/r/Planemakers
A subreddit for discussion of making planes and assets for flight simulators such as X-Plane, FSX, DCS, industry sims, etc. Talk about modeling, texturing & liveries, animating, export, flight physics, cockpit design and anything else involved in building assets for sims.
A subreddit for discussion of making planes and assets for flight simulators such as X-Plane, FSX, DCS, industry sims, etc. Talk about modeling, texturing & liveries, animating, export, flight physics, cockpit design and anything else involved in building assets for sims.
Work in progress threads are welcome here. Post some pictures of what you're working on so we can comment and maybe learn some tricks.
Other subreddits:
Rules:
/r/Planemakers
airfoiltools stall data
So guys where and how does airfoiltools get its data for their airfoils Like do they use a perticular span of wing for each airfoil for their data and if they do what is that span Like i want to know the aspect ratio of the wing used to collect data in airfoiltools I want to know this cause i want to have a rough idea about the stall of the wing i am designing And yes cfd is an option but i want to get the values quick even if they may not be accurate
Also does any one have any tutoriol videos for avl
I'm in the designing phase of building a lynchpin drone currently, printing various versions of the frame. Recently, I was playing Spiderman 2's New Game Plus, and was reminded of the FRND drone, with the craziest prop design I'd ever seen, but could fit my lynchpin frames perfectly. Are these props even possible? Would they even provide thrust?
For a lack of terminology I usually refer to it as sharkfin propellers or inverted props, even though that usually means down facing props.
A while ago I wanted to install plane maker on a new device that does not have x-plane installed but I was unsuccessful. Is it possible to do this or can it only be used on the device that has x-plane installed?
It dips a little when I break the sound barrier and don’t know what do adjust to make it a level break.
Hi folks,
I'm a longtime user of X-plane, having been using it since XP9. After having used it for some time I'm trying to slowly break into plane making using a bunch of online tutorials and any documentation I can find. I'm nowhere near competent when it comes to creating aircraft for simulator yet, but I've been tinkering with a very rough model of an F3H Demon which I made from scratch, seeing as I think that aircraft would be a great addition to the simulator. If there are any experienced plane makers for XP11 out there who want to join a project in their spare time to complete an F3H Demon for X-Plane, drop me a line!
Many thanks in advance!
Hi planemakers, I’m looking for .blend files of a X-Plane 11 airplane, made with one of the latest XPlane2Blender versions, for Blender 2.7+, and including a 3D cockpit with manipulators. I’ve only found one so far on the .org. Does anyone of you perhaps have links to such .blend files? Would love to learn to build my own plane by reverse engineering good examples. Thanks for your time! Tim
In general I've not seen a lot of active help and discussion on content production for simulation here on Reddit. If I'm wrong, please point me in the right direction, but I'm sure people are doing it and this would be a great place to bring us all together.
Anyone have any suggestions on making this place more interesting and welcoming for planemaking discussion?
So I am one of those poor souls who has to deal with steam fsx se which does not have a complete sdk. To combat such unfairness I downloaded p3d sdk which is identical or pretty close to fsx one. However, no matter what I do blender stays blind to it. The addon itself installed fine but it gives me an error when I press initialize toolset. Things I tired: google -ikr admin powers to blender edit the addon fsx_toolset and fsx_export to change the handle to the place where I have my p3d sdk. I tried both slight change - handle=OpenKey(HKEY_LOCAL_MACHINE,'SOFTWARE\Wow6432Node\Lockheed Martin\Flight simulator X SDK')
and harsher where I replace addressing registry with a
sdkdir="C:\Program Files (x86)\Lockheed Martin\Flight simulator X SDK" bpy.context.scene.fsx_modeldefpath = ''.join([sdkdir,"Environment Kit\Modeling SDK\bin \modeldef.xml"])
Another note: I do not have any problems with gmax2fsx addon though. I was able to set it up by changing the path in the program to the sdk, and unfortunately I do not know of a similar solution for blender. Happy holidays anyway!
