I am currently creating my second addon for Flight Simulator 2004. It is modeled with Gmax, textured with PSP9, and rendered with alpha channels and animations. It took me two years to get this far and now it is due to release by the end of August. It will include: 1. DVC with animations and active gauges 2. Carefully-tweaked dynamics for realistic hanlding and speed 3. Up to 10 different variations including racing models, plain-texture models, and a squad car. 4. Car sounds have been added as well as sirens for the squad car. etc. This addon has been a great pain in the @r$e because of several things. The model required a lot of patience due to its complexity and the amount of detail required. Especially the engine and interior. It was a pain to create the proper carbon-composite textures for this model. And last but not least, the dynamics. I noticed that the first thing a FS user expects from such an addon is how it behaives in FS. Does it have the proper acceleration? Does it stay on the ground at high speeds? Can I hit the brakes without jumping too much? Can it turn without tipping over? Can it turn like the real car it represents? These were the questions that I pictured many people asking. Car addons have come a long away from when they were first developed. In the beginning [since FS98], cars were just boxes with textures slapped to them. Now, they have everything that a plane has, except they don't fly. My project has been inspired by many of those previous cars and is in response to all the latest sceneries that look better when seen from the ground. You all can call me a loon if you like [seeing that I am making a car for a flying sim]. hehe |