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  1. 61 points
    Hi! After switching from the VC modeling work (addition of functionalities brings me from time to time back there) to the external model again, there is something fresh to show. Engine and slat modeling is completed now and the rest of the wing follows, mostly interior details.
  2. 60 points
    Small friday update: Work on the galley detailing advances nicely. Galley1 almost complete (Still needs trolleys and casing of the kitches painted). Other galleys follow detailing...
  3. 58 points
    BBS posted yesterday on Facebook that we have only shown renders of our Virtual Cockpit so far. That, of course, is simply not true, we have show the first in game shots many many months ago, we even shown images from inflight. They did so as response to a comment that their VC might even look better than ours. Perhaps it is, perhaps not. We'll gladly leave that decision to the viewer. But let me show some highlights from our product. It's all work in progress and please note that I use rather low color P3D settings (if you got it on your screen for 12 hours a day you tend to avoid it popping, lol). But in any case, to set the record straight, we are far beyond the stage were can only show renders. Do watch these in full size if your monitor can handle it.
  4. 57 points
    Don't look for mistakes (there are plenty) but here are some shots of the thousands of test flights that are needed. You see the bus is in the air at this moment.
  5. 56 points
    To keep it politically correct, it is simply a definition that planes are gramatically female. Planes have one advantage over woman though: If you do something wrong a plane will kill you quickly. A woman will take her time.
  6. 56 points
    Weekly modeling update: Wings have now been modeled and they are so ready for animation tests with WINGFLEX added. The visible interior of the wing also is very near the original thing featuring the spoiler mounts and also the flap drive axis (the long pipeline like stuff and the bottom of the trailing edge opening). This transports the mechanical force from the root drive in the belly of the aircraft to the single flap beams, where a special geardrive then adapts the power. How you can see that is a rather large piece of aviation hardware. Will be surely also a nice thing to walk around it with the Avator in Prepar3D later!
  7. 55 points
    Time for a small friday update: Work on the forward cargo hold is so far completed. Now work concentrates on the aft section one. All walls are covered with the detail that belongs there...
  8. 55 points
    Another test flight finished. This time I made a short hop from EDDF to EDDM to test the new step climb feature and holding entries that the A330 will have. Be aware that this is early alpha and there is still room for improvement.
  9. 53 points
    Small friday update: Gearbay have now been integrated into the fuselage with a basic coloring, details come later. Next task is to create the final cargo hold geometry...
  10. 53 points
    Small friday update: FlapTrack Fairings are now completed too. Details on the trailing wing edge + spoiler details have been also added. Last part in that section are the hydraulic pipelines for the spoiler system. Then the closing touch will be the rivets/screws on the trail edge top access panel. Last thing to do then is here the slatsystem in detail, which will follow hopefully next week.
  11. 51 points
    A sneak peak from a testflight I just made: This is an early build with some pieces not yet in place and more late alpha than early beta. And watch it in 4K please.
  12. 50 points
    Small friday update again: Galley detailing continues; this time master templates for the kitchen equipment itself were created and can be now spread over all three galley sections (ovens, waterbasin/sink, coffeemaker, chillers, trolley sized cabinets, trolleys, trash compactors...) So the kitchen will really look like their real world versions. Research was also done for the coming different external models for other operating airlines. Lufthansa for example will get a model on its own, featuring the large aft antenna fairing they installed there as optional add. So we stay very close the real thing there too.
  13. 49 points
    To save you all from depression, here is the friday update: Work this week was busied with detailing that nose landing gear with labels, screws etc...tubulars section details like servicing panels, drainage holes, labels, antenna details and the rims for nose and maingear. The work now moves to the tailsection of the plane including the stabilizers, which is again a lot of detail to create! Even the horizontal stabilizers fairing to the fuselage skin is half and artwork on the A330, as at the A320 it was a flat plan coverage. But that is for the coming week... ;-)
  14. 48 points
    Small friday update: After a small sidestep task, work continues well on the A330 texturing preparations. Thats really another caliber than to texture a smaller airliner. But most stuff has been done and hopefully the painting fun can start mid to end of next week to bring out the final looks. But i wont let you go without an image today: It was very hot in my office the last weeks, maybe that inspired me to the combination of those themes and colors...
  15. 47 points
    Time for a friday update: Texturing on the tube section progresses (please not complain about missing parts; there are indeed some yet still...)
