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Stefan Hoffmann

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Everything posted by Stefan Hoffmann

  1. You can do a costum window layout directly via the paintkit by simply masking a window ON or OFF in photoshop for example.
  2. 1. The file names clearly indicate for what aircraft they are. First the "rought type" - A318,A319,A320,A321 --- the paintkit contains the needed data just for one of the four aircraft (so the answer to your question is "No!") Second Engine Type CFM/IAE ---- so more specification here Registration - You can check for the model by looking at google (if that is just the what you want) AND you must find the original home of the paintkit the corresponding aircraft.cfg (find aircraft rootfolder of variant, the ontop you get the list of the delivered paints already with that painkit and you can copy and paste such an FLT.XXX entry to create a new section for your own paint). 2. You can copy any texture.cfg file from another A320 CFM livery residing in the A320 CFM aircraft folder. They contain all the same directories for textures which repeat on any aircraft. Not more, not less. Fallbacks are there to make additional liveries sleak in texture amount and easy to service.
  3. Manipulating the 3dmodels itself and making that manipulation available to the public afterwards would be clearly a break of the EULA as the copyright is owned by Aerosoft. Only the paintkits are declared as public domain so far. The acronym MCX i interpret with ModelConverterX and this is a software that is not published nor supported by AS for manipulating our delivered copyrighted objects. So we cannot guarantee ever what those software does to the models. The tools we use in production not contain MCX. Is that personal livery a fantasy one or does it fly for a real world airline?
  4. Thats a very delicate topic. It´s hardly to make it right to the people. Once more dirt is visible they complain that they don´t want to buy something that looks like a "used car" (literally happend that way). But of course you will be able to tune up and down the amount of dirt or add your if needed, as there is a special layer reserved for this issue inside the painkit. To contact me, you can use the PM function of this forum.
  5. That will happen and be reported by an announcement here.
  6. The wings of our A330 for example are made as 4096er maps to get the desired detail out for that huge surface (which is almost the whole tube fuselage again as surface). The fuselage is made in an optimal 2048er resolution as several maps, having clear cylindrical, not stretched boundaries for easy painting. How Emanuel already told, the idea that 4096er maps overall bring automaticly more quality with them holds not true. A development team could promote their product with 4096er maps where they use for example one single map for the whole aircraft. Then another company does the same aircraft with 4x2048er maps for some reason. The information stored in both cases is the same and one could argue about technical favours in this and that direction. In the end what counts on the screen is the resolution per area unit, so how much pixels fit into a squaremeter of the objects surface and how fast that is computable by the equipment. Using blurred or washed out source data/imagery in maps, can so also lead to less quality in higher resoluted textures. There were even companies basing their business on modding with creating ultra-high-resoluted maps for realtime products. But how many of them survived and why? Others try to "cheat" in more resolution by using less resoluted paints and dropping decal geometry ontop of it to simulate a locally higher resolution than actually is there. But on a A330 sized aircraft you have then an extra sheet of many dozens or hundreds of single decals you must administrate to different languages later or recolor to fit a certain paintscheme. That fastly becomes a nightmare for repainters and they complain often already, we would make their work already too hard. And it is tough hobby no doubts. So we do a honest and direct approach: You get the labels inside the paintkit with direct and fast access and they are fully layered, so you have to full freedom to manipulate them like you want. We go for smooth framerates running on possibly many machines, because that primarily also makes the sim-feeling, not stop-motion cinema. And not forget about another fact: Filling a texture with 4 times more content not only makes it slower running on your machine in the end, it also takes considerably more development time and more costs, which would also mirror in what you have to pay. Either one person works longer for that task or you have to apply more persons. But also those persons have to be paid. Like anything that wants to survive in nature, we have to see whats works best and have to adapt. It is often not what we think makes us lucky in the first, fast and direct way, but once is understood why, we should be thankful that people take the time the think on later consequences of decission which make us more lucky in the long run. And at the end so at all.... And see how many thoughts just evolve out of the simple seeming question: Does it have 4096*4096 textures?
  7. Today the CathayPacific livery was finished. I added one nice Lufthansa view too again for your viewing pleasure...
  8. That depends on the special livery (which shall be displayed as realistic as possible of course) and aviability of data for the equipment.
