I guess the more we move beyond the FS9 era and wonder what's ahead (if anything) for future Flight sims, I continue to be drawn back to this word "portover" and the fear and disgust it seems to raise for a lot of folks. Many, many of us had to come to grips with the fact that if we wanted to fly solely in FSX, some of our most revered aircraft would have to go to the boneyard because they weren't "native" FSX aircraft. Then some of us discovered that low and behold, if you simply moved those planes over to the FSX installation, they actually flew quite nicely. . .problem solved. . . .and a new word in our vocabulary surfaced. . ."portover".
I always used that to refer to any airplane that was originally built for FS9, but that I installed in FSX. I had purchased FSPanel Studio some years ago and so correcting a few bad gauges was simple work and I was off and flying my favorite airplanes over an entirely new world. It wasn't until I exchanged a few posts in another thread with someone about the T-33 from Tim Conrad that I realized that there was apparently more to it than that.
In my simplistic view of Flightsim aircraft design there are 4 major parts to an aircraft. . . .
The exterior design itself (minus the textures)
The VC (to include the gauges)
The Flight Dynamics
The final textures
There's not much that can be done (without the source code) to change anything about the exterior model, so that's a wash. If it didn't look good in FS9, FSX isn't gonna help it any, lol.
The VC textures in some of the more recent FS9 aircraft can be manipulated as long as they aren't part of the mdl file and I've updated or spruced up my fair share of these. The gauges are another animal altogether, but with FSPanel Studio, a lot of that is easily corrected in a few minutes time. I also know that this area is also one area that can cause some real problems with fps.
The flight dynamics is an area I have little understanding of and don't even go near, but if it flew perfectly in FS9, shouldn't that be unchanged in FSX?
Finally, the textures. . . . .who came up with the brilliant idea to have to flip a texture in order to do repaints? lol, lol. I do think that the bump mapping looks pretty cool and I'm gonna get some comments on this I know, so bring em' on. . .I think the whole bump mapping, specular lighting, special effects thing with the textures is highly overrated. I don't fly from the exterior, so aside from a brief "hmm, that looks cool" thought before going into the VC or the screens I shoot from the exterior, I don't spend any time at all admiring how the rivets look real or the mirror image on the fuselage has some really cool reflections. But that just me.
So, weigh in on this if you want and give your perspective on the portover. Is it harmful to the FSX installation to move FS9 aircraft over to FSX? Is there some major overhaul that an FS9 aircraft needs to go through to be considered a true "portover" and if so what? I'd like to know because aside from Installing them, correcting the gauges that are a problem and maybe updating the VC textures if they're accessible, I don't do anything else and I consider those to be portovers.
I always used that to refer to any airplane that was originally built for FS9, but that I installed in FSX. I had purchased FSPanel Studio some years ago and so correcting a few bad gauges was simple work and I was off and flying my favorite airplanes over an entirely new world. It wasn't until I exchanged a few posts in another thread with someone about the T-33 from Tim Conrad that I realized that there was apparently more to it than that.
In my simplistic view of Flightsim aircraft design there are 4 major parts to an aircraft. . . .
The exterior design itself (minus the textures)
The VC (to include the gauges)
The Flight Dynamics
The final textures
There's not much that can be done (without the source code) to change anything about the exterior model, so that's a wash. If it didn't look good in FS9, FSX isn't gonna help it any, lol.
The VC textures in some of the more recent FS9 aircraft can be manipulated as long as they aren't part of the mdl file and I've updated or spruced up my fair share of these. The gauges are another animal altogether, but with FSPanel Studio, a lot of that is easily corrected in a few minutes time. I also know that this area is also one area that can cause some real problems with fps.
The flight dynamics is an area I have little understanding of and don't even go near, but if it flew perfectly in FS9, shouldn't that be unchanged in FSX?
Finally, the textures. . . . .who came up with the brilliant idea to have to flip a texture in order to do repaints? lol, lol. I do think that the bump mapping looks pretty cool and I'm gonna get some comments on this I know, so bring em' on. . .I think the whole bump mapping, specular lighting, special effects thing with the textures is highly overrated. I don't fly from the exterior, so aside from a brief "hmm, that looks cool" thought before going into the VC or the screens I shoot from the exterior, I don't spend any time at all admiring how the rivets look real or the mirror image on the fuselage has some really cool reflections. But that just me.
So, weigh in on this if you want and give your perspective on the portover. Is it harmful to the FSX installation to move FS9 aircraft over to FSX? Is there some major overhaul that an FS9 aircraft needs to go through to be considered a true "portover" and if so what? I'd like to know because aside from Installing them, correcting the gauges that are a problem and maybe updating the VC textures if they're accessible, I don't do anything else and I consider those to be portovers.