  16. 47 points
    Some friday update: Exterior painting continues. For the quick hit here directly pictures from the 3dsoftware. Latest "finish" was the engine. Any feature of the real engine should be there too on the virtual representation. Of course it gets later a dirt pass and the metal surfaces more metal look, but thats different work passes. Next stop will be the pylon, that carries the engine....
  17. 46 points
    Time for a small friday update again: The galley and cockpit interior is now inserted and functional too (door animations). I made some images within FSX which show the different looks between day and night. The pax window itself are still work and progress and get their passenger heads and seats visible one after another. Dont wait for an update next week as i am shortly working on another project. Cargo holds are then the next stop which are luckily much less complex constructions than the galleys...
  18. 45 points
    As Mathijs already stated the AS A330 is in early alpha. I just did my first testflight from EDDM with it and I really like it sofar. The VC has a lot of 2048 textures now and all the text on the panels is so much sharper than with the AS A320Fam. The displays are also hires but Mathijs just told me that they will get an even higher resolution soon. Here are 3 quick shots from the cockpit flying the BIBAG1S SID: Do note this is early alpha.
  19. 45 points
    Time for a small friday update: Work resides now on the detailing of the lower wing sections. Current focus is on the flap track fairings; the innermost got already some detail. Any rivet or drain hole also exists on the real plane. The wing was photographed meter for meter to cover any feature. Number and place of the details represents the real thing.
  20. 45 points
    Time for a small update! This weeks work focused on the mid to rear section. Numerous panels had to be implanted, drain openings, radar altimeters... ; also the bulk cargo door (the smaller one behind the aft cargo door) will be openable. One single stabilizer already got the wingspan of an C172! Also the flexible horizontal stabilizer fuselage fairing was modeled after the real thing. Next week´s focus sits on APU section details and the large vertical tail. The first three images are taken from within FSX, the fourth image shows the pure 3d software look outside of the sim...
  21. 44 points
    Time for a small friday update: Galleys are now almost complete; only some very small details left for the doors interior itself and after that a fast nightlighting pass. As easter egg a compilation of the three main galleys. The geometry is rather light, only where you see really major corners a larger single surface ends. Also the texture is rather efficient, the pixels wisely used. But i personally see a time coming, were the door of the aircraft and surrounding will more cross each worlds than it was in past. So you can set at least a step into the aircraft maybe (dont ask for a complete cabin yet), while of course it cant be that detailed like in the cockpit. Of course we are exploring any time we have the chance new techniques. So have alltogether a nice easter time and relax a bit; i will now also retire for this weekend...
  22. 44 points
    Ah! It is also friday....so here is our current development shot...we got airborne! But how you can see still A LOT to do on the bird.
  23. 43 points
    Yes. But that's nothing more than a target. In an ideal world we'll end up with a suitable product early December that we can perfect to a release condition before the end of the year. In a more realistic world we have to deal with other things though. For example we 'lost' a full week because we needed to adapt the A320 to be able to sell via Dovetails on Steam. The fact it needs to run from the DLC folder caused issues that needed to be solved. We also had to make a few special versions for professional use. Next to these things we also decided to redo things that were not planned originally. For example advanced functions in the FMC like Constant Mach segments, Time Markers etc. but also redo the PFD in more modern code and higher resolution. All in all, and in all honesty, I hardly think about dates. My goal is to get to a solid product, sellable at a sub $50 price that is better than any other A330 (okay, that's not too hard, lol). If that is 2016, great, if it is 2017, fine. We got to look at the big picture. This is the new code base for all our Airbusses, something that we intend to use for many many years. We always looked at this as a long term project where we make new versions and only charge for the new code (that's why we offer fine update prices) that will work on all sims for one price and without limitations on how often you install or how many times you download. You know, like things used to be in 2014, lol. Aerosoft does not need to cash in to keep running. we have been doing this for 25 years (we just had our massive party). The A330 project is a big one for Aerosoft for sure, but it is just one of the 20+ projects we got running. That means I am in the luxury position to make choices based on code and not on economics. That also means I can say 2016 would be perfect but 2017 will be fine! What I do promise is to keep you informed.