  9. We will consider the issue. Today I completed the Lufthansa PBR paintjob that will join the default liveries coming with the A330 product...
  10. The landing gears in the recent images are in transition state, they just go into upward position. The mechanics of the mainlanding gear, so levers and joints, are extremly near the original and we work also on a correct physical behaviour of that system. Regarding the PBR shaders i can say that they make quite some more work than they old shading system, but they also bring a lot of advantages, mostly visually with them. The FSX shading system consisted of the so called Phong-Blinn system. Phong and Blinn are names of real people. Mr. Phong, a vietnamese exilant, created the Phong-shading algorithm in the mid 1975. This was a very important event in computer generated imagery, as on his work relied much of CGI in the coming 2, almost 3 decades. The new thing introduced was the reaction of polygon surfaces on simulated light, as before polygon were only simply filled with a single color. This needed also in the 1980s high performance computer to generate, like SiliconGraphics provided them in that time. The most famous usage was maybe the movie TRON. The first flight sims used the simple shaded version still til the mid 1990s, when graphics accelerators came into usage for home PC systems. Then this model ruled the "gaming" industry as efficient way to generate very acceptable realtime 3d output. But the demands in visual fidelity grow all the time and so all disadvantages become visible: The phong/blinn shading works best in a single lighting situation only and in our flight simming environment we have usually quite fast changes of daytimes. Especially in midday FSX produced pretty suboptimal results resulting in much to bright reflections, where you often got simply overexposured, featureless surfaces. This could not be controlled by the graphic dev. The physical based shaders go a different way. They not accept that more energy leaves the surface again, than penetrates it in the first way. Then we get features like metalness, which lets us simulate the difference between nonmetals (plastic, wood, rubber) and metals in a much better way. Additionally we get a smoothness parameter which also blurs the environment reflections, adding to the feeling of getting rough structured surfaces. Ontop the icecake we have now also a dynamic behaviours of the diffuse shaded AmbientOcclusion. Those technique creates darker zones in deep edges and cavings of surfaces which almost dominant leads to realistic looking materials, as i lets us prebake pretty complex physical behaviour of light. This reacts now to direct light contact and diminishes there how it does also in reality. This was the leap the game engine graphics was ahead of our flight simming engines before the introduction of PBR shaders in our sectors. But we have still go a certain way, as we still got not the same flexibility a game engine like Unreal got, but that may change with coming new competitors in that field. I am too open for kind surprises there. One guy wrote that our bird looks like "any other PBR bird out there". This is not only logically not coherent, because if this claim would be true, only Aerosoft A330s would be out there or at least only a single type of product which isn´t, already trivially thought, not true. To these people i can only say: Please make constructive claims, not only ventilate your personal frustrations here.
  11. Hi andyman977! The liveries with the satdomes are a late addition to our airbus project. As many of the american models are very special (satdome structure and antenna assignments) and different compared to many european and world models designed before, it can happen they got unique texture names. Originally those paintkits are designed to stay with the model, so you can make slight alterations of it, as such layouts mainly only exist in just that one airline. But if you want to cross-use paintkits which aren´t thought to be crossed, you have to make sure you use the correct texture names for the models textures. You can make them out going into the original folder residing on your HD and checking the names, then correcting your textures to the name the model "understands". Having a black model means, that on loadup the sim cannot find the textures needed at all, which of course happens too if the textures dont have the correct name and the loadup is totally character sensitive. In case of the JetBlue A320 IAE this would mean its Texture.N828JB folde and make sure you dont overwrite the old ones...
  12. I guess you meant the autpilot front panel (FCU) ? This is not black how we can see, as the screws are displayed at the edges, so the texture is loaded and rendered. What happens is that not all dynamic lights are included in the rendering and so the total light amount reaching the FCU panel is smaller than with its neighbouring ones, so it appears a lot darker. So the question is now why this happens and it can be also caused by the exterior lighting from the scenery. We can have reached a limit of lights etc.... The settings for materials are all the same in case of VC panels. Only the pixelinformation inside the textures differes here. Can you test with a similarly sized other aircraft at the same position and see if the same happens there? Also if you use any 3rd party visual plugins like tomato shade etc: Such stuff we not support, as there appearance is hardly calculable on many system. This can be truly the cause here....
  13. Time for the small friday update. This week i got images from the CathayPacific livery for the A330, which is finalized by now.
