FSX/FSX-SE Aircraft and Panel Design Forum - How To
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9019 topics in this forum
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Hi all.Ive been playing with AI float planes like the Beaver and Twin Otter.While watching them on tak off I notice a steep climb angle.Is there a way I can change this angle so they lift from the water at a 500 ft per minute attitude rather than a 1000 to 1500 fpm attitude.Thanks Alhttp://www.flightontario.com/images/sig_asibley.gif
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Is there such a thing, or is it even possible? an interface between the autopilot and the radar altimiter.
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Hi folks,i am cleaning up my HD and found a one year old project of the Airbus A300B1 prototype (Bus No.1). Its shorter than all other A300, B2, B4, B4-600 and only two of them have been build. Both aircrafts have been, contrary to the Boeing B707 prototype, already destroyed. The outside model ist 99,99%, the VC is 90% finished. The textures are only basicaly finished, FDE, panel, gauges and sound are totaly missing. At the moment it uses default 737 panel and sound. And heres the point. Before i would delete the entire project, i want to ask if someone is willing to continue it under the precondition that the final one will be released as freeware only. i could send you…
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Hi,I have an owner drawn gauge that consists of a static lib containing the instrument logic (C++), a C wrapper, and a DLL project that builds the gauge. The gauge has a digital screen that is green and part of the background bitmap. I'm trying to load a gauge background from a bitmap using MAKE_STATIC and pass the DC into my C++ object to render the contents of the gauge 'screen', effectively writing black pixels on top of the green background of the gauge bitmap. I have used the Flightmap example from the SDK and gotten only so far, but I don't see the data that I'm writing to the element dc. I write to the dc prior to passing it off to SET_OFF_SCREEN(). I intentionally…
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Hi all, what code do I need to make a part of AI obj. appear/disappear depending on the state of the AI object? A part of my ferry should not be visible when it's moving. At the moment I check the speed of the object, but this is not a good solution because when ferry leaves the port, it backs up, stops for a moment (part appears!) and then starts its trip. However, during the whole trip, the object's AI UNIT MODE (new FSX variable) is 4 (waypoint mode), so it would be wise to check unit mode instead of speed. How to make part visible only when AI UNIT MODE is 4?Current solution:AiObj_moving (A:AIRSPEED TRUE, knots) 0.01 > if{ 1 } els{ 0 }
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Hi,I wonder what the rule is for AI craft to show the effects.Does it depend on the contact points that trigger certain effects? Or does it depend on the MDL?Fact is that I am converting the HAMA FS2K2 Congou into an AI vessel (I do have the FS2K4 AI version as well but it doesn't work as it should in FS2K2).I first tried the FS2K4 AI but it bounced and disappeared. Then I replaced the air.file by the Marignan.air and it worked. But no effects whatsoever.I then used the FS2K2 Kongou mdl and it worked fine again and now the flag is showing as well. But still no wake or spray effect.Holger in his AI_ships readme told it was something to do with the contact points. And indee…
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About a year ago, I coded this timer gauge and at that time I did not need to have the seconds displayed. I would now like the seconds displayed and can't remember how to do it. The purpose of this gauge is to record the zulu time, at the time of the mouse click and display the captured time in the gauge. I use a second gauge to record the zulu time, at the end of the timed event. It works great, but it only displays the hours and minutes. What do I need to change/add to make it display Hours:Minutes:Seconds? Any help or suggestion are welcomeThanksTimer 1 (L:var1x,bool) 1 == if{ (P:ZULU TIME,hours) (>L:var1y,enum) }%((L:var1y,enum) flr 24 %)%!02d!:%((L:var1y,enum) 60 …
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In an Object header (.h) I have: private: bool m_isBoxed; // Display with boxand in the related .cpp file: m_isBoxed = false;or m_isBoxed = FALSE;or m_isBoxed = 0;each of which results in FS crashing on load.Anyone have a similar experience and find the solution, or understand why this is happening?FYI, the header has the following includes:#include #include #include
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Here's one discussion that got noticed by the folks at ACES...P:Time of Day and E:Time of Day both report the following values:Dawn 0Day 1Dusk 2Night 3Anyone find me a variable that reports sound status? }( Doug
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- 3 replies
- 1.2k views
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Hi:After reading through the posts this simple little problem should be easy to figure out. I've modified several basic XML switch and rotary gauges with new bitmaps etc. to create a new autopilot (CRJ type).The problem seems to be that the gauges only show in the panel sporadically. On occasion all the buttons will show and at other times after even a small change to the panel.cfg some, most, or all of the gauges no longer appear on the panel. Even more frustrating, if I replace the unworking panel.cfg with a backup that I know was working, the gauges that worked just fine when I saved that panel.cfg are no longer there.These are simple buttons (eg. NAV, BC, etc.) and wh…
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Is it possible to know that ATIS has been tuned?
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Can anyone give me a heads up on how to setup the various animation states for a FSX propeller using 3DS MAX?I made three props for my aircraft:* a still feathered state* a version with solid blades that I rotated 360 degrees* a blurred state with a transparent prop disk that I also rotated 360 degreesUsing the FSX Animation Tool I assigned keyframe animations 0-100 to each prop using the following tags:* prop0_still* prop0_slow* prop0_blurredWhen I view my aircraft in FSX I see all three states at once. Any tips on how to set this up so that I get just one prop state at a time?
