• 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.

MSFS Global AI Ship Traffic FSX, P3D and MSFS2020

Messages
898
Country
denmark
After some struggle learning Blender basics, PBR basics and not least how to export packages to MSFS2020 and after fantastic support from Lagaffe and Jan the first native MSFS AI ship took a trip near Rio this morning :D

21042509140916112917385703.jpg


Still the process needs to be optimized a lot with 1300 ships to convert, but the result is close to what I was looking for and the impact of performance experienced at first encounter with the simple conversion of the FSX ships is now completely gone. No impact to see at all :D
 
Messages
240
Country
finland
Excellent. Looks superb. I suppose the unnatural-looking compact reflections under the bow and stern are a msfs-problem that can not be fixed by anybody but Asobo?
 
Messages
898
Country
denmark
Excellent. Looks superb. I suppose the unnatural-looking compact reflections under the bow and stern are a msfs-problem that can not be fixed by anybody but Asobo?
Maybe something can be done.... The shadow is normally also appearing eg at the native bridges, but look at this picture of the Great Belt bridge by Soenico... No shadow... and the ship - this one a simple conversion doesn't have this shadow either, but it might just be angle compared to the light... I will look into it because yes, it is annoying.


Fehn LIght Great Belt.JPG
 
Messages
898
Country
denmark
Is there any chance you could make a model the for Royal navy’s Astute class submarine for fsx
I did have a look after your PM so now I have approximate drawings, but it is just one item on a looooooooooooooooong to do list. If days just had 72 hours it would be easier...
 
Messages
27
Country
unitedkingdom
I did have a look after your PM so now I have approximate drawings, but it is just one item on a looooooooooooooooong to do list. If days just had 72 hours it would be easier...
Appreciate you are busy thank you for the reply but if you wouldn’t mind sending me a pm if you ever do get the chance to complete it
 
Messages
1,360
Country
scotland
MSFS - Vertically displaced reflections

Hi Folks

Apologies if any of this is 'sucking-eggs'. ;)
All info below is IIRC.


Henrik -
It's all looking exceptionally nice.

I don't have MSFS,
but from FSX, and prior versions -

I'm guessing from your piccy
that model's origin
is substantially above the waterline,
and the sim.cfg has a large 'static_cg_height' offset.



BACKGROUND -
A model's shadow & reflection
are generated relative to the model's origin.


In the simulators -

SimObjects type - 'Airplanes' & 'Rotorcraft' -
i.e. aircraft.cfg
I think the sim applies an offset-correction,
(probably derived from contact-points).

SimObjects of type - 'Boat', etc.
i.e. sim.cfg
and for static scenery object models -
The shadow & reflection is displayed
at the horizontal plane of the model's origin.

The higher the model's origin
is located above the sea/ground,
the further shadow is displaced wrongly
toward the sunward side.

Please see attached FSX & MCX screenies.


SIM.CFG -
[contact_points]
static_cg_height=NUMBERFEET

'static_cg_height' controls the simobject's spawn & travel heights.

Additionally, if you'd included them,
the Vessel's travel height will be affected by -
[mass properties]
Empty Weight

[contact_points]
static_compression



DIRTY WORKAROUND -
In your preferred modeling tool.

In a new session.

'Import' the affected vessel's source file.

Vertically move the imported source
till the vessel's 'required waterline'
sits at the session model's origin.

Save & compile.


'required waterline' -
Depends on your vessel's intended appearance.
Oil tanker - Empty - model origin near keel
Oil tanker - Fully laden - model origin near weather deck



For the vessel's sim.cfg,
you might have to experiment a little,
and particularly so for P3D's rolling wave sea-surface.

To display a shadow,
the model's origin must sit at, OR above, the sea surface.


Try setting -
static_cg_height=0.5

i.e.
So the vessel's model's origin
sits 6 inches above the water

In P3D
if the wave tops appear above the shadow,
increase static_cg_height accordingly.



RELATED - Just for info -
IIRC -
Substituting an aircraft.cfg for a sim.cfg,
for a simobject in a 'Boat' subfolder, will not work.

'aircraft.cfg' only works for simobjects of types - 'Airplanes' & 'Rotorcraft'.
i.e. simobject containers within those specific folders.



HTH
ATB
Paul
 

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Messages
898
Country
denmark
Hi P
MSFS - Vertically displaced reflections

Hi Folks

Apologies if any of this is 'sucking-eggs'. ;)
All info below is IIRC.


Henrik -
It's all looking exceptionally nice.

I don't have MSFS,
but from FSX, and prior versions -

I'm guessing from your piccy
that model's origin
is substantially above the waterline,
and the sim.cfg has a large 'static_cg_height' offset.



BACKGROUND -
A model's shadow & reflection
are generated relative to the model's origin.


In the simulators -

SimObjects type - 'Airplanes' & 'Rotorcraft' -
i.e. aircraft.cfg
I think the sim applies an offset-correction,
(probably derived from contact-points).

