New Sun for FSX part 2

Posted:
Thu Oct 18, 2007 2:10 am
by NickN
Re: New Sun for FSX part 2

Posted:
Thu Oct 18, 2007 9:12 am
by Ashar
Re: New Sun for FSX part 2

Posted:
Thu Oct 18, 2007 2:34 pm
by firemonte007
will be making this a download when it comes out

Re: New Sun for FSX part 2

Posted:
Thu Oct 18, 2007 2:50 pm
by Sovien
Looks amazing, excellent work! Can't wait to see what you're able to do with the aircraft lights!
Re: New Sun for FSX part 2

Posted:
Thu Oct 18, 2007 4:05 pm
by NickN
Looks amazing, excellent work! Can't wait to see what you're able to do with the aircraft lights!
you are already seeing part of that in the shots above.
How many default aircraft do you run that does not have 'popcorn balls' for nav lights? and how many do you run that have bloomed landing and taxi lights?
more aircraft images here:
http://www.simviation.com/cgi-bin/yabb2 ... 390905/2#2 http://www.simviation.com/cgi-bin/yabb2 ... 390905/2#7
Re: New Sun for FSX part 2

Posted:
Fri Oct 19, 2007 8:08 am
by Sovien
Ah, I see, I misunderstood your post up above: "so expect to see the package in a few weeks once I finish the aircraft lights."
I just didn't pay enough attention to the airplanes in the shots.

Re: New Sun for FSX part 2

Posted:
Fri Oct 19, 2007 1:24 pm
by NickN
Ah, I see, I misunderstood your post up above: "so expect to see the package in a few weeks once I finish the aircraft lights."
I just didn't pay enough attention to the airplanes in the shots.

Well, that means the lights passed one test,.. if you did not notice them then they can not be too overpowering and display correct scale attributes. Its also not easy to transmit what lights look like in a screenshot. There is more to them than the nav and other static illuminations. It is very difficult to catch a strobe or beacon flash in a screen shot and usually those require seeing the full animation in action to appreciate changes to them.