  24. 42 points
    Gents, let me make a statement on the release schedule. The statement is, I simply do not know. The main reason for that is that the platforms are in flux at this moment. NDA's prevent us from making a more detailed statement but it will surprise nobody when I say that a lot of the work we are doing right now is not aimed at 32 bit platforms. It is my personal belief (not shared by everybody in Aerosoft btw) that 32 bit sims will die very soon when we get 64 bit platforms to work with. X-Plane showed that without a doubt. Will we release our Airbusses and CRJ for FSX:SP2, FSX:STEAM and P3d V3? Sure. No doubt about that, they will be as good as we can make them. Am I in a hurry to get them out while not not knowing what the dominant platform will be in 12 months time? Mwahhh.... of course I want these products to start selling as soon as feasible, but we need to explore these new platforms as fast as possible to be able to get products that you will buy in 2018. And these explorations need to be done by our most experienced staff, the people now working on these aircraft. What we will NOT do however is rush something to market because the platform might fall out from under us. Aerosoft is a 'big' company. These aircraft projects are important to use but they are just a small part of all the software we release. We do not need the money from them to stay afloat as is most certainly the case for some of our colleague publishers. Every bit of the work that we do on the busses is aimed at creating a code base that we can build on. A code base that will make it easy for us to create a line of high quality Airbus add-ons that we can sell for a reasonable price. We very much follow the idea of Airbus Industries here, create the base and them make big and small aircraft all using the same code. That's why Airbus calls it a family, something Boeing tries to do but never gets right. Of course I got a release date in mind for the A330, A320/A321 and A318/A319 projects. But that date changes day by day and I am calling myself damned lucky to work with a team and a CEO that (most of the time) understands that. What I can tell you is that things look great, not only for our products, but for the hobby as a whole.
  25. 42 points
    Time for a small update: Tail detailes beside wear and tear have been finalized now for the A333. Note that the rudder construction is not perfectly symmetrical by basic design, as there is a different maint access opening on the left of the rudder hinge. On checking many images i also could witness how different the A330-200s vertical tail construction is. Like on the A318 it was heigthened and deepened to encounter the different aerodynamical situation that comes with the shortened total length of the aircraft. Work now moves to the last large exterior: The wings. The slats are rather detailed by rivets and inward structures, but that will be displayed. Of course such a huge thing is not completed within 5 work days (also there has to be done research for every meter to put the panels, weldlines and rivets on the right places), but i will keep you all informed on how things go. For now enjoy this weeks images; even the rivet works should be rather near the real thing on the APU and vertical tail section. On Dudley´s post: There will be a detailed paintkit manual and of course people can reach me via the messaging function in this forum!
  26. 41 points
    Time for a little friday update! You have already seen some images from a sidepath i had to take this week (coffeepot, napkins, cellphone etc...). Those geometry/textures are encapsulated. If you dont want them to show, you loose no system performance/texture memory. And for those who want to see them: They are very optimized. As i told last week the slat arms were finally to make and they are finished new. Examine the little rasterlike track on the back arc of the arms: There the slat geardrive buries in its teeths, to get grip pulling and pushing on the arms. Over a system of cylindrical rolls on each arms base, the whole thing is kept in balance during movement. Left to work on is only some riveting for the stringers/flaps. The stringers are the connections between the main ribs of the wing. They are thin bands of metal below the outer surface, which keep the structure of the wing body stable, while at the same moment being flexible for up- and downward flex. However the flex on the A330 wing is gradual. The most you will see starting at the end of the spoiler section to the wingtip; logically at the thinnest parts without special enforced sections. Still doing the stringer rivets now (which cover the most part of the lower wing center between the main spars). Next week cleanup of the wing texture pages and again some pictures from within the sim. Was simply faster to shoot the images from within the 3dsoftware (but that creates some blurries when you look at narrow angles at the geometry - that is for fast drawing during work on that piece; dont worry - it will be still sharp when we see it in the sim itself).
  27. 41 points
    Ok! Two related shots from the other side this time. Fuselage is currently waiting for the exterior version of the cockpit, which i am currently on.
