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Macchi C.200 Saetta. May be unpacked before Christmas.

We could have MVG3d's C.200

If I may step in, Manuele Villa just got in touch with me and told me he has a Macchi C.200 designed for CFS3 offering the same quality level of his C.202 and C.205.

He is willing to send me the Gmax source code, but we have to find who can convert from CFS3.

I don't know who, among us, can convert from CFS3 models. Any suggestion?

Cheers!
KH
:santahat: :ernaehrung004:
 
If I may step in, Manuele Villa just got in touch with me and told me he has a Macchi C.200 designed for CFS3 offering the same quality level of his C.202 and C.205.

He is willing to send me the Gmax source code, but we have to find who can convert from CFS3.

I don't know who, among us, can convert from CFS3 models. Any suggestion?

Cheers!
KH
:santahat: :ernaehrung004:

Hi Friends,
I have a phone conversation with Stefano just an hour ago, I offered him the Italianwings's C.200 (CFS3) for CFS2 conversion, but I forgotten to say him that the basically conversion is ready, it needs only VC dimensional adjustments, gauges and needs also ALL the animations. I started the CFS3/FS9 conversion with Milton Shupes's help, but the project ia actually "archived"......
I mantained the original CFS3 texturing for the external model (a single 1024x1024 bmp for the whole model), in the previous models (202 & 205) I remapped completely the external model.....

HAPPY CHRISTMAS !!!
 
European looking faces...

Blood_Hawk,

If you want to use them, I've created a set of new faces (the pilots in the pack all have the same standard CFS2 Asian face)...
German, Italian, English, Russian and American (can only have 3 pics on the post, so the next two follow):

15890998857_b70d2f6eef_o.jpg


15889180258_039a82fc1f_o.jpg


15457366213_f6a187915a_o.jpg
 
mvg3d, and Kelti,
WOW.. that CFS3 C.200 would certainly fill a hole in CFS2.


Gaucho_59,
I havn't checked how your headsets and other details actually looks on the model. The old model has a rather messed up mapping, but if it looks right, fine. We didn't put much work into these textures because as Black_Hawk said, he's working on a second edition. If the texturemapping can be fixed, especially the bodypart, it should be possible to make some nice detailed flightsuits for different theaters.

Morton
 
mvg3d, and Kelti,
WOW.. that CFS3 C.200 would certainly fill a hole in CFS2.


Gaucho_59,
I havn't checked how your headsets and other details actually looks on the model. The old model has a rather messed up mapping, but if it looks right, fine. We didn't put much work into these textures because as Black_Hawk said, he's working on a second edition. If the texturemapping can be fixed, especially the bodypart, it should be possible to make some nice detailed flightsuits for different theaters.

Morton

Yes, especially if made multi-lod as suggested by Rami!
 
I see the term "multi-lod" all the time... but don't know what it means...
Can someone explain it so I know...
Thanks, G.

Hi gaucho,

This thread illustrates the term "multi-lod".

With large amount of aircraft being rendered in the simulator it is a way of decreasing the demand on the processor and maintaining a descent "frames per second" in the display.

Dave
 
Still in the dark...

Hi gaucho,

This thread illustrates the term "multi-lod".

With large amount of aircraft being rendered in the simulator it is a way of decreasing the demand on the processor and maintaining a descent "frames per second" in the display.

Dave


A "way" meaning what?
I am afraid the thread "talks" about LODs.... but never defines them... (the folks reading it already know what LODs are obviously)
Like myself as an anesthesiologist... referring a regular guy to an anesthesiology journal and a Physics text if he wants to know how you are put to
sleep for an operation... (I can tell him in simple words how the gases enter the lungs, pass to the blood, and to the nerve cells along a
concentration gradient... where there is greater... to fill where there is none.. when you get awakened... the process is reversed... you turn the gas off... give oxygen until there is no more gas in the body ... or better yet.. till the amount left in the system is not enough to knock you out...) That renders the idea without having to take a Physics course... you know what I mean?
Thanks anyway, appreciate the effort...
G.
 
Hi G,
LOD or LOD's means Level Of Detail model(s). So a multi-LOD model, would have the main model AND one or several other models within it.

Multi-LOD ac (aircraft) are only used in several sims CFS2 and to a lesser extent Fs9. CFS1, CFS3 and FSX do not use them.

As aircraft models became more detailed (much higher poly count) and graphics cards weren't up to the task, MS built the CFS2 sim engine to use lower detailed models to be displayed the further away the aircraft was viewed, so multi-LOD models were born.

Now, these models are not displayed at the same time, so there are parameters which are set by the modeller, when these lower detailed models are displayed by the sim engine. The art is to get the transitions between LOD's to appear smooth and seem-less the further away or the closer you get, AND get the FP's (Frames Per Minute) to the highest.
If all the ac being used/displayed are multi-LOD then the FR's should be stable and reasonably high depending on the total ac being displayed.

Not just ac can be muti-LOD, ships, buildings and vehicles can also be.

Happy Christmas!

Shessi
 
Reply...

Gaucho_59,

Another way of thinking of multi-lod is this...

Without multi-lod, the aircraft is being modeled with the same level of detail no matter how close or far away the other model is relative to your current position in the game. (Free flight, quick combat, or missions)

Now...in one-on-one combat, there really isn't any problem. However, with eight-on-eight, it would be.

A multi-lod model will allow for the sim to render the AI in varying levels of detail relative to your current position in the sim. For those models which are closer to you, they would be drawn in greater detail, while those further away would be drawn in less detail. For large formations of aircraft (such as bomber escort) this is crucial.
 
Reply...

Gaucho,

Here is a more concrete example of what I just mentioned. These pictures are of the multi-lod Handley-Page Hampden, based on the FS9 version by Ted Cook which JDTinballs overhauled recently for CFS2. The program I am using is Aircraft Container Manager, with the .exe file modified for use with Windows 7.

Pay attention to the verticies and ploygons count on the top-right of the screen, these numbers indicate how detailed the model is being drawn.
 
Than you both Shessi and Rami

Thanks a lot to both of you, Shessi and Rami...
the crux of a good explanation is to define LOD (level of detail)...
(sort of what they called mips at one time...to me ) same basic principle...
Folks tend to explain things in terms only those who already know what something is can understand.. or better yet...

Not explain at all.... lol


Probably I should have asked "what does the abbreviation LOD mean"....
I got the picture now... I did understand the concept of mips... beforehand... and it is similar in a way...for my limited notions about how the graphics are translated into the sim...

Thanks again
G.
 
An Apology

Hey gaucho_59,

I just want to apologize for my post above.

It was one of those days where everything that could go wrong, did.
You became the recipient of that. Sorry.

I understand the point you were trying to make. There was no need for my type of reply.

I hope you understand, Dave
 
Morton, I 've been away for some time and only discovered the MC-200 now.
Thanks a lot for it, I'll fly it when I'm home next week!
 
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