1.Battle of Britain
2. The Dambusters
3. 633 Squadron
4. Dark Blue World
5. Mosquito Squadron
6. Reach For The Sky
7. The Great Waldo Pepper
8. The Blue Max
9. Tora, Tora, Tora
10. Midway
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Search found 973 matches
- 17 Oct 2009, 08:27
- Forum: Misc. Forum
- Topic: Your Top 10 Aviation Movies
- Replies: 47
- Views: 16892
- 12 Oct 2009, 11:42
- Forum: AI Aircraft Design
- Topic: xml again
- Replies: 13
- Views: 815
Re: xml again
Think it was adding the max value in, so try -andras1 wrote:Weescotty, this one works now, how can I connect it to the body speed
<code> (A:LIGHT BEACON,number) ! (A: VELOCITY BODY Z, knots) 0 = * </code>
- 11 Oct 2009, 19:16
- Forum: AI Aircraft Design
- Topic: xml again
- Replies: 13
- Views: 815
Re: xml again
Try this
<part>
<name>tied_downs</name>
<visible_in_range>
<parameter>
<code> (A:LIGHT BEACON,number) ! </code>
</parameter>
<minvalue>1</minvalue>
<maxvalue>1</maxvalue>
</visible_in_range>
</part>
<part>
<name>tied_downs</name>
<visible_in_range>
<parameter>
<code> (A:LIGHT BEACON,number) ! </code>
</parameter>
<minvalue>1</minvalue>
<maxvalue>1</maxvalue>
</visible_in_range>
</part>
- 10 Oct 2009, 21:12
- Forum: AI Aircraft Design
- Topic: xml again
- Replies: 13
- Views: 815
Re: xml again
Try replacing code section with (I forgot a space)- <code>(A: VELOCITY BODY Z, knots) 0 = (A: LIGHT BEACON, bool) ! * </code> Copy and paste it in. If nothing, time to test variable/values being returned - <code>(A: VELOCITY BODY Z, knots) 0 = </code> If that works try - <code>(A: LIGHT BEACON, bool...
- 07 Oct 2009, 19:44
- Forum: General Military AI Discussion
- Topic: main page banner
- Replies: 12
- Views: 629
Re: main page banner
Have you?james84 wrote:I've seen other interesting screens today...
- 29 Sep 2009, 23:34
- Forum: AI Aircraft Design
- Topic: xml again
- Replies: 13
- Views: 815
This is all the available lights - LIGHT STROBE LIGHT PANEL LIGHT LANDING LIGHT TAXI LIGHT BEACON LIGHT NAV LIGHT LOGO LIGHT WING LIGHT RECOGNITION LIGHT CABIN You could try - <name>YOUR PART NAME</name> <visible_in_range> <parameter> <code>(A: VELOCITY BODY Z, knots) 0= (A: LIGHT BEACON, bool) ! * ...
- 29 Sep 2009, 07:03
- Forum: AI Aircraft Design
- Topic: xml again
- Replies: 13
- Views: 815
- 16 Sep 2009, 16:02
- Forum: Screenshots
- Topic: SAAF Hawks and Gripens
- Replies: 16
- Views: 837
- 15 Sep 2009, 16:04
- Forum: AI Aircraft Design
- Topic: How do you export AI Models with LODs and Optimized Shadows
- Replies: 4
- Views: 453
Hi! Thanks to everyone. (sorry, I'm not connected often as I live in a country which is at the beginning of Internet : Madagascar) I'll try the FreeFlightDesign forum next week. The model is about to be finalized, but without the shadow trick. I've done a scenery with LODs and custom shadows for ea...
- 14 Sep 2009, 22:20
- Forum: Screenshots
- Topic: SAAF Hawks and Gripens
- Replies: 16
- Views: 837
Yes I am, though I'm not entirely how to get them-anyone know how? If you look at the original extracted package. They should be in the main MSFS texture folder. Place them in the same one for FS2004 or FSX. I.e. not in the aircraft texture folder, but the games main texture folder. If that fails t...
- 13 Sep 2009, 23:20
- Forum: Screenshots
- Topic: SAAF Hawks and Gripens
- Replies: 16
- Views: 837
- 12 Sep 2009, 16:01
- Forum: Misc. Forum
- Topic: Looking for a Nasa repaint
- Replies: 2
- Views: 232
One model I don't think I did was the NASA ER-2.
Think I just forgot about it lol.
Just found out NASA also has two Global Hawks now!
http://www.nasa.gov/centers/dryden/mult ... index.html
Think I just forgot about it lol.
Just found out NASA also has two Global Hawks now!
http://www.nasa.gov/centers/dryden/mult ... index.html
- 06 Sep 2009, 09:57
- Forum: AI Aircraft Design
- Topic: How do you export AI Models with LODs and Optimized Shadows
- Replies: 4
- Views: 453
I use FSDS and it automatically uses the a shadow based on the next LOD down for the current LOD.
I would hope that GMax does something similar.
You could try asking here
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi
Sorry can't be of more help.
I would hope that GMax does something similar.
You could try asking here
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi
Sorry can't be of more help.
- 06 Sep 2009, 09:48
- Forum: General Military AI Discussion
- Topic: How well MAIW aircraft work in FSX
- Replies: 19
- Views: 648
- 05 Sep 2009, 19:57
- Forum: General Military AI Discussion
- Topic: How well MAIW aircraft work in FSX
- Replies: 19
- Views: 648
- 05 Sep 2009, 19:00
- Forum: General Military AI Discussion
- Topic: How well MAIW aircraft work in FSX
- Replies: 19
- Views: 648
For props/rotors - Transparency was changed in FSX. Try inverting the alpha channel on the props bitmap. Other issue - Always thought that it was a problem with FSX that had been sorted in SP2 but re-appears in the acceleration pack? I seem to remember issues with FSX and things going invisible behi...
- 18 Aug 2009, 17:49
- Forum: AI Aircraft Design
- Topic: Help regarding XML animation and keyframe speed
- Replies: 3
- Views: 355
Hello there Weescotty Thanx so much for your response, I really appreciate it. I did not know that the Lag was back to front, go figure why it appeared instantly lol I am learning all the way since this was my first modeling project but the next will go much smoother and with you guys here at the f...
- 17 Aug 2009, 17:35
- Forum: AI Aircraft Design
- Topic: Help regarding XML animation and keyframe speed
- Replies: 3
- Views: 355
Unless there is real need to (intermediate keyframe) there is no need to animate in 10 degree steps. So remove all key frames and only animate the start and finish positions. 0 = inside 90 = outside The lag parameter sets how long the anim takes. If I remember the lower the lag, the longer it takes....
- 08 Aug 2009, 08:41
- Forum: AI Aircraft Design
- Topic: Canopy and Windows
- Replies: 1
- Views: 345
Up to FS2004 you could 'colour' a part using a material only if you wanted to. With FSX all parts must have a texture or they will show up black. Alpha - can be used for either reflectivity or transparency. So its quite likely the areas you found are for glass (transparency). An alpha with a materia...
- 07 Aug 2009, 20:36
- Forum: General Projects
- Topic: RAF Benson
- Replies: 14
- Views: 872
Textures - Can be done in any size as long as they follow the multiply by 2 series - 256x256, 512x512, 1024x1024, 2048x2048 etc etc. Typically the smallest used is 64x64, anything less doesn't reduce the overal file size. The largest for AI tends to be 1024x1024. Textures are mapped to the model eit...