAX?
I mean, who wants glass-smooth curves, razor sharp trailing edges and framerate-friendly aircraft?  ;-)

I use the second method too.  Group the entire model, call it exterior, clone it, call the clone interior (ungroup the interior model and rename all the important bits so that they still work i.e. wheels, props, control surfaces etc. then re-group it and rename).  Just remember to move the pivot points back to 0.0.0 as grouping will mess this up.


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