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FS2004 (FSX & X-Plane 10) Bell 429: she is slowly getting some shapes

Hi Ce_Zeta

Not really. The main reason, is the lack of good reference to get it done; you will have a large amount of models to choose.

Among them:
- All HEMS variations which we know (external model, they share the same cabin configuration). So far 6 variations and seven liveries.
- Several Law Enforcements; 6 different external models which share a special interior configuration.
- Two naval models: One for the Royal Australian Navy and the second for the Canadian Coast Garde.
- One special civilian model for "National Grid" with infrared camera and a "what if" internal model based on the law enforcement models.
- And several other civilian variations (I already have all components).

I am sure you won't miss any wheels; those are for bikes :duck::duck::duck:

C'ya; stay tuned for more...
Sergio.
 
Latest model(s) from Sergio in 3DS Max with some FSX materials applied (look at the fuselage). While work on the FS2004 version by Sergio and the X-Plane version by Tom continues, the FSX version is commencing and very slowly at the moment. I haven't decided whether to do separate models for all the different roles this helicopter does IRL or do a configurator like I have on my Bell 222, I'll determine that when it gets to that point and I have the model at least functional. We won't release anything until we are happy and satisfied with all work involved is done. In the meantime, enjoy this render :cool:
Render_429_FSX.jpg
 
Hello lads

Just to let you know that gauge scripting it's driving me crazy. Although I am doing my best effort to enhance functionality, I really don't understad how code in XML works and many ideas would be blown away by my ignorance.

Despite of this, I managed to get some new items to work in the 2D panel. Regarding gauges at top, onle the airspeed indicator is mine; the rest are from George and Mr. Milton Shupe. I know I will not surprise anyone here, but I managed to translate some Jordan's code into the 429. On the switch panels below, working gauges are:

- Starter system.
- Hydraulic switch (it is a simple 2 way switch, not a four position switch as it sould be).
- Both pitot switches, master battery, instrument light switch (only ON/OFF, not brightess regulation), both generators and a "solution" to embed 2
inverters (needed by Jordan's code) into the batery relay.
- Others, are dummies, because either of two things could happen at the same time: I don't know what a particular system do and/or how to implement the code.
2D gauges_01.jpg


Another cartoonish approach for the 2D main panel:
2D gauges_02.jpg

I hate aspect ratio distortion... however, it is what you will get in this "department". Now, I am "having fun" translating the 2D panel buttons into the VC. By the way, thanks to Heretic, now we have Don Kuhn's Garmin GTX330 display working in conjunction with the 2D gauge. Nevertheless, I am still unable to make the its own keyboard to work within the VC (I like more yellowish colors more than the black background):
GarminGTX330_01.jpg

Now, the VC display working via 2D gauge:
GarminGTX330_02.jpg


At least, the "funny" Technisonic and both screens on the Police versions turns off when all power is off...:duck::duck::duck:
All_off_01.jpg


So far... not so good :(
"No way that I understand how a 3 way switch works"
 
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The key to a three-way switch is simply setting up the mouse area so that it only increments or decrements a control variable three times.
Something like this:
Code:
<Area Left="139" Top="340" Width="42" Height="52">
<Tooltip>Three-way switch (Position: %((L:Switch Control Var, number))%!1.0f!)</Tooltip>
<Cursor Type="Hand"/>
<Click Kind="LeftSingle+RightSingle" Repeat="Yes">
(M:Event) 'LeftSingle' scmp 0 ==
if{ (L:Switch Control Var, number) ++ 2 min (>L:Switch Control Var, number) }
(M:Event) 'RightSingle' scmp 0 ==
if{ (L:Switch Control Var, number) -- 0 max (>L:Switch Control Var, number) }
</Click>
</Area>

Note the click type entries and the different assigments to each mouse button. The reverse "min" and "max" statements are MSFS XML's way of dealing with minimum and maximum values for a variable and do indeed work like that.

The switch bitmap can either be single one rotated by a few degrees for each control variable value or three separate bitmaps, one for each position.
In the VC, simply create a rotation animation with keyframes 0, 25 and 50 (or 0, 10 and 20 or 0, 5 and 10, or...) and multiply the value of the control variable with an appropriate value to attian the target keyframe number.
 
