• 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.

Another New Guy

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unitedstates
I just recently found this forum. Have been picking brains over at Freflight Design for a couple of years (Fr. Bill will attest to what a pest I can be ;) ).

Right now my most pressing need is in gauge programming plus I am getting into effects.

I am currenly working on a model of the Spacemobile from the Space Family Robinson series of comics in the 60's and 70's. I am working on a complete HUD based cockpit. Essentialy it will have no (or very few) regular gauges and all flight information will be presented to the pilot in the form of a floor to ceiling HUD. I am working on a true velocity vector representation that is shifted by vertical and lateral velocity divided by forward speed. The basic calculation works, I just need to figure out how to "scale" the animation using the nonlinearity parameters. What I am hoping to produce is a moving pipper that, when it appears to touch the ground, reasonably approximates the actual impact point should the vehicle continue at that speed and descent rate. This will only activate during VTOL mode (using a version of Rob Barendregt's outstanding VTOL gauge) so no pitch attitude correction is needed.

I also want to make effects to give the lift jets and main rockets some sort of flame/exhaust effect to make the visual model more interesting. So I will probably be bugging the guys in effects, also.

Cyborg Bill
 
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