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I've got the NearestAirportCurrentLine that i need to add a waypoint based on what one has clicked on the screen. I was looking through the gps_295.xml and having a hard time finding how to add a waypoint based on this data. Any suggestions? Something to do with (@c:NearestAirportCurrentICAO) (>@c:WaypointAirportICAO)??Thanks,Steve
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I am having a problem trying to make a new gauge in FSX. This is my first attempt at making a gauge and I am sure I am making some basic mistake. I have followed the example given in the Panel and Gauge SDK. I had some problems working with the Ace.exe but got it figured out after some trial and error. I also think I have a very basic understanding of the xml but I am still very new at it. Here is my problem: I can
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Ok, im trying to add some gauges to my level d panel via a new window and every time i add the gauges and load the aircraft, i get a CTD. I have successfully loaded the aircraft without the gauges and just the new window so i know that for some reason these gauges do dont want to load. here is the cfg in the panel. also, i was using FS panel studio and yes, those are lonny paynes gauges but im only using them for my own use. i was thinking that mabye there is some other gauge attached to those and im missing something. any help would be appreciated. im trying to add an EPR gauge to the 767 panel to make it feel more like a 757.[Window01]file=ECIAS.bmp Background_color=0,0…
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Don Moser's C150 taildrager came with an aliased 172 panel. I've created my own custom panel but I can't get any Carb-heat guage to work. they show on the panel but do not move or actuate. I have checked the .air file and Carb-heat is listed as available, and there is no specfic exclusion for it in the aircraft.cfg file. I've also checked with the author Don Moser and he is as baffled as I. Checking the stock C172 I see it has no carb-heat guage at all However my custom panel has no reference to a 172 of any kind any way.ANY SUGGESTIONSThanksFS_Nuthttp://forums.avsim.net/user_files/162221.jpg
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Adrian Woods posted on http://fsdeveloper.com that the anticipated update to the SDK and the GMax SDE is targeted for release sometime next week!This is wonderful news for GMax modelers... ;)
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I tested this code outside of the sim, and it worked... but interestingly... when I trigger it in the sim, the 1st character (code[0]) never shows up.So, if I enter "2345" in the scratchpad, then hit the key to trigger this method, I get "345" in the Xpdr.void Xpdr::SetXpdr1Code(){ UINT32 bcd = 0; // encoded xpdr code (ie 1200 coded to 4608) const wchar_t *code = ScratchPad::GetText().c_str(); bcd = (code[0] - 0x30) << 12; bcd += (code[1] - 0x30) << 8; bcd += (code[2] - 0x30) << 4; bcd += (code[3] - 0x30); trigger_key_event(KEY_XPNDR_SET, bcd);}If I set a break point, I do see the full text "2345" is in the scratchpad, but strangely I can't se…
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Hi guys, has anyone looked at and found a way to change the FSX helicopter rotor animation. It's not constant, it starts and stops and is taking away from the experience for me. I have tried to speed it up and down by adding prop_anim_ratio=-1.76 and changing variables, but nothing works. It effects all imported helis as well, any ideas?Regards, MichaelKDFW Asus A8N32-SLI Deluxe nForce4 SLI-x16 / AMD
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Hey folks,there one little detail that I appear to be too stupid to figure out.When opening up the FSX SDK sample gauge file in VC++ 2005 Express, all single *.cpp sub gauge files as well as the main gauge CPP appear under Source Files within the Project Explorer.In that gauge and also in my own gauges the sub gauges are included via #include "subgauge.cpp" from the main gauge, just as usual.But now, if I create a new project and add the files to the Project Explorer, things won't compile anymore. The only solution seems to be removing the sub gauges from the explorer. It seems that then only the main CPP is being compiled directly, which of course still includes the sub …
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Hello Readers! I have just recently opened a new Flight Sim website dedicated to Simple AI-traffic add-ons. For my freeware I have included aircraft from AI-Aardvark, Evolve-AI and FS Painter. But now i am developing a payware series and need to develop my own.Anyone who helps me will receive tons of rewards, i need people who can make realistic aircraft models and/or repaints.If you would like to find out more or apply, please visit our website at (www.topdogai.com) and click on Jobs.Happy flying!Chris
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I am trying to find an Air Iceland (Flugfelag Island) Fokker F50 - flyable, not AI. The only version I can find was written for FS98. I tried installing this without success, but I wonder if there is any way of making it useable. I guess this is probably a dumb question but, as a non-painter, this plane would appear to be my only hope. Thanks.
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Hi All,(A:ELEVATOR TRIM POSITION, degrees) 10 * near 10 / -1 < if{ 1 (>K:ELEV_TRIM_UP) }(A:ELEVATOR TRIM POSITION, degrees) 10 * near 10 / -1 > if{ 1 (>K:ELEV_TRIM_DN) }This code does work before take off with the understanding that it sets my trim to 10 to take off. (-1) is then replaced with (10)and some other code to stop the process of course.I also tried it with -1 one, not very useful at take off, but it works none the less. At 70ft before landing, AP/AT and the likes disconnected it does not work! After landing it does not work either. Does anyone have an idea what prevents it from working when landing?I must be overlooking something but what?Roelof
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Does anyone have the details on what exactly changed in FSX that causes the "manual" engine starters of FS9 aircraft like the Rick Piper HS.758 and the FSDZigns L-049A Connie to no longer work in FSX? The "auto-start" ( CTL-E ) is required to start the engines of these aircraft now and I find that unacceptable. I want to go in an mod the starter gauges so that they work in FSX but I haven't been able to locate any info on just what parameters changed that cause the starters to be inopperative. If one attempts to use the manual starters, the engines will crank and wind done, repeatedly, but never start. Some parameter obviously has changed that needs to be set for the star…
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