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FSXA FS9 -> FSX aircraft model conversion (an experiment)

Hi,

A spinning engine, like in WWI biplane fighters? I don't know about that. For a spinning prop you use prop0_blurred, etc. N1_0_blurred is for a jet engine.
 
Please give me a hint what animation in modeldef is for spinning engine? Is it "N1_0_blurred"?
At least you gave him a hint. There are three specific animation states: "prop0_still," "prop0_slow" and "prop0_blurred." For a second engine, change the "0" to "1," etc. The prop0_still and prop0_slow animations can be the same with different tags, the prop0_blurred is usually a transparent disk with some visual impression of a propeller that is animated spinning.
 
I usually make my slow prop part the same as the blurred prop disk, but with pie shaped chunks cut out between the props. In my mind this gives a better transition between the still and the blurred parts. Going directly from the still part to the blurred disk is too jarring.
 
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I know this is an old post, but I've been experimenting with this and have a question or two. I do apologize for not reading every post in this thread, WAY too taxing for my brain at this hour.

I'm converting an aircraft I assume is an FS9 aircraft. (Says it's FSX / P3D but in P3D it's missing landing gear, and other items). I successfully convert it over to a "FSX" format, (even though I'm flying P3D), and the entire aircraft DOES appear in the external view, but has two issues. Converting it to a P3D 4.4 aircraft has same issues.

1. The rudder swings the opposite way that the aircraft is actually turning. (Push right pedal, plane taxis right but rudder swings left) Can I use the animation editor to fix this and if so, how?
2. There is no virtual cockpit. The same plane in FSX does have one, but in P3D it does not. Is there a fix for this, and if so, how?

Thanks!

TB2
 
1. Select a rudder part in the Hierarchy Editor. In the right side, right click the word Animation and choose Reverse Animation. Repeat for other rudder parts as needed.
2. Have you converted the VC to FSX format and included it in the model.cfg file?
 
1. That did the trick, EXCEPT the rudder swings fully one direction, and in the other direction it moves about 15 degrees then flips back to center. I'm sure there's a parameter somewhere that's whacked, the ailerons do the same thing.

2. No, I'm not sure how to do that. A little direction would go a long way for me.

THANKS!!!

TB2
 
1. I'm not sure what is causing that, sorry. Perhaps changing the animation tags to something else may help? I use rudder_percent_key and l_aileron_percent_key and r_aileron_percent_key.

2. My tutorial covers it in some detail, let me know if you need more.

 
I have had that issue in the past with models built with FSDS rather than GMax. I had to just try different animation tags until I found the right one. If you are using TGibson's ModelDef.xml there are several to choose from. You may or may not experience the same issue with ailerons or elevator as well. I have absolutely no idea why this happens with aircraft built using FSDS. Maybe someone smarter than me can enlighten both of us.
 
1. I'm not sure what is causing that, sorry. Perhaps changing the animation tags to something else may help? I use rudder_percent_key and l_aileron_percent_key and r_aileron_percent_key.

2. My tutorial covers it in some detail, let me know if you need more.


Thank you for posting the link to your instructions. I'm following them now, (to the letter, including the DC6) and struggling just a tad. (not everything is as you say they are). First, how do you know what value to place in the box? You have us put in 5000, but how would I know what to put there for any particular issue if "you" didn't specify? Is there a listing of what these values do?

NOT picking it apart, just listing some observations below. Not sure if you want to do anything about it.

When I put 5000 in the box, my image does not look like yours.
1. My props (DC6) are NOT stationary, but look like high speed props, (wedges or triangles, not single propellers).
2. If I import the DC6 without modifying the prop0/1/2/3_still variables and leaving them at 0, then I do get individual propellers as shown in the images
3. My hierarchy tree looks correct, ONLY if I leave the variables at 0 and not 5000. Set it to 5000, and it does not look the same.
4. You have an incomplete sentence just under the last image in step 4. Not a deal breaker, just letting you know.
5. Step 5 on, NOW the images look like it should if 5000 is put into the variable field. Also, took awhile to figure out exactly what you were attempting to accomplish here. Figured out you were removing everything but the props themselves.
6. Image on step 8 is incorrect if 5000 variable is used.
7. in "unknown animations", and easy way to see what's highlighted is to go to wireframe mode. (just sayin)

Overall, it did well, and is showing up in P3d(4.5), The props look whacked at full speed, and the control surfaces are doing the same thing as my other aircraft. In one direction, full deflection. Other direction, goes part way and snaps back to center. I'll have to work on it.

THANKS!!!!!
TB2
 
UPDATE. Was able to fix the whacked control surfaces by changing the parameter in "animation" (for the modelpart) from (example) "elevator_percent_key" to "elevator_key". I did this for all control surfaces, and it works great in P3D now!

Thanks!
 
Thanks for your comments, it can always be made better.

For your #1 through #3 and #5 above you are correct. I've added a note to say that your props will not look like these.
I don't see the sentence in #4.
In step 8 I already say " I'll describe a single procedure that should work for most planes - we will Remove everything that is not the prop parts. "
In step 8 I say " Let's go back to the image of our prop parts (the image above). " So the image below is not from the DC-6B, it's just a generic example. But I've made this clearer now.
Thanks for the tip for wireframe mode, I've added that.

Glad to hear you have your control surfaces working.
 
Thanks for your comments, it can always be made better.

For your #1 through #3 and #5 above you are correct. I've added a note to say that your props will not look like these.
I don't see the sentence in #4.
In step 8 I already say " I'll describe a single procedure that should work for most planes - we will Remove everything that is not the prop parts. "
In step 8 I say " Let's go back to the image of our prop parts (the image above). " So the image below is not from the DC-6B, it's just a generic example. But I've made this clearer now.
Thanks for the tip for wireframe mode, I've added that.

Glad to hear you have your control surfaces working.

I sincerely do appreciate the effort you put into the instructions! They helped me go a long way to finish my project!
That's weird, I cannot find the incomplete sentence in #4 either! I did just install a new version of Edge, so perhaps it was whacked on my end somehow.

TB
 
I have another question pertaining to the prop animation. Not sure if I overlooked something, or if this is as good as it gets?

The prop animations are very exaggerated. They do not look proper at all! I followed the above link to the letter, and even the DC-6 looks whacked while the props are spinning. If you throttle up / down, they stop, reverse direction slow down... as expected, but VERY exaggerated.

Hopefully the video comes out!


TB2
 
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Something is definitely wrong there. Are you using 100 for prop_still, 5000 for prop_slow, and 10000 for prop_blurred?
 
At the moment, I'm trying to figure how to verify with an already completed model. Will reply as soon as I can.

TB2
 
Hi,

It appears you are using the still prop model for all three conditions - still, slow, and blurred. You should use a different model (prop disk) for the blurred prop at the minimum. I also use a pie wedged disk for the slow prop to improve the look even more.

Still props:


Slow props:


Blurred prop (#4 prop at far left; the rest are still prop):

 
Ok, so what I did was re-create the still, slow and blurred props, (individual models), remove them from my existing aircraft and merge the corrected ones back in. Now it looks right!

thanks!

TB2
 
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