FSX after market airplanes

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FSX after market airplanes

Postby RitterKreuz » Sat Feb 10, 2007 2:53 pm

So...


When can we expect to see a lot of high quality aircraft pouring in from developers?  :)

I dont mean FS2004 aircraft modified to work in FSX either... i mean full blown FSX after market aircraft.

we are getting some in at a trickle right now, just curious when it might really start to pick up to several uploads a day.

thx
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Re: FSX after market airplanes

Postby Mobius » Sat Feb 10, 2007 3:48 pm

I've been wondering the same thing...
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Re: FSX after market airplanes

Postby ATI_7500 » Sat Feb 10, 2007 4:49 pm

You guys are funny.


With all the hostility towards FSX, I'm doubting if we're ever gonna have such a diversity of aircraft add-ons that we had in FS9.
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Re: FSX after market airplanes

Postby JonMich » Sat Feb 10, 2007 4:59 pm

I am no expert at building aircraft, but I can say that it will take some time because there are some major changes between the FS9 and FSX. Just trying to figure out the changes can be a headache by itself, trust me ;). One thing that I know is that add-on aircraft will be better than ever with all the options that are now available to us add-on developers.

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Re: FSX after market airplanes

Postby Brett_Henderson » Sat Feb 10, 2007 6:28 pm

I'm working on a Cessna 177RG that I won't even try to compile  until I understand COMPLETELY, all the modeling and texturing differences. I "hope" to make it 100% FSX compatible..
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Re: FSX after market airplanes

Postby Felix/FFDS » Sun Feb 11, 2007 2:32 pm

Brett hit the nail on the head.

While modelling for FS-X brings out a lot of eye candy, and more control over certain animations, it's not as easy as recompiling an existing source fiel with the new tools.

Quick example.  There is no "rudder"  tag anymore.  Before we could simply call a part a "rudder"  and the sim would take care of the aniimation, on the y axis, in the amount specified in the aircraft.cfg file.

NOW, I'd can tag the part "vertical_flapping_thing", but then I have to create the XML coding that calls out that the "vertical_flapping_thing" is associated with the rudder sim variable (actually the rudder percent), and then animate it in gmax or whatever.  THEN  I have to :attach"  the coding to the part.  Of course, I have to texture it, otherwise it won't show up in FS-X.  Naturally, I need a special "FS-X material" to do it, and I need to tell the part so.

That's just for the "rudder" part, without any other fancy animations.

Naturally, after that's done, you can't simply recompile for FS9 either!
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Re: FSX after market airplanes

Postby gilly_is_alive » Sun Feb 11, 2007 3:30 pm

[quote]Brett hit the nail on the head.

While modelling for FS-X brings out a lot of eye candy, and more control over certain animations, it's not as easy as recompiling an existing source fiel with the new tools.

Quick example.
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Re: FSX after market airplanes

Postby BourneID » Sun Feb 11, 2007 6:11 pm

the problem is....  if we want our moneys worth.. or even great quality freeware that uses the most of what FSX has to offer we have to let the developers do their work... and give encouragement... they will get here when they are ready. :)
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Re: FSX after market airplanes

Postby CAFedm » Mon Feb 12, 2007 1:44 pm

Will add to the above...things just aren't done the way they used to be anymore. Anyone doing development work has to relearn a lot of stuff, and this takes time. Patience is a virtue!
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