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Re: Current Projects

Post by lorDuckFeet » Thu May 02, 2013 7:19 pm

Updated the UPS MD-11F, missing 19 days to launch the package "Civil 1" do not miss!

It included the registration, issue the fuselage and turbine,

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Re: Current Projects

Post by Monoceros » Sun May 05, 2013 10:01 am

Made another ship for my Shoot 'em Up pack (shmup) for the "Future Soldiers" set. This one is ANTARES-XX from Border Down

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I have one more to make before I complete and then subsequently release the whole set.
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Re: Current Projects

Post by Animal » Fri May 10, 2013 10:10 am

nice
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Re: Current Projects

Post by Kujo » Sun May 12, 2013 12:39 am

This is my project so far, an El Centro remake. Yes there is a Crashy McSplody of Ground Objects, and a Whammy Kablammy of start positions, but for me, I still end up with 50 fps, which is pretty good!

Progress screenshots:
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I've managed to put up some Airshow Ramp start positions
Imagelol little too close there Mr. Stratofortress
Thanks to PMNV, Airbourne, TF58, and the creator of the zak repainted ground objects, i was able to put in objects like so:
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Also have some military Start positions here
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and here as well
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HERITAGE FLIGHT START POSITIONS!!! :D
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last but not least, the housing and shops (Gasstations, churches, etc.)
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P.S., if you look at my screenshot in the HQ, you'll see that there is a building that freakin high enough to block someones flight path, SO i now removed them. Thank you
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Re: Current Projects

Post by Shiny Rice » Sun May 12, 2013 9:44 am

You are still getting 50 FPS with all of that? I'd lower a bit the quality of the stationary airplanes. And get that Buck F-22 out of there, since it is one of the laggiest planes in YS EVER. But the detail is something I appreciate.
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Re: Current Projects

Post by Monoceros » Sun May 12, 2013 9:58 am

This is the next one in line to be finshed. It is the RSF-4D Type-A

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It is modeled to function with Doll DFSD-014 LeiNyan. Though the set is almost complete I am having trouble selecting the last one to model.

@Animal, I saw the thread for the 1960's design contest and I may enter. It depends how much time this last model will take to make and finish.
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Re: Current Projects

Post by Kujo » Sun May 12, 2013 8:07 pm

@Rise and Shine

50 Frames Per Second is what it showed up to, and the aircraft on the map are not included :D . Basically, there will be NO flying aircraft included. All though I'm planning on getting moving trucks on the roads (not all of them)

As you can tell, I've played FSX for 2 years, so I'm all about the Ground and map problem. ;)

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Re: Current Projects

Post by Honey Badger » Sun May 12, 2013 10:10 pm

After running FSX's auto-gen maxed out, even a map like this feels empty.......Great work!
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Re: Current Projects

Post by Kujo » Mon May 20, 2013 1:03 am

Even though I'm having a hard time about disappearing and invisible objects when i start YSF scenery editor again, I still managed to get the hang of getting the other ground objects in without trouble. :)
This is an AFB I call, " Luxavily Air Force Base "
ImageImageImageImageImage This picture above is an example of missing objects. And some of the start positions that you see at the bottom of the main Airbase area are covered by alerts and hangars. Not all of them though. It's a work in progress! :D
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Re: Current Projects

Post by Airbourne » Wed May 22, 2013 5:09 am

Dtpilot247 wrote:Even though I'm having a hard time about disappearing and invisible objects when i start YSF scenery editor again............
Sorry, I have no idea what the hell went wrong...But they still work OK on YS when you fly, right?
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Re: Current Projects

Post by Gunny » Wed May 22, 2013 6:21 am

Usually if a ground object does not initially show or it disappears its because the file path has been interrupted some how or not installed properly.You will have to check your ground .LST file against your actual folder files to see if the file paths agree with each other and spellings are correct and agree.Or if you have no idea what I am talking about you may want to just re install them from scratch.But its not unusual for ground object to disappear after you have set them.It doesn't mean they are not there.Test fly before you quite for the night just to make sure they are where you put them.
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Re: Current Projects

Post by Airbourne » Wed May 22, 2013 8:19 pm

I am 100% sure that the paths are correct. Should I have a coll or coarse file for each of them?
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Re: Current Projects

Post by Gunny » Wed May 22, 2013 9:29 pm

I do not think it is your error Airbourne.I use your ground objects with no problem at all.But to answer your question. No you do not need a course or coll file with simple ground objects.All you need is a simple ground.dat,.dnm or a .srf for a visual.And as for the disappearing trick in scenery editor it has always happened I have gotten used to it and use the boundary boxes to edit and move them if I need to. :)
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Re: Current Projects

Post by VNAF ONE » Wed May 22, 2013 10:30 pm

I think that's what he means then because I have had the same thing happen to me. It's just a weird thing scenery editor does, though I can't say for the new one.
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Re: Current Projects

Post by Kujo » Thu May 23, 2013 11:39 pm

The ground objects don't appear on the scenery editor,but they still attend to show up on YSF once I start it :) that's a good thing
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Re: Current Projects

Post by Airbourne » Tue May 28, 2013 5:57 am

Speaking of ground objects,

I am making a new, higher def. pack of trains. My first pack will be a CSX Coal Train pack which consists of a ES44AH and 4 different Bethgon Coalporters.

I figured why not make individual packs made up of an engine or two along with a few cars instead of waiting on one giant pack!

Here is some eye candy:

ES44AH
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Bethgon Coalporter (Version 1) (My Favorite)
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Bethgon Coalporter (Version 2)
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Bethgon Coalporter (Version 3)
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Bethgon Coalporter (Version 4)
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Consist
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COUPLERS!?!?!?!?! :shock:
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Entire Pack (14 Trains Total) Comes with both empties and filled with coal.
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Re: Current Projects

Post by Turbofan » Thu May 30, 2013 2:26 pm

^Now that definitely is some eye candy.

Just wondering though, you will still release the low-def ones right? (Unless you have already and I missed it; haven't been on HQ in a while).
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Re: Current Projects

Post by Airbourne » Thu May 30, 2013 7:38 pm

Now that I think about it, I might make these into low def. models so it is easier on some people's computers. So now what I'm saying is that in the pack will consist of 14 hi - def models and 14 low - def models.

edit: Actually scratch that idea about the 14 low - def models, waaaaay too much work, it will be a pain in the ass to double everything. I will just release the low def ones sometime in the future.
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Re: Current Projects

Post by iqmal_97 » Fri May 31, 2013 8:45 am

>MFW seeing raised railroad tracks and couplers...
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Re: Current Projects

Post by NightRaven » Fri May 31, 2013 10:46 am

A little repaint I did...
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A few more .dat fixes and it should be ready.
1st repaint that I actually bothered to finish, by the way.

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