Hi lads

Björn:
I'll definitely try to implement it, thank you; each tip you give me, it's grind gold for me. :D:D:D
Ohh, I forgot to mention that the light panel is ready, working safe and sound. It's time to make more buttons to work on VC. ;)

Bye and take care,
Sergio.
 
Quick video to show how we are progressing in X-Plane version.
Still lots of work to do, and many, many thanks to Sergio.
 
Hello Tom!!!!

...many thanks to Sergio.

Nonsense! My dear friend; you are doing wonders with that little bird. :wizard: :wizard: :wizard: :wizard:
Those animations are incredible and also the VC layout... lovely!

By the way! Please let me know the format you need and send me back the full sound system to take samples and I will make the magic for you ;) ;) ;)

Awesome!!!
Take care and when you have some spare time, remember... I'll be waiting for those sounds.
All the best,
Sergio.
 
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Hi lads!

Another little update. Tom gave me a head up on some missing parts in the VC; here are some shoots:
Magnetic_compass_01.jpg

Magnetic_compass_02.jpg

Magnetic_compass_03.jpg

And unfortunatelly, this is the best I could to fit it in the VC: :oops: :oops: :oops:
Magnetic_compass_04.jpg


Now, let's back to the paintshop to give it some color...
By any chance, any of you have a detailed photo on the magetic compass data plate (or whatever its name is)? Thanks.

Cheers,
Sergio.
;)
 
Bell 429 FSX/P3D back in production and very slowly as I am deciding whether to do separate models or do a configurator panel. Since FSX/P3D can handle way more polgons over FS2004, I added some more "bling" to the X native model. As you can see in the shot, the model has 3 sets of tail rotor blades (still, slow, blurred). And since FSX has many more material settings available, they'll be put to good use on this bird. Gmax is not letting me export the files Sergio sent me, so back to 3DS Max 9 and the 64 bit P3D V1.4 exporter for all modeling and exporting to FSX/P3D. The S76 has passed the 3rd beta albeit some minor things to fix, so that will be out very soon. More updates to follow.
2016-7-11_13-29-46-215.jpg
 
Gmax is not letting me export the files Sergio sent me, so back to 3DS Max 9 and the 64 bit P3D V1.4 exporter for all modeling and exporting to FSX/P3D.
Bro, I suspect this is due native FS9 part names and animations.

On the other hand, shes' looking good bro!!! Keep up the good work :D
 
Bro, I suspect this is due native FS9 part names and animations.


Animations will portover fine into FSX with only tagging required for use in FSX. Partnames don't need to match what is in the modeldef script as the script itself is attached via the attach tool or animation manager. Since the spinning rotor has it's own XML definition in the modeldef, exporting the parts propxxx_still, slow, blurred will still work fine with the rotor animation XML (rotor_still, slow, blurred). On another note, the tail rotor spins faster then the main rotor. That's another advantage in FSX. It can done in FS9, but it's tricky to do.
 
Base exterior model with basic interior almost ready with the latest changes sent by Sergio. Of course, he is adding some functional switches, so I'll wait for those so I can add those to the FSX models. First up will be the VIP models with the different passenger configurations and options, then I can work my way towards the ABLE, HEMS, SAR, RAN and CCG models. In the end, I plan on adding a configurator panel to allow users to choose wire cutters, floats, winch, etc. This will keep the filesize low and avoids having to match liveries and models, etc. More to follow....
2016-7-13_11-1-53-356.jpg
2016-7-13_11-3-23-302.jpg
2016-7-13_11-6-20-342.jpg
2016-7-13_11-6-43-708.jpg
2016-7-13_11-7-21-128.jpg
 
Hello lads

Base exterior model with basic interior almost ready with the latest changes sent by Sergio. Of course, he is adding some functional switches, so I'll wait for those so I can add those to the FSX models.
Sup' bro, when I finish them in Gmax, please let me know the best way for you to be delivered. Awesome work with materials, by the way :D:D:D

@Ryan
Thanks for your kind words, we are doing our best. On the other hand, such a beautyful paint scheme!!! I am sure if Tom see it, he wouldn't resist to paint her... :scratchch :scratchch :scratchch (just joking Tom, you already have done tons of repaints).

Cheers, Sergio.
 
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