  28. 41 points
    My fellow pilots, Time to state something here. I am about and will proceed to finalize Innsbruck somewhere in autumn this year. We are trying to deliver a high-performing scenery with an adequate coverage of the sourroundings which perfectly fits to the upcoming ATPX (photoreal) scenery issued by "flugwerk-design". I saw the two products and at least one them is impressing. But as stated in other posts: the market is free and I as a developer have to accept from time to time that the business has it's own rules. So I do not blame anybody for anything from a pure fact-based point of view. It is another story that the current design-industry is changing since a couple of years and that 'old-fashined' approaches for design come under pressure (saying this I mean that developers who are working more or less 'for fun' in parallel to their main-job increasingly are getting into troubles). When I did LOWK and LOWS in the FS2004 times and then LOWI for FSX I did it because I loved it. Personally speaking this is my main motivation. And I see no reason to change this approach to scenery design. Time is too precious and life is too short to waist these resources by fighting and moaning.
  29. 40 points
    And here we go with the updates for this week Dudley! You did saw some post from Mathijs already of the "paperwork" which was to do for the throttle levers. Beside the wings are finished now (sigh) and the focus moved over to the thrust reverser section on the engines. It´s progressed rather far already, only the details on the outer sides of the doors have to be added next week. There is some more complex paneling located. After that work will focus on the maingearbays. Two pictures come from FSX, the rest (for my convinience) directly from within the 3dsoftware.
  30. 40 points
    Time for a small update again: This works week concentrated on the detailing of slats and its direct surroundings. Only the connection arms of the outer slat and de-icing scopes need still work, which is just yet happen after the post is sent. So the clean works on the wing are nearing its end (diryting comes how already told later) and the work moves then forward to the "interiors" of the external model: First thing is the reverser section which is a much smaller place luckyly and then the main gearbay in all its glory. After that only the cargo holds and galleys are left to do...
  31. 40 points
    Time for a little friday update on the visuals: Primary detail is now on the fuselage; next sweep will go into the smaller stuff and finalize on the tail stabilizers. After that the wings are left on the exterior model + dirtying up the whole stuff so it looks more lifelike ( and yes, not too much, not too less) This time an alternate livery; the windowlayout also fits 1:1 the original B-LAB....
  32. 39 points
    Time for the friday update! This week was focused on creating the geometry for the cargo hold and the corresponding door interiors. Also all the guides and clamps for the containers you can witness on the entries. Also all three doors are available, including the bulk cargo section. Texturing has to wait again here like with the gearbay, as primarily now all the final geometry has to be done. The last large part will be the galleys and pax doors, which have been already started today. Once this is in place, all the final painting begins...
  33. 39 points
    Time for a small update out of the regular intervalls! Today we have thursday not friday, but from tomorrow on i say goodbye and go onto my holiday vacation. No, we not have more holidays than average here starting so early into XMAS, but i moved my days at the end of the year. Summer is also nice at home, why then move many ours into more hot sun even? To the pictures: How stated the wing detailing started. As the wise artist fixes at first the rough scheme, little things like rivets and lines/rubber seals on the fairing is still to do. Also the spoiler not got his fully detail yet. Enjoy the pictures and happy XMAS / good new year...
  34. 39 points
    Time for a small update: Pylons for the Trent700 are now also fabricated, after a short sidestep to N1 Fan stages its time for the long tubular section!
  35. 38 points
    Time for a small friday update! Aft Cargo Bay is so far done. As i just recieved good photos for the bulkcargo section this gets a bit more attention at monday... The cargo door itself features also bump mapping, so with being in the sim later is will appear pretty plasticly. When stuff is alltogether done, i will post some images also with the night versions.
  36. 38 points
    Time for a small update: The wing top surfaces was covered with details this week, from wingtip to wingroot several thousands of them... Current place of work is the wing leading edge and after that the slats, which will be shown next week.
  37. 38 points
    Time for a friday update! The wings have been prepared for texturing and the skinning for the wingflex effects has been added. Works continue now to the pylons, engines and belly section which are finalized and added to the realtime model into fsx. Versus the A320 the A330 is truly a giant.
  38. 36 points
    Friday update: Basic painting of the belly is now finished (dirt comes later). I now learned that the belly panels are held by over 5.500 screws alone in this section ;-) Next stop is the landing gears....
  39. 35 points
    Time for a small firday update: ThrustReverser Section is now done and work is moving over to the maingearbay.
