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Re: Building Airfields FSX
Posted: 07 May 2014, 20:31
by TSR2
Cheers Dave, I was having another wood for the trees moment, I forgot about MCX

Re: Building Airfields FSX
Posted: 07 May 2014, 20:49
by TSR2
last one for a few days, Kinetheodolite tower under construction
I'm really enjoying Sketchup now. The railings were hand made in two sections, 1 a metre long and the other 0.5 metres long. Its a bit footery at the small sizes involved in making the tubes for the railings, but you soon get the hang of it.
Re: Building Airfields FSX
Posted: 07 May 2014, 21:16
by DaveG
You're definitely getting the hang of it. Looks great.

Re: Building Airfields FSX
Posted: 07 May 2014, 22:43
by DaveB
I hope the poly count isn't as high as the detail Ben. We'll all have to upgrade!
ATB
Dave

Re: Building Airfields FSX
Posted: 07 May 2014, 23:09
by TSR2

You may have a point there Dave. Push comes to shove I can probably do something similar with textures, but we'll see how it goes. The tower and ramp seem to have little or no hit whatsoever, this is a different ball game though

Re: Building Airfields FSX
Posted: 08 May 2014, 01:38
by TSR2
Really, this is now the last one for a few days (I'm down in Bradford for a few days and the wife will kill me if I don't get to bed

)
I was a bit worried about the poly count, and the compile took a relative age compared to the others. I added an LOD40 model in MCX to see if that would help. I'm not sure if it did or not, but I'm not seeing any difference in frame rates with or without the Kine Towers. I couldn't figure out how to attach the light effect (but to be honest I haven't read the manual yet.) I went into attached objects editor and selected lights, but I've no idea how to work out what the coordinates are, so I've left it for the time being. The size of the buildings should be about right.... I counted the bricks and used the standard UK red brick size

- The North Western Tower

- Control Tower, Ramp and two Kinetheodolite Towers
Re: Building Airfields FSX
Posted: 08 May 2014, 03:38
by Airspeed
Ben's screenies prompted me to share this WIP of my Barra attempt:
I stupidly spent lord knows how long naming every part "Top rail North 1" "Brace South 3,4,5...." But then combined them all into 1 part so they could all be moved as a unit!
Anyway, I recently moved my SDK, and checked all the updates, to try to make the runways landable with the "concrete" parts. Then put it back where it came from, but now FSDS 3.5.1 can't find it

And when I try to change preferences, FSDS crashes
I'm going to try a reinstall.
Re: Building Airfields FSX
Posted: 08 May 2014, 08:05
by TSR2
That looks great Mike. Can MCX not help with the runways? Are you using ADE to build the airport?

Re: Building Airfields FSX
Posted: 09 May 2014, 04:05
by Airspeed
Thanks Ben,
My ADE 1.5 was refusing to launch, so I just tried runway strips of concrete polygons in FSDS 0.5m ASL.
I recently d/l ADE 1.60, and intend to try this soon.
Having experienced the railings and mesh platform around the CT, I'm very impressed with your detail!

Re: Building Airfields FSX
Posted: 10 May 2014, 20:32
by TSR2
Hi Chaps,
Another one of the many interesting bits at RAE Bedford was the Thurleigh Rolling Platform. The platform was designed to simulate a rolling 2700 ton ship and consisted of an 8 x 8m deck mounted on a pivot that could oscillate +- 15 degrees. Simultaneously it could be moved along a track.
Anyway, back to the point in question, (and apologies if I've missed this somewhere in the documentation) but can sketchup models be animated? If I can, I'd like to have a crack at oscillating the deck (although, it might mean that in doing so I couldn't make it landable in MCX which would defeat the purpose.) Any thoughts would be much appreciated.
