
CL44
Moderators: Guru's, The Ministry
- Garry Russell
- The Ministry
- Posts: 27180
- Joined: 29 Jan 2005, 00:53
- Location: On the other side of the wall
Re: CL44
It's here Paul
It's the top of the topics section of New releases and Support Members only not on the min list. Scrolling down finds topics which is below the bottom of the screen on first look.
http://www.cbfsim.co.uk/cbfs_bb/viewtop ... dair+cl+44
It's the top of the topics section of New releases and Support Members only not on the min list. Scrolling down finds topics which is below the bottom of the screen on first look.
http://www.cbfsim.co.uk/cbfs_bb/viewtop ... dair+cl+44
Garry

"In the world of virtual reality things are not always what they seem."

"In the world of virtual reality things are not always what they seem."
Re: CL44
Thanks Garry. Fabulous piece of work! By the way, and this is something I have thought about with all the propellor driven aircraft I have seen in FS, is there any way the props can be made to come to a halt more slowly? When I used to watch Vanguards and Viscounts at Ringway it seemed to take an eternity for this to happen. I suppose the same goes for powering up.
- Garry Russell
- The Ministry
- Posts: 27180
- Joined: 29 Jan 2005, 00:53
- Location: On the other side of the wall
Re: CL44
It's difficult the way FS works
What I can tell you is there has been another beta since that and yet another was ready to go to test before my recent RL issues.
The late versions contain a lot more coding than that version and some of it is to do with the props and the way they behave and that is still under development.
But prop action is a default animation and to try and achieve something else need a lot of work and Fraser's the XML chap on this project.
The only reason I've been able to take it as far as it has taken, including this version was the poly bust method developed by Lionheat that enabled me to compile an FS.9 model which is about twice the size of the usual limit. That same limit is why the Superfreighter hit problems so I will be able to sort that out too sometime.
Without that poly-bust method there would be no cargo on board for starters..well certainly not the Flying Tiger containers.
And no ground equipment either
Other models will have different loads.

What I can tell you is there has been another beta since that and yet another was ready to go to test before my recent RL issues.
The late versions contain a lot more coding than that version and some of it is to do with the props and the way they behave and that is still under development.

But prop action is a default animation and to try and achieve something else need a lot of work and Fraser's the XML chap on this project.
The only reason I've been able to take it as far as it has taken, including this version was the poly bust method developed by Lionheat that enabled me to compile an FS.9 model which is about twice the size of the usual limit. That same limit is why the Superfreighter hit problems so I will be able to sort that out too sometime.
Without that poly-bust method there would be no cargo on board for starters..well certainly not the Flying Tiger containers.

And no ground equipment either

Other models will have different loads.
Garry

"In the world of virtual reality things are not always what they seem."

"In the world of virtual reality things are not always what they seem."