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Recent content by L3M0N

  1. L

    MSFS20 Do most of the legacy aerodynamics fields not work in the modern FM?

    pitch_moment_aoa_table does something. If the value is changed to 10 then the wing will be moved really far forward. I guess its simulating changes in pitching moment by moving the wing location with aoa.
  2. L

    Is baking a ambient occlusion necessary if using PBR textures?

    This is correct. AO channel is for micro/high frequency AO that wont or cant be done by the screen space AO. There should always be an AO channel for any assets made in this game unless they are very simple surfaces, ie perfectly flat cubes.
  3. L

    MSFS20 Reflection windows

    MSFS is using screen space reflections and presumably some kind of real time EV - either cubemaps or spheres.
  4. L

    Aileron trim limits

    By looking through the executable with a decompiler. There are quite a few things that don't appear in any flight model or SDK but I haven't tried most of them.
  5. L

    Aileron trim limits

    There is "rudder_trim_limit = 0 ; Rudder trim max deflection angle (absolute value) (DEGREES)" No idea if it actually works.
  6. L

    MSFS20 What are the limitations of the engine?

    Currently it can only do one vertical. No v-tails or even canted verts.
  7. L

    MSFS20 I have a Hot Air Balloon

    Upload whatever files you are using
  8. L

    MSFS20 flightsimulator.exe and dlls etc WHERE ?

    This is only true for the windows store version.
  9. L

    MSFS20 We need a new FS2020-ready AirWrench, or AirEd :-)

    There is some additional explanation of the FM that is commented out of the HTML file in the SDK; I wish there was a way to use just the new FM and not have to deal with this normalization stuff.
  10. L

    MSFS20 Extra 300 in MFS, and the Pitts too...

    What are you using to graph the input and rate of roll? Something through simconnect?
  11. L

    MSFS20 Extra 300 in MFS, and the Pitts too...

    Fuse length being set to -1 isn't a bug or error it just clamps the fuselage length from the nose to the tail. I've been able to reduce the inertia to the point but right now I can't get rid of it completely. There is some 'lag' value that is being used and I can't figure out where the game is...
  12. L

    MSFS20 Prop( wash ) effects on yaw / roll...

    Put tables into; yaw_moment_aoa_table = 0:0 yaw_moment_slip_angle_aoa_table = 0:1 yaw_moment_yaw_rate_aoa_table = 0:1 yaw_moment_delta_rudder_aoa_table = 0:1 yaw_moment_slip_angle_mach_table = 0:0 yaw_moment_delta_rudder_mach_table = 0:0 yaw_moment_delta_aileron_mach_table = 0:0
  13. L

    MSFS20 MSFS materials

    There are no specular maps. There is a roughness channel though and that will do something similar to the old specular.
  14. L

    MSFS20 AI models

    Can you decompile other .bgl files? I want to get into the ASOBO_PROPS.blg in \fs-base\scenery\Global\Asobo_Props. I'm pretty sure this is where the road traffic models are stored.
  15. L

    MSFS20 glTF support for ModelConverterX

    Its BC7 for some textures. They might be using other BCn types as well.
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