  40. 34 points
    Here's the first previews from the new version of Trondheim airport, Værnes. This is a complete remake for FSX, FSX SE and P3Dv3. Feature list: - Fully compatible with FSX(SP2 or ACC) / FSX SE / P3Dv3. - Includes a highly accurate recreation of Trondheim Airport, Værnes. - Highly detailed models of airport terminal and buildings. - Photo-realistic building and ground textures. - Densely placed ground equipment and service vehicles. - Highly detailed custom terrain model with taxiway bridges over roads and railroad. - Terminal interior included. - Photo-real scenery covering airport and vicinity. - Landmark buildings and bridges in the vicinity of the airport included. - Seasonal textures included. - Winter ground model with highly realistic ice and snow effect. - Custom runway and approach light effects. - Highly realistic night time effects. - Vicinity animations. (Train and custom road traffic.) - Animated service vehicle traffic. - Visual Guidance Docking System included. (SODE required in P3Dv3) - Animated jetways. (SODE) - Animated passenger boarding at jetways. (SODE) - Deice service available during winter season. (SODE) - Animated Hangars doors. (SODE) - Custom animated windsock. (SODE) - Embedded runway guard lights. (SODE) - SODE features can be disabled with included scenery Configuration Tool. - Scenery Configuration Tool included to optimize performance on a wide range of systems. - Different texture resolution sets included to optimize performance. - Compatible with AI traffic packages. - Static Aircraft included as an option.
  41. 34 points
    Time for a small update: The fuselage also needs an inner life (Who wants to look at screenshots with holes in the aircraft?) which you can witness in this case with the cockpit. The visual data from the virtual cockpit was transported to a very optimized variant for the external model incl. day and night lighting. Even members of the virtual crew had their first date to test the seats! PS: The sidewindows of course open too, when you activate them from within the hires pit
  42. 34 points
    Small Update: Main landing gear has been prepared for texturing adding some detail for the hydraulic hoses. Those are introduced when we finally tweaked our boogie code. FSX not supports double axes by default, so we have to write our own code for this behaviour.
  43. 34 points
    Time for a friday update. Work is now transitioning into the texture painting sector. Still some little stuff to add like pitots, sensors and the outflow valve panels (so please not complain about such findings); such works happen parallely to painting...
  44. 33 points
    We will try to survive without your purchase jetkid. I'll make this forum section invisible for your account as it clearly serves no purpose for you.
  45. 32 points
    Mega Airport Singapore X (by Antti Haka), It's still some way off but we thought it would be nice to share some first images!
  46. 32 points
    Late last week I was reading in the newspaper that there were many more icebergs around NewFoundland and Greenland then normal. Scientists are not sure it is because of global warming or because of a freak current, but it is significant. That made me thinking, I remember seeing icebergs many times when crossing the ocean, often they are the only thing visible in in the ocean, they really stand out. And we don't have them in the sim. So together with Stefan (he needed a break from the A330 and CRJ) we decided to make icebergs for FS. They will be placed where they are this time of year: Here you see one from close by: I think we'll not make a special folder for them and dump them in the main FS scenery folders (any comments on that?). The files will be free of charge, you will just need a forum account to get them. Now you only need the A330 to go and see them. While waiting we propose the fantastic PMDG 747 as a vehicle.
  47. 32 points
    Small friday update: Galley2 is now also done. The crew seats near the exit are detailed after this post (so please not complain about it). The layout resembles lufthansa.
  48. 31 points
    Think you will like this one! Photo realistic island coverage with mesh Highly detailed airport Funchal Madeira and Porto Santo New changes made to the terminal finished in spring 2016 Dozens of detailed VFR objects (bridges, wind power animated, plants etc) Realistic custom made approach (lead in lights) and runway lights Windsocks animated Detailed autogen covering all island Dynamic traffic AI Traffic compatibility GSX and SODE v1.3 compatible Extensive manual with charts
  49. 31 points
    To settle down the rumours here i did myself some comparision and rotated the virtual model into the position the photo was made of. The red line shows the curvature of the photographic original (image in the middle), the left image shows the silhuette line from our model (with the original silhuette line of the photo). The most right shows a crossblend of both images, WHICH OF COURSE PERFECTLY fit! I hope this sample is proffesionell enough to convince you, that anything is as it should. (Funny is, that you not complained about the missing window wipers ;-) )
  50. 31 points
    Utter nonsense. If that person used it indeed he is a pirate and using a pirated copy. Tell your friend he is a ratbastard and does not know what he talks about, he does not even know that your graphics card has little to do with the framerate you get. If you share these damaging rumors again on this forum I will ban you.