SimObjects of type - 'Boat', etc.
i.e. sim.cfg
and for static scenery object models -
The shadow & reflection is displayed
at the horizontal plane of the model's origin.

The higher the model's origin
is located above the sea/ground,
the further shadow is displaced wrongly
toward the sunward side.

Please see attached FSX & MCX screenies.


SIM.CFG -
[contact_points]
static_cg_height=NUMBERFEET

'static_cg_height' controls the simobject's spawn & travel heights.

Additionally, if you'd included them,
the Vessel's travel height will be affected by -
[mass properties]
Empty Weight

[contact_points]
static_compression



DIRTY WORKAROUND -
In your preferred modeling tool.

In a new session.

'Import' the affected vessel's source file.

Vertically move the imported source
till the vessel's 'required waterline'
sits at the session model's origin.

Save & compile.


'required waterline' -
Depends on your vessel's intended appearance.
Oil tanker - Empty - model origin near keel
Oil tanker - Fully laden - model origin near weather deck



For the vessel's sim.cfg,
you might have to experiment a little,
and particularly so for P3D's rolling wave sea-surface.

To display a shadow,
the model's origin must sit at, OR above, the sea surface.


Try setting -
static_cg_height=0.5

i.e.
So the vessel's model's origin
sits 6 inches above the water

In P3D
if the wave tops appear above the shadow,
increase static_cg_height accordingly.



RELATED - Just for info -
IIRC -
Substituting an aircraft.cfg for a sim.cfg,
for a simobject in a 'Boat' subfolder, will not work.

'aircraft.cfg' only works for simobjects of types - 'Airplanes' & 'Rotorcraft'.
i.e. simobject containers within those specific folders.



HTH
ATB
Paul
Hi Paul,

Thanks for the explanations, but I don't think that the origin is the case - it is for almost all models adjusted to be at the surface and the shadow issue also applies from e.g. masts far above the models origin and also from static objects in MSFS. If you remember when we prepared the drill ships for static use we actually changed the origin to fit with the helipads, but that is done in the modelling tool and not through the sim.cfg.

Cheers
Henrik
 
Messages
898
Country
denmark
Another bunch of ships have been through conversion and I start to get the flow., but I am facing some issues with some textures bleeding through on double sided polygons when converting in Blender... https://www.fsdeveloper.com/forum/threads/textures-bleeding-through.452525/
Hope that can be solved in a smart way as the repair that I manage to do with my limited Blender skills will take a long time.

1400Rega_3.jpg


1400Refleksion Unifeeder Grete Sibum.jpg


1400Atrotos 2.jpg


1400unifeeder Grete Sibum MSFS Normal.jpg


1400Rega_Refleks.jpg
 
Messages
898
Country
denmark
And another one... this one mostly to check glass settings for MSFS in Blender for the bridge area and cranes where many of the models have transparent windows. Performance impact after conversion is basically zero :D

1400Ocean_Chie_4.jpg


1400Ocean_Chie_8.jpg


1400Ocean_Chie_9.jpg


and the ship as it looks in real life accompanied by Muse

 

mskhan1991

Resource contributor
Messages
885
Country
pakistan
And another one... this one mostly to check glass settings for MSFS in Blender for the bridge area and cranes where many of the models have transparent windows. Performance impact after conversion is basically zero :D


View attachment 73242

and the ship as it looks in real life accompanied by Muse


That looks like a real life picture. Btw my question is what are your specs and how are you getting those 60 FPS? Any tweaks to stop the mainthread from being limited?
 
Messages
898
Country
denmark
That looks like a real life picture. Btw my question is what are your specs and how are you getting those 60 FPS? Any tweaks to stop the mainthread from being limited?
Hi - sorry for not being fast at replying but too much is going on... I don't use any tweaks, the specs are GeForce RTX 2080 SUPER, Ryzen 9 3900X, 4x8GB 3200MHz DDR4, 1TB SSD. I usually do screenshots from a small and slow plane and I have had all the ships installed for a while, so even the ships converted by the sim itself doesn't really create any impact today.

Below my graphic settings - water and waves are obviously high, while the rest vary a bit... I mostly fly over the sea, so no need to display trees... :D

1622748822549.png

1622748860691.png
 
Last edited:
Messages
25
Country
us-florida
Can someone please let me know if Icebreaker ships are included in this package? (MSFS) I've not been able to find this info. Thanks, Pete
 
Messages
898
Country
denmark
Can someone please let me know if Icebreaker ships are included in this package? (MSFS) I've not been able to find this info. Thanks, Pete
yes, it includes two Canadian Icebreakers created by Jean Pierre Fillion and one Spanish by Alberto Garcia.
 
Messages
19
Country
southafrica
Hey, anyone able to list the cruise ships available for this package? I'd love to contribute to adding more if I could, but I'm not very good at Blender 😅
 
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