Adding Aircraft to FSX

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TSR2
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Adding Aircraft to FSX

Post by TSR2 »

I've just copied all of my aircraft from FS9 into FSX, and I'm happy to report most work fine. I do get issues with smoke / vapour effects being in the wrong place. And of course any gauges that hark back to FS98 won't work (it would surprise you how many there are)

I remember someone (I think it was Peter) explaining how to correct this, but I can't find his post.

If anyone finds FSX funnies, it might be an idea to post them here and share solutions with everyone.

Cheers :smile:
Ben.:tunes:

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Garry Russell
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Post by Garry Russell »

Hi Ben

Have you got glass in the windows and can you start them other than Ctrl.E for such types that will start with that command.

Garry
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"In the world of virtual reality things are not always what they seem."

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TSR2
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Post by TSR2 »

The Trident, VC10 and 1-11 seem to start OK, and apear to have glass in the windows. The JP started OK too, but the glas is strange, its transparent looking through one side, but you can't look right through the canopy, its very dark, almost black.

They all seem to fly OK as AI, (Viscount, Vanguard, Herald, Meteor, JP, Hunter, 1-11, Comet, Trident, VC10) But I know thats not a test.
Ben.:tunes:

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Gypsy Baron
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Post by Gypsy Baron »

Ben Watson wrote:The Trident, VC10 and 1-11 seem to start OK, and apear to have glass in the windows. The JP started OK too, but the glas is strange, its transparent looking through one side, but you can't look right through the canopy, its very dark, almost black.

They all seem to fly OK as AI, (Viscount, Vanguard, Herald, Meteor, JP, Hunter, 1-11, Comet, Trident, VC10) But I know thats not a test.
Check your fuel quantity gauges on the Trident.
Looking at mine here it appears I had to change the gauge code slightly
because of the way FSX needs the weight speification to be stated.

I know FSX won't accept "pounds per gallon" any longer but does
accept "pounds". I think I found a similar type of thing happening
with the Trident gauges. ( "weight per gallon, kilograms" in fSX )

Paul

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MALTBY D
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Post by MALTBY D »

The Trident, VC10 and 1-11 seem to start OK, and apear to have glass in the windows.
Say what?! :shock:
The only one with glass up front should be the latest Super VC10.
I thought the cockpit was open to the elements & they wouldn't start properly either.
Have you found a way around it?

Yes, my fuel gauges used a kg weight conversion with this variable
(A:FUEL WEIGHT PER GALLON, kilogram per cubic meter)
Funny, it used to be in the SDK & so I considered it to be compatible. I never wanted to use it, they told me to.
I've now started using a constant value of 802.84 instead. :huf:

DM
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petermcleland
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Re: Adding Aircraft to FSX

Post by petermcleland »

Ben Watson wrote:I've just copied all of my aircraft from FS9 into FSX, and I'm happy to report most work fine. I do get issues with smoke / vapour effects being in the wrong place. And of course any gauges that hark back to FS98 won't work (it would surprise you how many there are)

I remember someone (I think it was Peter) explaining how to correct this, but I can't find his post.

If anyone finds FSX funnies, it might be an idea to post them here and share solutions with everyone.
You need to change the "gauge header" from FS98 to FSX....I'm afraid I don't know how to do that :sad:

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TSR2
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Post by TSR2 »

Thanks Peter.

I'll look into it, and if I get anywhere I'll let you know.

So far the only one I've seen with no glass(and I emphasise I've seen) is the Alpha Sea Vixen. I don't know the technicalities, but its as if the Opacicity(*sp) is different, but the glass on the trident an VC10 is still there.. definately... albeit "more clear" than before.
Ben.:tunes:

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Rick Piper
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Post by Rick Piper »

Hi Ben

I have a version of the JP with the glass fixed but only the non tiptanks version.

I find the model so innacurate that it will need a rebuild like the chipmunk
is undergoing.

No idea when though.

there is so much work involved in FSX models (easily double) that i'm not sure what i will be making or converting as it's just so much work & hassle.

but the only advantage of all the work is bump mapping and a self shadowing model which currently is not enough incentive to do double the work for me. :sad:

they have just changed so much in the model format that did not need to be changed that it has sort of Piddled on my enthusiasm for moving forward. :dunno:

Regards
Rick :wink:

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TSR2
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Post by TSR2 »

Hi Rick,

I wasn't having a go. :smile: It does seem like there are a lot of changes, even for a non designer :worried: I'm just happy with what I've got mate, and if someting better comes along, brilliant, but I'm in no rush. :wink:
Ben.:tunes:

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Post by TSR2 »

DM,

The VC10 Does start manually (although it looks like its not) The rpm dials "bounce about" for a few minutes, but they do fire up. The only thing that I "can see" that is astray is the fuel hoses on the C1K. The pod is ok on the standards, and the smoke and sound. Interestingly the startup "puff" effect is fine. Strange.

[edit]
Also. Trident Starting is fine. 1-11 will not start manually and the class does look so transparent that it may not be there :lol:

Just for info, I'm not poking anyone today. :lol:
Last edited by TSR2 on 15 Jan 2007, 14:04, edited 1 time in total.
Ben.:tunes:

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