HI everyone. I've created a header image...I'm not 100% convinced I like it, but I just threw it together to have something to experiment with. I think I'll probably go with something less tall. I'm also going to start making some more fancy changes now that I have a general idea how it's done. If anyone wants to help or offer css tid-bits, post them here. Also, I'd still like to see some of your projects WIP shots.
I've been using xplane but I'm getting a little frustrated with how far behind they are on graphics capabilities and their lack of community interest in military aviation. Thinking about moving my work over to dcs. Are there any primers or any advice for people making the switch?
I'm trying to get my plane in xplane to be shinier. It's set to have full specularity and normal mapping but it's missing some environmental reflections to make it pop. Does anyone else use any reflection or environment maps and bake them down to your final texture? If so what's a good reflection map to use?
Hello everyone, I wanted to start a thread to get our subscribers talking... What are some of your thoughts on this subreddit and what would you like to see here? I'm very interested in growing a base of airplane makers that's "non denominational" so to speak.
I have seen many art communities where flightsim work shows up, and I'm sure you're already part of communities specific to the sim and software you use. So in order to get us all talking, what do you think a community of sim asset builders should have? Should we use the wiki functions? Should we have a focus on one aspect of the building process? Tutorials? I'm all ears and ready to grow.
Hello Planemakers!
I am no developer as such, but I decided to create a modified version of the G1000 gauge in FSX Deluxe to fit a mod for the default Baron 58 that creates a turbocharged version. For whatever reason, the default G1000 setup provides no information for EGT, making proper leaning basically impossible. As the modded aircraft is turbocharged, proper leaning is even more important to acheive reasonable fuel burn (and IRL maximum engine life). Accessing the necessary files is easy as they live in a .cab file that Windows can open, but even with the straight forward structure of xml understanding how the gauges work takes some time. In my case, I wanted to change out the "Alt Load" field that the G1000 Baron variant has (and is useless in FSX) for a Turbine Inlet Temperature (TIT) field. Starting from code found in the Mooney variant (EGT despite this being a turbocharged engine...)
<Script>(A:ENG EXHAUST GAS TEMPERATURE:1, celsius)</Script>It seems logical that the code I would need to use would be:
<Script>(A:ENG TURBINE INLET TEMPERATURE:1, celsius)</Script>However, this doesn't work. No, instead I found that the format neccessary is actually:
<Script>(A:RECIP ENG1 TURBINE INLET TEMPERATURE, celsius)</Script>I have no idea why the code for the Mooney panel works when it is not consistent with the SDK documentation, but that's not important. Of course, the scaling for the display on this gauge is not ideal for a temperature gauge. In order to actually have an output, changes to the "NonlinearityTable" are needed.
With approriate changes, the code looks like this. Strangely enough, there are fields for both minimum and maximum values AND for the actual table values (which drive the positioning of the indicators along the scale).
Provided with the SDK is a tool called ace.exe that preview and allow a WYSIWYG style of modification but I choose to make the edits in a text editor. The preview version of the gauge looks like this (notice the field under Oil Pressure). After finding a tool to make cab files (the one that ACES provided with the SDK just crashes when I use it)...
The gauge seems to work. Nothing earth shattering, but with some more work (the sensitivity seems off and it reacts slowly) it will make flying the plane much easier.
I am on the mobile app, so I can't see the sidebar, but I do believe we should make a rule for absolutely NO REQUESTS, we don't want this subreddit becoming a shit storm of requests. Right?
I created this subreddit in the hopes of bringing together the various simulator asset makers into one umbrella. I use xplane, but the xplane community doesn't really give me access to FSX modelers and the common ground we share for example. There's a lot of talent out there and it'd be awesome if we all had a place to share our work and discuss our skills as well as help each other out.
Given that this is a new subreddit, it'll take some time to figure out how best to have things set up here, but for now, say hello and post some screenshots of what you're working on!