FSX SDK SP1
- BEFA Pilot
- Posts: 19
FSX SDK SP1
It's now available:
http://www.microsoft.com/downloads/deta ... layLang=en
You guys will have to let us know if there's hope for decent taxiways, aprons, etc in FSX.
Brian
http://www.microsoft.com/downloads/deta ... layLang=en
You guys will have to let us know if there's hope for decent taxiways, aprons, etc in FSX.
Brian
- martin[flytampa]
- Site Admin
- Posts: 5290
This update has some very nice things in it from our perspective, such as the Gmax tools many were waiting for, documentation on shaders and how to create custom jetways.
"Decent taxiways, aprons etc" that you asked are unfortunately not addressed.
My feeling is that if we get to see custom runways, apron pavement etc in FSX, it will be due to 3rd party developers implementing the old/existing methods from FS2002. As has been pointed out elsewhere, FS9 already didn't feature custom groundwork and in that sense was as bad as FSX. It only didn't become such a hot issue because back then the 2002 SDK was still fully supported while FSX broke a lot of backwards compatibility without offering a new alternative.
"Decent taxiways, aprons etc" that you asked are unfortunately not addressed.
My feeling is that if we get to see custom runways, apron pavement etc in FSX, it will be due to 3rd party developers implementing the old/existing methods from FS2002. As has been pointed out elsewhere, FS9 already didn't feature custom groundwork and in that sense was as bad as FSX. It only didn't become such a hot issue because back then the 2002 SDK was still fully supported while FSX broke a lot of backwards compatibility without offering a new alternative.
One thing is clear, I will not spend any money on FSX sceneries using default runways, taxiways and aprons. If scenery developers are forced to go that way it is defenately a step backward regardless of DX10 and all that 'wonder stuff' which should FSX bring to new dimensions.martin[flytampa] wrote: "Decent taxiways, aprons etc" that you asked are unfortunately not addressed.
My feeling is that if we get to see custom runways, apron pavement etc in FSX, it will be due to 3rd party developers implementing the old/existing methods from FS2002.
I do not know why it is so difficult for MS (ACES) to understand that. Phil Taylor talks a lot if the day is long, better he will act instead of talk.
- martin[flytampa]
- Site Admin
- Posts: 5290
- martin[flytampa]
- Site Admin
- Posts: 5290
- martin[flytampa]
- Site Admin
- Posts: 5290
The download link there can be installed as Demo in FSX.skydvdan wrote:Is it really fully FSX compatible? (Not that it matters since I've gone back to FS9.)
To me it is very good overall, just like all other stuff Gary released recently. For the groundwork Gary used what I called "trick" in the Oct 23 update of the other thread. See FSDeveloper.com and other places, its a minor source-code tweak in 2002 style groundpolys that make them look okay in FSX.
This tweak is what I am currently using at TNCM, the photoscenery XML stuff just doesn't cut it for me. The downside is the lack of fresnel/wetnes effect when it rains.
And no worries, fs9 TNCM will be available for sure, the only thing that has been in question all along is FSX.
- george[flytampa]
- Site Admin
- Posts: 3870
No, my flying days as a C-130 flight engineer are permanently over. The Air Force found me a new job.george[flytampa] wrote:The Army is paying you too muchskydvdan wrote: {Sigh} I spent $85 dollars on aerosoft products for FS9 this weekend. The FS9 buying of products has continued and will until MS gets their acts together.
Are you still a Ramptramp on C130s?

On the bright side though I'll actually be around to see my new son grow up as opposed to constantly being deployed to the desert.