We are looking for two additional A330 pilots to join our advisory team.  We will ask for credentials (sorry for that), but if you are willing to assist contact us on mathijs.kok@aerosoft.com

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Stefan Hoffmann

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Everything posted by Stefan Hoffmann

  1. Hi Trevor! As this is a part of the interior model and the paintkit only features exterior stuff normally this isn´t included yet. We are discussing internally to release also those mentioned files for repainters to change. Kindest Regards Stefan
  2. Hi Donka! Note that in MSFS only the outer shell is existing in the exterior model. The cockpit itself (and with it even the insides of doors) are part of the virtual cockpit model. Cockpit and exterior model are fully separate entities now. So you wont find any of the interior parts anymore in the external paintkit which exists already in the interior model. We will have to discuss if we publish some editable version of the interior assets so.
  3. Hi CXA001! Attached is an image from the paintkit manual to the MSFS CRJ700 paintkit. As the winglets in the base texture are of too low resolution for razor sharp winglet details, there exists a special decal surface just for painting this region. Please check the image, it should tell you about the texture you need to adapt for your paint. Make sure you learn how to use transparency masks in case you not fill the whole winglet with a uniform color. There is a unique decal for every wingtip side in this texture in a rather large size. For the relative position on the winglet you can refer to the included UV layout layer.
  4. Thanks for the input. Issue has been corrected and update is underway.
  5. Hi Mugz! Issue has been indentified and corrected. The corresponding files will be delivered in the next udpate.
  6. No, its not made of dark matter, but the galley light comes from an emissive map, not actual software lights. So you have the choice to either have it lighted correct EITHER in the closed OR the opened version. As a lighted pax door will look odd in the opened mode, it is like it is... Maybe in a future version we will update this to software lights. But this is in no way a show stopper as this is no GalleySimulator.
  7. Hi! This must have to do with a corrupt installation in my eyes. We have your two cases of faulty shadows and the huge rest of product instances works flawless. We also never witnessed such an issue during production. So its hard to reproduce the cause at all here.
  8. We will overcome the bug. Actions on it will start tomorrow.
  9. All what the developer mode tells you is, that no emissive meshes are installed.
  10. Hi Mugz! Your commitment in honor: Viewing the model in blender not gives you what we see in 3dsmax at first hand. Be careful judging from this perspective.
  11. Of course you mean: I not see as good as i would wish. What many dont know is, that this is also a limitation on the real CRJ. Also some of our advisory pilots told us, using the lights in the wing in realworld during taxiing is not an uncommon practice.
  12. Thanks for those pictures! They say thousand times more than the first one. Its seems, that the camera effects are not rendered nearing the light emitters under are certain border distance. That is a parameter we can work with. Actions will be undertaken to overcome this.
  13. You get emissive lights as the light are installed. Question is now what keeps them from actually showing up... This we will have to test next week. First, with we try to recreate your situation. Then taking the needed steps to remove possible flaws.
  14. Under what conditions were those images made? We never faced total darkness of the lights during testing. Interesting to know so we can recreate. An update is then of course mandatory. Thanks for the input!
  15. Hi M4V3R1CK! This was detected already shortly after the release. Its already corrected and will be part of the next update hopefully. Kindest Regards Stefan Hoffmann
  16. The RealLight issue (steppy floodlights on mainpanel) is solved and already pushed into the update pipeline. You can await it ready for download very soon. The reflection/shadowing issue results with legacy (non PBR) shaders in Prepar3D V5. As the airbus series features legacy shaders still, there is nothing we can do about that currently.
  17. Hi Amarant Fox! I checked on the RealLight issue in Prepar3D V5 and the plugin provider changed some interior parameters which we have to address now internally too. The update is worked on next week and soon there should be an update available for that too.
  18. Hi Amarant Fox! I checked the "reflection" issue you described. Actually that is nothing really new. But its not the reflections, its a not correctly working shadowing algorithm which plagues Prepar3D material which got normal maps since generations. Under certain lighting angles the sim doesn´t seems clearly to know if the surface shall cast shadows or not. As this is decided uniquely for each polygon, you get those hard edges shows. This is obvious for ALL aircraft that use normal/bump maps and cannot be avoided as the error stems out of the sim itself. The only way would be to remove all normals maps, but then it falls back to "FS2004" looks, so also no way. However on PBR material this not happens. I also doubt that LM will invest a lot of time on legacy shaders anymore as PBR is the standard nowadays. When the A320 exterior models are getting a full PBR update, this issue you described will be gone. But the rework is no trivial thing and will cost quite some time. Check the A321 under different lighting conditions. If you get a very flat angle of lighting to a certain polygon, you will get the flawed shadows... There is sadly nothing we can do about that now. The A330 however behaves correctly, as the PBR shaders seems to use a different calculations process to process shadows on the polygons. The helicopter is a default aircraft of Prepar3D V5 and also got the shadowing flaw. The floodlight issue for the A320 series is also processed. I will let you know of the results there later...
  19. Hi Luca_Donadi! The A330 is a much younger product than the A320series and uses PBR shaders, the newest standard. Those aquire their environment reflection data in realtime from the actual existing surroundings. On the A320 however we still got legacy shaders which is fed by a static cubic reflection map. With the new skylighting system in Prepar3D V5 also basicly more yellow hue is added and is aimed supporting PBR shaders for best results. The change from legacy to PBR shaders is not trivial and will consume many workhours to be created. So this will have to wait a bit.
  20. Hi wrs511! The easiest idea is the right one here: All cockpit textures were changed for the Prepar3D V5 release to fit the new tonemapping requirements. (If "tonemapping" is a new term for you: that is some kind of lookup-table/function which alters a pixels color information to another value. This was first introduced in cinematic productions to achieve higher control about displayed colors and to stylize productions. If you have seen a "making of" from an actual movie while a scene was just filmed and then later that same scene in the movie, you will witness a strongly changed look of color and contrast. So for the sake of better storytelling the visual aesthetics is stronly manipluated). To raise the quality bar for visual output in Prepar3D V4, LM introduced a new autoexposure / tonemapping. These processes, outputting frames differently to the time before, alters the finally rendered content a split second before it is send by the graphics card to the monitor. Changes can be made in saturation, brightness, contrast, levels and so on, which can change the look of the input textures in a strong manner. Those processes were not perfectly implemented in V4 and forced us to bring the overall texture values to a darker range to keep the correct output. This also led to further complications with other "reshade" addons some user applied addintionally ontop, who remapped the values again . So LM invested quite some time and updated that output engine stuff intensivly again to work correct with its new sky simulation engine also introduced for V5. The result was, that the small busses non-PBR textures now appeared too dark in the default sim. So to guarantee a good costumer experience with the A318-A321 pro series, the values were changed again to bring the correct values to the display, so in a level you would await comparing with real world imagery. So the pity now is only that the mainpanel texture of the existing repaints appears too dark in direct comparision with the freshly redesigned rest of the cockpit. While the default liveries of course were corrected for the release alltogether, we cannot change all the repaints done by exterior repainters. For that case we provide a replacement template for the mainpanel texture, hwere the registration has to be updated to fit the registration for the respective livery. And yes, in future registrations will be added as dynamicly changing part of the cockpit.
  21. Hi SK10! Your find is confirmed. We will create an update of the models to remove this issue. Thank you for your input!
  22. Do you use any shading addons? (PTA, Reshade etc..)? As Prepar3D V4 has been updated to a new version, often the obselete shaders of those plugins remain after installation of the sim itself. If you not have cleaned all COMPLETELY i would not sort out that this causes your problem.
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