• 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.

FSX Spaceflight dynamics module for FSX

Impatience is a sin and will be rewarded with flight simulation hell (microstutters, OOMs and crashes when you least expect them).
 
I know, but when you want something so much, and no news, I'm sure you want to know if the developer is at least in good health :)
I remember how disappointed I was about the NLS a380 ...
 
Developer is in good health, however, I had serious family matters to deal with. :( Please be patient, this project is my passion and I am sure to see it to the end.
 
I understand that :) take care if you family my friend, I hope it will be sorted out :) Good luck Misho :)
 
This is fantastic.. really fantastic! Having been a space nerd and regular KSP and Orbiter player for many years, I am looking forward to this!

How much depth will you go that is possible with this? be nice to do multiple space launches at different times and keep aircraft in orbit.. to allow for building space ship in space, for example building the ISS module by module over multiple launches - that would be epic! Though I am not expecting you to do this for obvious FS limitations but you have managed to overcome the limit of not being able to utilise orbital dynamics so reallly I have no idea what is or isn't possible

That being said, really looking forward to this
 
Yes - the intent is to have "persistent" objects in space. Once you launch them, they will stay there until the orbit decays, or until it is de-orbited manually. Also, yes, you will be able to link objects into structures, and visit them.
 
Turns out that the flickering in my first video was not due to my inferior hardware, but due to DirectX 9 mode. I tested in DirectX 10 mode ("preview") and the flickering is gone. On the other hand, in DX10 mode I don't see FX "plumes" (or any other effects), and the bloom is a lot more prominent (even the glossy material seems "blooming") but there are no bloom "sparkles" (x-shaped shine flare effect where light reflects from material)

Does anyone have more info on the difference in DX9 and DX10 modes? Are there shaders available for DX10 that fix these shortcomings?
 
There are some free fixes to the DX10 shaders by Steve Parsons (available on Avsim), but these won't fix your plume effects.

An all-in-one solution is Steve's commercial DirectX 10 Fixer tool that further improves the shaders and make all your effect files DX10 compliant. Twentyfive bucks might feel a bit steep, but on the upside, you will get more leverage in terms of memory management (less chance for OOMs), cockpit shadows and better lighting. It did upgrade the FSX experience quite a bit for me.
 
There are some free fixes to the DX10 shaders by Steve Parsons (available on Avsim), but these won't fix your plume effects.

An all-in-one solution is Steve's commercial DirectX 10 Fixer tool that further improves the shaders and make all your effect files DX10 compliant. Twentyfive bucks might feel a bit steep, but on the upside, you will get more leverage in terms of memory management (less chance for OOMs), cockpit shadows and better lighting. It did upgrade the FSX experience quite a bit for me.

Great, thanks for the info! I had no idea that so many things were broken in DX10... too bad DT didn't address this properly. Another bummer is, my VC dissapeared in DX10 (worked fine in DX9), but that has to have something to do with how I implemented it, since you mentioned VC shadows and lighting is improved with DX10.
 
Docking/Linking code progressing nicely!!! :stirthepo I can now assemble structures from smaller parts, dock with them and "push them around" :D:cool:... I'm also able to take control of each part and control it independently, regardless of what spacecraft I'm in (remote control).

Just for laughs, I raided NASA's 3D model repository and managed to convert a few parts of the ISS into FSX format! I'm hoping to have a library of space hardware to build larger structures out of...:wizard:




upload_2016-11-4_2-59-15.png

upload_2016-11-4_3-0-3.png

upload_2016-11-4_3-0-47.png
 
WAIT, tou created the possibility to "leave" an aircraft to control another one? TRUELY?????

Btw, when will it enter its Alpha or Beta phase? :)

Marc
 
No, not leave user object, but to remotely control any AI object. Although, I have ideas on how to switch between objects and dynamically make them user-controlled aircraft without loading it through the "Aircraft" menu...

I'm hoping to have a freebie demo ready for Christmas.
 
Back
Top