• 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. dgpilot1

    MSFS [PAID] MSFS Programmer/developer multi-project contract

    Flightbeam is a scenery production company with over 10 years of proven sales and experience, currently with over 20,000 customers worldwide including corporate customers. As a small, international team scattered across the globe, we are able to quickly shift production focus and create products...
  2. dgpilot1

    Flightbeam - Looking for autogen annotator (Contract - paid)

    Hi all, Looking for a developer for a short term autogen annotation project. This is a paid position (contract) You must: - Have experience in using the autogen annotator tool - Previous experience with a scenery project, whether freeware or payware If interested, please send an email to...
  3. dgpilot1

    Flightbeam is hiring: Support Specialist

    Fellow fliers, we're in search of a dedicated Support Specialist who can become a permanent part of the team. The Support Specialist is a contract, paid position and has the following main responsibilities: - Manage all incoming support requests/emails - Take charge in investigating possible...
  4. dgpilot1

    Flightbeam is looking for vehicle/aircraft developer

    Hi all! We're looking for someone who has experience making controllable simobjects, such as vehicles. This is a paid contract gig that may turn in something bigger. Requirements: - You have and are familiar with 3dsmax modeling/texturing and SDK - You have experience creating an...
  5. dgpilot1

    Flightbeam - Hiring 3D artists for contract positions

    Things are getting serious... Flightbeam is hiring! We're looking for 3d artists who have experience creating high quality 3d assets such as buildings, ground objects, vehicles and people. Ideal candidates: - 3dsmax only - You have a fast paced workflow - Your projects are delivered on-time -...
  6. dgpilot1

    ALSF2 strobes, not showing up

    Hi all, So I'm trying to add ALSF2 lights to a test file and for some reason the approach strobes don't show up. MALSR on the other hand, seems to work just fine with 5 strobes. I'm not sure why ALSF2 strobes isn't showing up.. any ideas? Also, REIL strobes don't seem to like payware scenery...
  7. dgpilot1

    Autogen Developer/Artist (filled)

    This position has been filled. Thanks very much for those who applied. I deeply apologize for not being able to respond to all emails. Flightbeam Studios is looking for a versatile developer who is experienced in P3D autogen. Things we're looking for: - Creating custom autogen...
  8. dgpilot1

    Flightbeam: Tech support - email/forums/Facebook - Community Manager

    Hi all, Position filled. Thank you! Flightbeam Studios was founded in 2009 and in the last 10 years we've grown quite a bit. Recently though we've become a bit too big for a developer to handle all support and looking for a dedicated person to fill this payed contract position. Ideally you are...
  9. dgpilot1

    P3D v4 Water blend mask - Gradient issues

    Hi all, Has anyone had this issue before? I'm making a simply blend mask for PR water. The mask works... but shows this awful gradient. In TMFviewer, the gradient is perfectly smooth. (ignore the red - testing purposes only) Things I've tried: - Tiff image compression, LZW and none - BMP...
  10. dgpilot1

    Flightbeam is looking for airport developers

    A bit of background: Most of us know Flightbeam (www.flightbeam.net) as FSX/P3D airport developer. However our business aspect is much bigger as we create assets for military/training, dealing with major clients such as Boeing, various Air Forces and a few major airlines. As the business is...
  11. dgpilot1

    Type N jetway problem

    Hey guys, Making a Type A jetway is pretty easy and straightforward.. but Type N seems to be giving me issues. This is a noseloader type jetway which can extend and move up and down. Everything seems fine until you try to dock. The jetway just goes straight down and doesn't extend. I can...
  12. dgpilot1

    MCX Feature requests

    Hey guys, and Arno. After my last big project, I ran into some things with MCX that could've sped up development a lot... but before i make these feature requests I do want to say thanks for the superb tool. The latest updates with P3Dv4 in particular now make this an essential development...
  13. dgpilot1

    FSX jetways don't work, P3D does

    Hey guys, I need an urgent solution to this. SODE jetways work perfectly fine in P3D.. but in FSX after selecting the stand the jetway jumps to it's default animation position and doesn't move. Any ideas?
  14. dgpilot1

    MCX export - Placement shift

    Hi all, Having some issues I can't seem to resolve. Using MCX's Ground poly wizard, things look fine, however further away from the origin point there's a noticeable shift from where the poly is supposed to be, the largest being nearly 6 meters. I know this is most likely due to MCX...
  15. dgpilot1

    What projection method does FSX use?

    Hey guys, I have some clients asking me an interesting question I cannot answer. What projection method does FSX use? Mercator, UTM, Lambert, something else? Hopefully someone can shed light on this
  16. dgpilot1

    FSX hw in phototerrain

    Hey folks. So I know it's been an issue to implement a Hard Winter photo variation in FSX if the area isn't covered in snow, unless it's snowing. Has there been any workarounds found? Doing a search didn't reveal much.
  17. dgpilot1

    FSXA ASM FS8 seasonal tweaks

    Having some real difficulty with this one.. for the life of me I don't understand the syntax of the ASM code to change the seasonal textures. I've read the wiki tutorial for the fs8 seasons but it doesn't describe how to change the variables (or I'm too dumb to understand :D ) Here's what I...
  18. dgpilot1

    FSXA grass using fs2k2 export

    Hey gents, For various reasons, I need to export volumetric grass using the fs2k2 method, which works fine, except there doesn't seem to be an option anywhere to disable shading. In the FSX SDK it's "Assume vertical normal"... how can I do this using the fs2k2 export method? Really...
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