I guess so, this evening I already had multiple people on MSN complaining to me that the performance is so bad and that they are not happy with how it runs on their PC. Do they expect me to have a magic solution for that? I guess we have to see if this complaining goes […]
With the release of FsX coming closer now, I think it is time to give a little bit of information about how my tools will (or will not) work together with this new version. Please note that these observations are based on the beta version, so some things might still change a bit. Library Creator […]
The last week [Nick] and I have been quite busy in getting our idea for a bigger community going. For those of you who missed the previous posts where we talked about this, let me start with a short explanation of the idea. The plan is to create a community for FS addon developers, it […]
Check out this blog post by Owen, FsX is coming pretty close now. Only 28 nights to sleep :).
Lately [Nick] has been trying to hijack the SceneryDesign.org forums and today I finally gave in to him. So you can expect some changes to the forum in the near future. And of course Nick has no evil intentions with the forums, so you don't have to be afraid of it. Now more seriously, as […]
Have a look at this new FsX video that Nick posted about, it is really funny.
This might be old news already for those hanging around the forums a lot, but there is a nice preview movie of FsX. I think it shows quite some very impressive scenery features. Can’t wait to use these in my addons…
A few additional screenshots of FsX have been released. I must say I like the amount of detail you see on the platform in the first screenshot. Now let’s hope that the code used to create this is easy to use in our addons as well.
A few weeks ago FsX has been announced and now and then new screenshots appear. And until now I haven’t even mentioned this great news on my blog. But I do not want to discuss the released screenshots here, there is enough discussion going on about that on general FS forums. And I think most […]