• 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.

FSXA Moving Parts After Compiling

Messages
8
Hi, all! I am trying my hand at another plane. I have everything set up per the Abacus Aircraft Design books for FSDS3.5. I built the plane and got to the point of compiling the project. I did so and it compiled fine. However, when I went to FSX, some parts had moved - in this case, part of the landing gear. In the FSDS program, the parts are showing to be as they should be. I am confused. I am compling for FSX, and that is set properly. There are about 3 or 4 parts that are wandering, but not too far. One appears to flip or something. Again, very confused. Any ideas? Thanks for any help!! Also, I have not assigned any animation to any parts at this time. Thanks!!

Don
 
If these parts are animated, it could be that the pivot points for these could be set wrong.
 
Hello Bushpounder,
In the Max's I would suggest a ResetXform - but I don't think You can do that in FSDS - However You may want to cneck the pivot points af the offending parts - To make sure they are not off in BFE - Johnman
 
Sometimes you need to link that part to a stationary part - that often fixes it.

Hope this helps,
 
With FSX, you need to have materials on your parts or they can end up being mis-located, gathering in the center of your plane like a clump of metal captured by a singularity event.
 
Hi
Bills kinda right but pretty sure its textures(with fsds anyways) if you dont have a texture assigned to every animated part strange things happen :) (not sure if its an issue if your using fstweak before compiling)
The other thing is all animated parts must start with an axis of 0,0,0 or an offset will be applied, as said above this can be done by having a none animated parent part as a place holder
 
Does not matter if you have a texture assigned as long as you have not added a mapping yet. This is most likely not your issue...Oops this is for FSX, I have no idea in FSDS. But i think it would be the same rule.

Re scaling would not fix the issue since it seems to me the pivot point of these non animated parts are not centered and way far away from the original location. Try centering pivot to each part that is moved...
 
Last edited:
Thanks again, all, for the input. I did fix it. The fix was to join the gear pieces together. This is all pre-animation, so nothing has been tagged at this point. I appreciate the help and I am sure I will be back with more questions! LOL! I'll post a picture shortly of the progress. Thanks again!!

Don BP;)
 
Joining the parts is a good thing and would use the original pivot position of the part you used to attach others..
 
Back
Top