• 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.
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    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. J

    MSFS20 No Buildings?

    Thanks for getting back to me so quickly. I've just had a try with 2-way editing. I think I have followed the guidance and I can see the delete button in the scenery editor, but I can't locate the building I want to delete. I can list all the 2-D elements like the the aprons and taxiways, but...
  2. J

    MSFS20 No Buildings?

    Aha, maybe I've found the answer, but just to be sure....... I'm familiar with ADE for FSX/P3D but, I've just started with ADE for MSFS 2020. When I load the stock airport I want to edit, no default scenery objects are visible, even though there are plenty visible in MS2020 when I go to view...
  3. J

    FSX Slime lights (formation lights) in FSX and P3D.

    I'm probably keeping it a bit more simple than that Bill by just using a Nav light condition in the <code> block. When the Nav lights are on, the slimes are on too from about 15 minutes before AI departure to shutdown at destination. Alternatively a strobe condition will switch on the slimes at...
  4. J

    FSX Slime lights (formation lights) in FSX and P3D.

    Thanks Bill. I used a similar polygon method and it does work well. It's quite fiddly though to get the polygons as close as possible to the underlying airframe polygons without causing flickering so it's not quite as precise or as quick as using a lightmap in FS9. I'm quite happy to stick with...
  5. J

    FSX Slime lights (formation lights) in FSX and P3D.

    I would think this has come up before but I couldn’t find a reference to it, so apologies if I’ve missed it. What I‘m interested in is making slime lights (green formation strip lights) in Gmax for FSX and P3D military AI aircraft. I would imagine that they would work in the same way as logo...
  6. J

    FS2004 AI engine smoke detaches on landing

    The only annoying thing is the bug itself Guenther. Between, you, me and my 3 testers who have all been unable to stabilise the smoke from waypoints flight plans and the feeling from the outset that it isn't fixable anyway, it's better now to live with it and spend time more fruitfully on other...
  7. J

    FS2004 AI engine smoke detaches on landing

    I really appreciate your efforts Guenther to find the solution, but I think as Tom said initially and as we've always thought at MAIW, it is a bug in FS9. Sometimes it happens, sometimes it doesn't. There is no problem with the same files, converted for FSX in that sim version. The uploaded...
  8. J

    FS2004 AI engine smoke detaches on landing

    Sorry your settings with the change of touchdown effect didn't work for me Guenther. The smoke still detaches on flights returning from a waypoint. In any case, I wouldn't want to assign fx_nicksmokeAI_707 as a type 1 (beacon) light and have it in use for taxi - it's just too heavy. John
  9. J

    FS2004 AI engine smoke detaches on landing

    I haven't received any other reports either way, but I did test the smoke detachment using only the AFCAD present in the scenery folder and no stub file, but the smoke did separate on the waypoint flights. I guess we won't find the answer.
  10. J

    FS2004 AI engine smoke detaches on landing

    I don't see the point of tagging the taxi smoke (fx_nicksmoke_AI_sm_lear) to the landing lights Guenther. Since landing lights only come on at the hold line you won't see the smoke before then, as you say. At that point the main engine smoke (AI_707) will trigger and because it's so dense, it...
  11. J

    FS2004 AI engine smoke detaches on landing

    Yes indeed, I had done that too Tom. I'm also putting a mix of waypoint flights and local circuit flights (no smoke separation) in the flight plan to further minimise the problem.
  12. J

    FS2004 AI engine smoke detaches on landing

    Thank you Tom, I thought you would know the definitive answer. John
  13. J

    FS2004 AI engine smoke detaches on landing

    I think this is a very old chestnut, but I haven't been able to find any posts on it. Can anyone tell me please what causes FS9 engine smoke on AI aircraft returning to base from a waypoint (VFR or IFR) to detach itself from the aircraft and elevate 60 or 70ft as soon as it crosses the runway...
  14. J

    Reversing Gmax animation direction

    Thanks guys. Yes indeed, reversing the key frames just results in a mess of an animation. Using the time configuration button to access the "Real Time/Reverse" function doesn't cause any change at all in Gmax for me, never mind in the compiled model. However, the alternative approach has worked...
  15. J

    Reversing Gmax animation direction

    I'd dearly like to know if it's possible to reverse the direction of the animation of parts in a Gmax AI aircraft model please? I've built some crew steps that's made of 8 parts that are linked together to form a complex folding animation. That works fine in the direction required for the xml...
  16. J

    IWM Duxford

    Hi Ramon, sorry for the late reply, but I've only just seen your message. It would have been better to e-mail me - my address is in the Duxford manual. The ACG Duxford scenery was originally undertaken as a trial of working with a pay-ware product. We needed a licence to do that and after a...
  17. J

    FSXA FSX on Steam: Compatibility?

    I just re-tested the frame rate in our ACG Wattisham scenery that we are just finishing off. In FSX_MS I get 55fps full screen mode, 33 fps in the same situation with the Steam Overlay running and 36 fps with it turned off. So yes the Steam Overlay does seems to eat a few fps, but it doesn't...
  18. J

    Can't find the .bgl

    Sorry Don, I just didn't grasp that part of light-making. I spent the best part of 40 hours making the arrays. I must have read the manual 10 times and Appendix C a few times more than that. Because the first def file I made (for 23) worked fine with "Tag" still in the header, I assumed it had a...
  19. J

    Can't find the .bgl

    Thanks Don. I wasn't expecting a reversal of one heading in the sim when the two independent files were used together - the file names were different, the lat/long positions in the headers were different as were the headings. I didn't appreciate the significance of the word "tag" because I just...
  20. J

    Can't find the .bgl

    Don, the reference position in each file is the position of the green threshold markers for the respective runway end. I'm not clear how the tagging information needs to be entered/differentiated for the two runways. At the moment it consists only of the light colour, just like the sample def...
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