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New MiG-15Bis for P3D and MSFS&FSX from BearStudios.

Messages
106
Country
china
Finally, everything done.
Contract publishers in this week and ready to release.

The gps map modified from AS3X touch GPS and can make simple flight plan.
No weapon system, I override it, if MSFS support living weapon system later, it may be reactived by updates.
Others may take same or simular etffects from P3D version.
 

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Messages
178
Country
poland
Finally, everything done.
Contract publishers in this week and ready to release.

The gps map modified from AS3X touch GPS and can make simple flight plan.
No weapon system, I override it, if MSFS support living weapon system later, it may be reactived by updates.
Others may take same or simular etffects from P3D version.
Fantastic news! Will you release the paintkit too?
 
Messages
178
Country
poland
Btw. external assets like GPU etc. when the model is parked, will be available too for MSFS?
Btw2. it will be present in Marketplace too?
Btw3. Gunsight (as colimated) will work? No weapon for MSFS / Marketplace, but gunsight should work too.
 
Messages
106
Country
china
I am back
MiG-15Bis MSFS version in package test stage, I am trying to build a installer which can auto detect community folder and copy aircraft files into it.
No advance today.
Just Flight will have this aircraft as first release site.
the manual have difference from P3D version slightly,which support MSFS new? (difference) changes
I do not like the limite from current MSFS SDK and dev mode. but just follow it to build aircraft out.
some new skins replace the P3D versions

for my location and now direct connect to youtube, it is hard to create any advisrtment video to introduce this aircraft mod. so I sent to publishers sites and let them do the follow things. after I have installer created.

anyway, MiG-15Bis nearly to release. I am working for complete this product, and perparing for UTI/MiG-17F, the first step is collect pics and any resource for the spare parts, like ejectseat, droptank/fixed mounted fuel tanks, aircraft modifitions, paylons, payload weapons and other things.
for uti, it is a nesserary to study how to add minium polygons for rear cockpit and pilots shapes. I want to this same model can run on P3D and FSX as usual, so it may keep alomst same polygons from Bis model, maybe some equipments will rework, some changed and some reduce polygons.
 

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Messages
178
Country
poland
Good news Bill! Thank for the update! Btw. the "old" version of GPU cart will be possible to (the same as it was in P3D)?
 
Messages
106
Country
china
Good news Bill! Thank for the update! Btw. the "old" version of GPU cart will be possible to (the same as it was in P3D)?
No. the GPU cart in MSFS can not appear to overwrite the default MS GPU vehicle, so I delete it for current dev mode with SDK 0.2.5.
I think it maybe need to build a 3rd ground service object package for replace the default ground service, but I still need study to build
As same reason, ejectseat, canopy jettison, payload drop shapes and animations disabled or removed.
So it may be add with other P3D animations disabled temperary now in next updates.
 
Messages
178
Country
poland
I think its possible. Check default DC-3, I see "old" kind of GPU (if you turn it ground power), its present.
 
Messages
106
Country
china
the default DC3 has shaped GPU with aircraft model and code for display it
<Component ID="GPU_ON" Node="powercord">
<UseTemplate Name="ASOBO_GT_Visibility_Code">
<VISIBILITY_CODE>(A:EXTERNAL POWER ON,bool) (A:GPS GROUND SPEED,knots) 0.1 &lt; and if{ 1 } els{ 0 }</VISIBILITY_CODE>
</UseTemplate>
</Component>

The simular for I make GPU cable,
But I can not find out where has code in DC3 xml to override the default GPU vehicle shape.( the white GPU truck on ramp) and keep a invisible GPU element connect on aircraft.
when I switch on GPU Power on DC-3 and call ground service, it display just no GPU service, the stock GPU vehicle do not move to connect aircraft, and the aircraft`s small GPU cart displays.

So it has difference from my goal:
I want MiG-15Bis have simular system define as P3D, when battery, generator off, no power on aircraft power bus, if need power up avionice radio or start engine, call GPU cart to display/connect on aircraft. the GPU working for a while and feed power into aircraft. then, when the working conditions changed, gpu cart hidden or disconnect from aircraft.
no stand-alone GPU cart control switch on aircraft.

If using same design as DC-3, I must find out how to merge GPU power switch`s function to the same logic above. and call MiG-15`s GPU cart, still have stock GPU`s connection position,replace or override the stock shape.
It is hard to me in my current level.
So, for a step backward and leave a code interface for feature study and upgrad, I am now control default GPU vehicle as the better way to meet this requirment.
 

