P-40B for MSFS

A quick shot.

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Looks great. Any info on the sound package that is included? I'm curious to know if it uses Wwise or Legacy sound package and if it includes a soundai package for multiplayer.
 
It is interesting and a bit wild to see such detailed models being cranked out by seemingly new developers. I 'member back in the day, developers were up in arms about the additional texture layers needed to create high-fidelity models in FSX and that coding such aircraft required a 2-year associates degree in decoding an underwhelming SDK. Have these issues been resolved so effectively with some combination of internal (MS) and external (e.g. Adobe) tools that the bar to entry is no longer so high?
 
It is interesting and a bit wild to see such detailed models being cranked out by seemingly new developers. I 'member back in the day, developers were up in arms about the additional texture layers needed to create high-fidelity models in FSX and that coding such aircraft required a 2-year associates degree in decoding an underwhelming SDK. Have these issues been resolved so effectively with some combination of internal (MS) and external (e.g. Adobe) tools that the bar to entry is no longer so high?
No, it isn't easier, IMHO. Although, there is a lot of software that you can download that is open source you can use to develop now, so entry into development doesn't cost you thousands of dollars invested in software to join the club. I also think it's just that there are more cross platform developers as well. I think some of these developers have developed for other sims, but they're coming over to MSFS now due to the size of the market. I should also add, "Nice P-40B, one of my favorites." I'll have to read the reviews to see if I'm getting it.
 
I think what we're seeing is a new generation of interest. And the "old guard" being a little slow at the up take. The Gamer industry is full of these guys. I think that groups like A2A are going to miss the flying boat so to speak. unless external systems are supported relatively soon, I don't see how they are going to make an "accu" anything with the same fidelity as was with FSX/P3D. This current MSFS isn't at the same level of fidelity. Looks great, but is not a better "sim" yet.
 
I think what we're seeing is a new generation of interest. And the "old guard" being a little slow at the up take. The Gamer industry is full of these guys. I think that groups like A2A are going to miss the flying boat so to speak. unless external systems are supported relatively soon, I don't see how they are going to make an "accu" anything with the same fidelity as was with FSX/P3D. This current MSFS isn't at the same level of fidelity. Looks great, but is not a better "sim" yet.

That aint no lie.. basically, MSFS IS a repackaged recompiled, slightly modified ( de-clawed ) version of FSX/P3D..
It's frustrating..
 
Any thoughts on this plane? Looks like all of the paints need some weathering. All look factory fresh. -d
 
It is interesting and a bit wild to see such detailed models being cranked out by seemingly new developers. I 'member back in the day, developers were up in arms about the additional texture layers needed to create high-fidelity models in FSX and that coding such aircraft required a 2-year associates degree in decoding an underwhelming SDK. Have these issues been resolved so effectively with some combination of internal (MS) and external (e.g. Adobe) tools that the bar to entry is no longer so high?

While I'm sure they'll respond for themselves here soon, I'm afraid that I am partly responsible for the appearance of "Big Radials", in that I encouraged their founder to go for it and build a commercial aircraft for sale on MSFS :)

The reason it's possible is down to a combination of decent, hard-working developers communicating and helping each other out, which we've been doing for some time now on a private Discord channel; the tireless assistance of Asobo in helping us learn the SDK and our developing of a Blender exporter for MSFS, which was mostly championed and created by Otmar at Wing 42; and the availability of freeware packages such as Blender, GIMP and others that allow devs to learn without the crippling expenditure that was often required in the past.

But it's no easy task, and there are really only a few aircraft developers out there with the skills to go all the way, most of whom you have already heard of. Big Radials is one of the new ones who learned and worked for many months to produce their aircraft, and they've done an outstanding job, I think. The P-40 is their first aircraft, but it won't be their last :)
 
+2 hours download time? Their servers must be overloaded. 1.2gig file size.

-d

I just downloaded it. It took me less than 2 minutes. Guess, I missed the rush.

This was one of my favorite aircraft when I was a kid. My brother-in-laws' father was an AVG pilot during the early part of WWII. He use to tell some interesting stories.
 
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Quick Start Guide

Reading the quick start guide for the P40B. Where do I find the CG values in MSFS so I can set the CG on the P40B?
 
Reading the quick start guide for the P40B. Where do I find the CG values in MSFS so I can set the CG on the P40B?

Jim,

Take a look at the weight and balance section/sheet when you select the aircraft. There is a slider on the right side, upper section of the screen that allows you to set it. I have to do that ever time I fly the MilViz Corsair. It is not intuitive to find.
 
Bought it and like it. It actually trims up and flies nicely. I have yet to look at the CG, forgot, but it flew fine.

The only issue I have is I can't get the gear down. I tried the "boring" way, and assigning the hydraulic to the weapons release button. No joy.
 
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