• Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning old domain name stealing credentials

  • Special Server Maintenance

    Just when you think you have everything running some what better...

    You get a message from the Hosting company. Short story they need to move us to a new server. I have been working with them to plan a good date for all concerned. Here is what we have come up with as a schedule.

    1. November 4th 17:00 -5UTC shut off the forums and start backup proceedures. During this time there will be no access to the forums or the Resource Section.
    2. November 5th Continue with Backups and download same until complete.
    3. November 6th 7:00 turn over server to hosting company to move system to new server
    4. November 7th - 8th restore backups and upgrade forum software.

    If all goes well we should be back online on November 8th.

    To keep you updated we will post updates on AVSIM forums.

    Thank you for your support.

Screenshots

I've noticed some developers or painters who are struggling with understanding PBR and specifically how to create the correct materials in the textures.

Here's a crash course. MSFS is Identical to DCS in the way in handles PBR, it's just that it has a higher reflectivity - which I'm assuming is partially because of how it handles reflections comparatively.

In the COMP file

RED CHANNEL = AO (WHITE = Fully Lit, BLACK = No Lighting whatsoever)

GREEN CHANNEL = ROUGHNESS/SMOOTHNESS (WHITE = 100% ROUGH, BLACK = PERFECTLY SMOOTH)

BLUE CHANNEL = METALLIC (WHITE = FULL CONDUCTOR, BLACk = FULL INSOLATOR)

Gradients of these will be everything in between the polar end caps.

Diffuse/Albedo >>> Color brightness affects the bloom or shadow of the AO when above ~96%.


So, to get a glossy paint without it looking like it's a highly reflective colored metal, you'd want only a slight amount of brightness in the BLUE channel for the painted area and to make the Green Channel painted area somewhere in the 50% brightness.

If you're using something like Substance Painter or Quixel, then you don't really need to worry about this as applying the presets will apply the correct materials. But if you're trying to get into repainting in MSFS in the classical way this should help you out beyond just painting the diffuse/albedo texture.
 
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Noddy,

Very nice shots.

Are those Meteors port-overs, or are they a native MSFS project?

If they are port-overs, were they captured after SU5 and if so, how are they still glossy? Have you beaten the way SU5 broke all the spec and PBR textures on port-overs?

Anyway thanks for the great shots.

August
 
Noddy,

Very nice shots.

Are those Meteors port-overs, or are they a native MSFS project?

If they are port-overs, were they captured after SU5 and if so, how are they still glossy? Have you beaten the way SU5 broke all the spec and PBR textures on port-overs?

Anyway thanks for the great shots.

August

Hi August,

The meteor F8 model is native by Rob Richardson. You can ask him for the model by mailing him. have a look at the Meteor F.Mk.8 thread in this board.

Cheers,

Priller
 
As Priller states they are Rob's, so just drop him an email.

He has also done the Seahawk, Seafire and the Banshee.
 
Today's special: Sioux Falls to Chicago Midway. Weather wasn't too friendly when I loaded up the sim in South Dakota, didn't really know what to expect, so I turned everything on and got into the mess. When reaching about FL100 I got some of the craziest weather I've ever seen in the sim. Or any sim. Looked almost like mushroom clouds in the apocalypse.
I deviated slightly to clear the worst cloud pillars and got through. After about 10 Minutes everything was clear and happy.

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Well done, Captain ! Those are some awesomely terrifying cloudscapes indeed ! Glad you got through and survived ! :icon_eek: :encouragement:
 
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