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Modeling, animations, sounds

All discussion and support on models, animation and sound.

513 topics in this forum

  1. Pinned topics
    • 7 replies
    • 9728 views
  2. New Brake Sound

    • 6 replies
    • 10592 views
  3. A321IAE CFM Sound

    • 3 replies
    • 6768 views
  4. Known issues

    • 0 replies
    • 6366 views
  5. FAQ

    • 0 replies
    • 5104 views
  6. Turbine Sounds

    • 0 replies
    • 7056 views
  7. Topics
  8. Work in progress 1 2

    • 42 replies
    • 5449 views
    • 31 replies
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    • 31 replies
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    • 29 replies
    • 9211 views
  9. Spot View Problem. 1 2

    • 27 replies
    • 3643 views
    • 27 replies
    • 4276 views
    • 24 replies
    • 3430 views
  10. New wing,Beacon Light

    • 24 replies
    • 3759 views
    • 23 replies
    • 2048 views
    • 22 replies
    • 2243 views
  11. No shadows

    • 20 replies
    • 3962 views
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    • 19 replies
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    • 16 replies
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    • 15 replies
    • 3226 views
  12. Bumps and rattles

    • 15 replies
    • 2037 views
    • 15 replies
    • 1879 views


  • Posts

    • You do not need FSUIPC! Runtimes = Microsoft Visual C++ Redidtributables.   Run the attached tool and post the output here. ASVersionInfo.zip
    • Da ich es wirklich wissen will , könnte ev. ein LUA Skript helfen.  Dazu habe ich was gefunden, müsste aber angepasst werden, dazu bin ich aber nicht in der Lage.SimpleTrim.lua
    • Es sind die Beta Versionen der X-America und X-Africa verfügbar: https://simheaven.com/xp11-sceneries/   Für Kommentare dazu am besten ein neues Thema aufmachen, bitte nicht hier reinschreiben! Hab das eben noch gerade so vor meinen Urlaub geschafft  Ich bin im August wieder zurück!  
    • Checking out the 2.06 update, all in all it looks really nice but one thing I've noticed is how there are a number of lights that are either misplaced or of wrong type. This mainly seems to be an issue at runway intersections/entries/exits. Below are a couple of examples. There might be more that I missed.   B1 - should be closer to the grass edge or changed to the sunken into ground type of lights     B9 - Same thing     E3 - Same thing     H1 - Quite scary if this would be IRL. Especially considering this is a high speed exit and one of the most commonly used at Zurich     H2 - This is what it should look like, using sunken into the ground lights     L9 - Same issue as the others  
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