FSX 146's

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Michael davies
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Re: FSX 146's

Post by Michael davies »

tonymadge wrote:That looks superb :)
I'll wait for someone else to ask the dreaded "will it work in FS9" question :D
It was originally set for FS9 but I've almost totally moved over to FSx, I have a job remembering which day of the week it is, let alone how to model and compile for two totally different sims LOL.

I've been playing with the Max source and it looks like you can model for both if your really clever with your materials and parts naming, the MakeMDL will ignore the FSx animation tags so long as the part name is native to FS9 compiling, the FSx compiler will accept parts named with FS9 names but you need to add the extra tagging. In short you need to use FS9 names for animations and then in FSx just add the tags. FSx does not support default axis animations, everything has to be key framed, which in its self is not a bad thing, generally only rudder, elevator and aileron were axis driven in FS9 so those three animations are the only new ones that need changing to key framed for FSx, key framed also works in FS9 as well, so no loss there.

Materials could be the problem, I've yet to see if a FSx assigned material will run through the FS9 compiler, the Jetstream is fully converted to FSx and part textured so a quick test today will see if those materials will transpose back, certainly glass and prop disc's don't so you need two separate material attributes for each sim.

To wrap all this up, yes it should be possible to get this into FS9 with a little effort, where it will fall down is in the VC and VC details.

Best

Michael

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