Phantom88
Charter Member
Interesting info on upcoming Milviz Products
http://forum.avsim.net/topic/428848-p3d-v2/#entry2880269
http://forum.avsim.net/topic/428848-p3d-v2/#entry2880269
From what I get out of all of this is that Gmax users are left in the dust. Freeware or otherwise, the door is closed, locked, and we are outsiders as far as functionality is concerned.
Hearing that Prepar3D v2 SDK is changing the way it is, I'm not liking it at all. I create my models with Gmax v1.2 and use the FSX/SDK in doing so. I've yet to try the Prepar3D SDK with Gmax, regardless of what version it is. I've no idea if it's compatible or not. Come to think of it, since we're on the subject, is there anyone using Gmax with the Prepar3D SDK, v1.4 or v2?
From what I get out of all of this is that Gmax users are left in the dust. Freeware or otherwise, the door is closed, locked, and we are outsiders as far as functionality is concerned.
I don't have $5K I can pull out of my Aston Martin.
I am still using the V1.4 XtoMDL with my elaborate 3DS Max 2014. The exporter (1.4) is basically the same as the one that Gmax 1.2 uses, which I was using this time last year (Gmax that is), and you know I have planes.... So Gmax is still very much in the mix for running fine birds in V2. V1 and FSX planes run excellent in V2. I haven't been able to find any details in the Materials yet for V2 (the actual SDK changes that make the models not show up in V1 and FSX). So I don't think I would lose sleep over that.
Gmax rocks... So does the new Blender. The latest version has FSX tools so you can export FSX models and they will work in V2.
All is well...
EDIT: Note that I use the P3D V2 SDK and export with that from Max 2014 to X and Xanim files, then run those through the 1.4 SDK XtoMDL exporter and that works fine.
I discovered yesterday that all of my INOP mouse point are using the <EventID>0x00011009/EventID> method, which for some reason is not working any longer...I wasn't aware of mouse points or bones being effected. That's grim...
[SIZE=2](M:Event) 'LeftSingle' scmp 0 == if{ 0x00011009 (>L:EVENT, bool) }
[/SIZE]
Bill, creating a C gauge strictly to use as an "Event Handler" isn't that difficult. The only downside is that unlike a sound module, each such gauge must be unique to the specific project.Ahh so.... I didn't know Shared Cockpits required this.
That's grim for me.
Great News!!! The Upcoming Miviz King Air 350i will be P3D V2 Compatible
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Bill, creating a C gauge strictly to use as an "Event Handler" isn't that difficult. The only downside is that unlike a sound module, each such gauge must be unique to the specific project.
Essentially the basic idea is that while (>L:var,unit) type "events" are not transmitted across a network, custom EventIDs are transmitted. As a result, each end of the connection must have a way to "translate" those custom EventIDs into the required (>L:var,unit) type commands.