  14. Time for the friday update: The VirginAtlantic livery has been finalized now. Inspect the winglets please for not being mirrored and freely paintable ;-). Also the images should answer the question if DOOR2L and R are openable. It contains the whole galley there too for the exterior view. At the end comes a little preview for next weeks livery...
  15. Hi Yapke! I dont´t know where your doubts come from, but of course the winglets are in hires and they are not simply mirrored. Each side can be painted independent and that will be shown also in the next friday update presenting the final coloring of the VirginAtlantic livery. This livery got, different than the blank Lufhansa ones, painted winglets with the airlines logo on it. We have also decided now which livery comes next: CathayPacific.
  16. Hallo! Das die Reifen teilweise im Boden einsinken ist zum Teil gewollt (da hatte Tom völlig recht und das werdet ihr bei eigentlich allen Produkten am Markt so sehen), teilweise wird das durch die Sceneries verstärkt, denn dort werden über dem eigentlich "physikalischen" Boden noch weitere Bodenelemente eingefügt die keine Berücksichtigung bei der physikalischen Berechnung erfahren. Wenn natürlich die Chockes komplett im Boden versinken, stimmt etwas nicht. Wir arbeiten dran und werden das korrigieren.
  17. Data63 is not wrong here! While of course more pixels enable to contain more information inside a texture, the visual effect lessens very much going over 2048er size if you stay with the same covered surface area. This you not get a linear increase in visual quality anymore for usual viewing distances which are kept far over 90% of the time. What you get for sure is an exploding demand on texture memory resources, in fact it multiplies with factor 4 for a single color texture. Also the single pixels in the texture have to be accessed element for element by the GPU shading processors. Taken into account you also have to assign a gloss/specular and a normal texture, then we are at factor 12 already. Large aircraft then come to 3 materials for their long tube sections. That would be 3x12=36 fold the demand. Sadly in flight simming aircraft not hang in empty space: They need a hires environment so landscape tiles, cloud tiles and foremost detailed airports and MEGA airports. Those will also get crowded with details more and more with time. Modern top end graphics cards come with 6 to 8GB (not many want to buy such expensive cards still yet and got less) but how long do you think does it take to exhaust that again, when all (aircraft and scenery designers) think they can play a lone main role in using resources on the sim platform? Below i made a small sample image that shows the result of a 4096er and a 2048er representation of the same content. Try different distances from the monitor and see how fast you cannot see the difference anymore. And i just compared paintkits from the manufacturers mentioned with the result, you also cannot read the smallest labels there too...
  18. Thanks for the kind words hunteral. You are welcome! Also time for a small friday update. Lufthansa satcom fairing has been done and so also the rest of the livery. Wasn´t that easy to get info on that pieces. The next one will be a VirginAtlantic A330, WHICH ISN´T COMPLETELY PAINTED YET on the images posted. Also those its seems have been fitted with some kind of internet antenna fairing. As i not found detailed info on that, you are free to help and document from what company that maybe and pictures of it would be even better! Sadly any airline seems to use its own system or at least fairing...
  19. Hi Marea! What you witness is not a failure in the repaint. You are still in the VC, you not see the exterior here. Maybe you use a camera plugin? That can be already the solution. Reset your cam views here please. A wrongly set EZDOK cam often produces such results...
  20. Time for a small friday update: Works on the A330 continue and I am currently doing addtional liveries. The first one is the first A330 with the new Lufthansa paint, D-AIKO. Note that the works are still underway at this paint: Work is just done on the EMER DOOR3, which is much more narrow than on DragonAir aircrafts. So there we got the first option already. Additionally with that another window layout comes, which is also added next week. The most prominent change will be addition the FLYNET fairing at the aft section of the aircraft. Collecting data was needed, to be able to model that first. They differ from the ones used with A320 aircraft, so its sadly not only "copy and paste"-job here. Images are taken out of the 3dsoftware. The looks in the sim will be better with all the lighting, reflections and shadows there...
  21. Dynamic lighting must be set to ON in the lighting menu in order too see the runway illuminated. Setting this option off, you disable all exterior lighting calculations and it gets dark.
  22. This happens, when the corresponding normal maps are not loadable. Did you set the links in the texture.cfg for that correctly?
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