• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Search results

  1. jdberg

    Exporting to glTF changed

    Hi Arno, long time no see... Thanks for the change, I think it is much better to focus on MSFS glTF. But what is the reason, why I should use glTF format for importing to blender? I have other formats like DAE in Blender to import which works fine. Jörg
  2. jdberg

    Is it possible to exclude car traffic around the airport?

    https://www.fsdeveloper.com/forum/threads/removing-animated-objects.449601/ and https://forums.flightsimulator.com/t/how-do-i-remove-ground-crew/267790/10
  3. jdberg

    Airport Beacon

    Take a look at this video, he explaines very good which exclude you need for the beacon: The relevant part starts about 11:50min. Hope that helps.
  4. jdberg

    FlightPort SimObjects: Windsocks for SODE

    Sorry, I posted the reason in the first message of this thread. The package is no longer available.
  5. jdberg

    FlightPort SimObjects: Windsocks for SODE

    It´s no longer available, sorry.
  6. jdberg

    PLACEPOINTSALONGLINE how to CreateAGN

    The answer is RTFM, sorry but in the manual there is an example in chapter 5.5. For all who have the same problem, here is a small codesnippet that works for me now: PLACEPOINTSALONGLINE|FTYPE="LINE" and fclass="motorway"|SINGLE|149;150|10;10|0|String;OBJECT|LIGHT|HDG...
  7. jdberg

    PLACEPOINTSALONGLINE how to CreateAGN

    Hi Arno, I used PLACEPOINTSALONGLINE for a long time and created the AGN out of the old now depreciated command CREATEAGNLIBOBJ. With the new CREATEAGNLIBOBJECT command it however expects a polygon instead of a line. So the lightpoles placed with PLACEPOINTSALONGLINE are not exported 18:41...
  8. jdberg

    Blender2FSX error messages

    I think this is a completely different error. Did you initialize the Toolset?
  9. jdberg

    Blender2FSX: platform parameter missing

    Hi Kris, thanks, this is really helpful for all who want to make a platform. I found my problem which was that I forgot to press initialize. It works great now. Thanks my friend for your great input to the comunity here Joerg
  10. jdberg

    Blender2FSX: platform parameter missing

    Hi Dave, thank you very much for the response, I was sure that I have initialized but it was obviously not. After pressing initialize the menu is visible. Thanks again Joerg
  11. jdberg

    Blender2FSX: platform parameter missing

    I am currently trying to add an object with a concrete surface to my scenery. So I made a copy of the visible object and tried to attach a platform with the FSX Attachpoint Tool to it. I get the following error message when trying to attach: The reason seems to be clear, the tool simply...
  12. jdberg

    Blender2FSX After Blender 2.75a Crash (CLOSED)

    Hi Kris, thanks for this hint. It is a very old problem I never found a solution for. Makes it much easier. Joerg
  13. jdberg

    Blender2FSX After Blender 2.75a Crash (CLOSED)

    Hi Kris, no you do not have to change anything in the toolset for now. My tests were ALL ok so it works fine. When I some issues in the future, I will let you know. I made my comments concerning the altitude because you said, you couldn´t see the scenery objects when testing automatic bgl...
  14. jdberg

    Blender2FSX After Blender 2.75a Crash (CLOSED)

    Hi Kris, I started with a simple car which works perfect. Also a windsock with bone animations compiled perfect for fsx. The last test with automatic bgl function with a simple object also compiled fine and the object is visible in the scenery So all tests worked perfect, great job Kris...
  15. jdberg

    Blender2FSX After Blender 2.75a Crash (CLOSED)

    Hi Kris, that's great news thank you very much, that gives me the chance to update my blender version. Did you test it with current version 2.77a of blender? Joerg Gesendet von iPad mit Tapatalk
  16. jdberg

    Blender to FSX Toolset

    Hi Eiden, I still have Blender 2.72 in use but get a similar message when using skinned mesh animations which still have IK Constraints in it. In my case I select all bones in pose mode, then bake Pose-Animation-Bake Action with parameter Visual Keying set on. Afterwards you can delete the IK...
  17. jdberg

    P3D v4 Blender to P3D ToolSet - *To be retired - NEW FSX ver with P3D"

    Hi Ron, this was exactly the problem. After switching from FSX to P3D I forgot to initialize the P3Dtoolset. Export works now in both versions. Thanks for the quick help. Joerg
  18. jdberg

    P3D v4 Blender to P3D ToolSet - *To be retired - NEW FSX ver with P3D"

    It is the default modeldef.xml which is coming with P3D V3.3 I am experimenting with bone animation and was not successfull with Blender2FSX toolset. So I wanted to try the Blender2P3D version. Simply doing Ambient animations. But the error mentioned above is also shown without any animation. Joerg
  19. jdberg

    P3D v4 Blender to P3D ToolSet - *To be retired - NEW FSX ver with P3D"

    Hi Kris, thanks for the fast reply. It is exactly in: HKEY_LOCAL_MACHINE, 'SOFTWARE\Wow6432Node\Lockheed Martin\Prepar3D v3 SDK. and it is a 64bit Win10 machine. This is the registry folder shown in the second screen. Joerg
  20. jdberg

    P3D v4 Blender to P3D ToolSet - *To be retired - NEW FSX ver with P3D"

    Hi Ron, when trying to export an object I get an error, that the script doesn´t find the modeldef.xml I am still using Blender 2.72b The latest SDK is properly installed, the registry entry seems to be ok, but it expects the modeldef.xml in F:\Lockheed Martin.... Do you have any idea whats going...
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