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Lagaffe

Resource contributor
Messages
857
Country
france
Hi,
One idéea : Isn't the appearance of the GPU dependent on the Airport Services?
When making CTH3 (a small aiport in the Quebec country) , it seems to me that in order for some vehicles not to appear, I had revised the Services function
 
Messages
106
Country
china
Hi,
One idéea : Isn't the appearance of the GPU dependent on the Airport Services?
When making CTH3 (a small aiport in the Quebec country) , it seems to me that in order for some vehicles not to appear, I had revised the Services function
It has way to control event and simvarible related to ground service behaiver directly in aircraft switchs or gauge.
But I am in the half way, do this logic on MiG-15`s power bus logic, not on the service object end. so just using events for proper conditions above to call stock service vehicles approach or leave aircraft.

the final goal is replace or override the stock servece object, and replace them with aircraft mod`s shapes, but still using same control and animation behaiver from stock objects.
 
Messages
106
Country
china
<!-- GPU MSFS -->
(A:APU GENERATOR SWITCH, Bool) 1 == if{
(A:EXTERNAL POWER ON:1, Bool) 0 == if{ 1 (>K:TOGGLE_EXTERNAL_POWER) }
}
els{
(A:EXTERNAL POWER ON:1, Bool) 1 == if{ 0 (>K:TOGGLE_EXTERNAL_POWER) }
}
<!-- GPU MSFS -->
<!-- GPU -->
(A:ELECTRICAL MASTER BATTERY, Bool) 1 &lt; (A:GENERAL ENG MASTER ALTERNATOR:1, Bool) 1 &lt; or
(A:MASTER IGNITION SWITCH, Bool) 0 &gt; or (L:ACFT_OnGround, enum) 1 == and if{
(A:GENERAL ENG STARTER:1, bool) 0 &gt; (A:AVIONICS MASTER SWITCH, bool) 0 &gt; or if{
(A:APU PCT RPM, Percent) 10 &lt; (A:APU PCT STARTER, Percent) 0 == and if{ (>K:REQUEST_POWER_SUPPLY) (>K:APU_STARTER) }
}
els{
(A:APU PCT RPM, Percent) 90 &gt; if{ (>K:APU_OFF_SWITCH) }
}
(A:APU PCT RPM, Percent) 90 &gt; (A:APU GENERATOR SWITCH, Bool) 0 == and if{ 1 (>K:APU_GENERATOR_SWITCH_SET) }
}
els{
(A:APU GENERATOR SWITCH, Bool) 1 == if{ (>K:REQUEST_POWER_SUPPLY) 0 (>K:APU_GENERATOR_SWITCH_SET) }
(A:APU PCT RPM, Percent) 90 &gt; if{ (>K:APU_OFF_SWITCH) }
}
<!-- GPU -->

logic control for GPU, keep main control elements from P3D/FSX version

<Component ID="APT_GPU_Cable" Node="GROUND_GPUPIPE">
<UseTemplate Name="ASOBO_GT_Visibility">
<VISIBILITY_CODE>
(A:pLANE IN PARKING STATE, bool) 0 == if{ (A:INTERACTIVE POINT OPEN:4, percent) (L:ACFT_OnGround, enum) * 0 &gt; } els{ 0 }
</VISIBILITY_CODE>
</UseTemplate>
</Component>

gpu cable and connect point in model behaiver xml.

I control the EXTERNAL POWER ON from APU GENERATOR SWITCH, the APU GENERATOR SWITCH controled by power bus condition aircraft parking, a invisible APU working states (the only way I know to simulating GPU from FSX) and electical requirments from radio avionics/engine start/igition switchs.

so if using MiG-15`s old GPU cart or even fuel truck, tolly tug, the whole russian ground service objects pack to replace (I think override temperary better, if users want to make none russian vehicle appear on a civil airport?) , I need to build service pack and desgin logics for MiG with russian vehicle, other aircraft call stock ones. and not add too much polygons and complex for aircraft`s main GLTF models.

The main limite is my new computer has low performence with a 4GB gtx 1650 videocard, it can handle models not exceed 60000 polygons (no 4K texture, I am using 2048x2048 pix maxium) in 3dsmax smoothly, the MiG-15 current near 59000 polygons.
 
Messages
106
Country
china
setup issues dealed, the usercfg.opt file which contains install path can not using in setup tools directly. I have to code manually reference from smart developers on this topic

But I am new coder to build such complex installer, it can work but looks strange.

Anyway, Very thanks to all of them.
 
Messages
22
Glad you are back and sounds like the model is close to release. Two questions:

1. Can you preview the additional liveries for us?

2. Does it use custom sounds?
 
Messages
106
Country
china
Glad you are back and sounds like the model is close to release. Two questions:

1. Can you preview the additional liveries for us?

2. Does it use custom sounds?
1, Screenshot for change liveries? I can not using youtube, so just take pics, not make video, I will post later.
2, MiG-15Bis has same sound set as P3D/FSX version, not wwise pck format, just wav sound set controlled by sound.cfg and sound.xml.

I can not access wwise offical website to obtain a key for build soundbank package as SDK refered, so current sound set is build via wav workflow line as SDK told too.
 
Messages
106
Country
china
Screenshot for skins taken by default dev tool in hanger part1
 

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Messages
106
Country
china
part2
 

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