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DreamManager
by DreamFleet
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Using
DreamManager
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| 1. Overview | |
| 2. Selecting the Aircraft you wish to re-paint | |
| 3. Choosing the Paint Scheme | |
| 4. Entering the Aircraft's Registration Number / Call Sign | |
| 5. Entering the Aircraft's Unique Name | |
| 6. Selecting the Texture Quality | |
| 7. Previewing the Aircraft | |
| 8. Creating the Aircraft | |
| 9. Deleting the Aircraft | |
| 1. Overview | |
| DreamManager can be conveniently launched by clicking on the shortcut placed on your desk top during installation. It can also be launched via the Programs Menu, or by directly clicking on its .exe file located in the DreamManager folder. | |
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Upon launch, DreamManager will appear as shown below (numbers added for explanation that appear below). NOTE: During the process of creating a new aircraft, set-by-step instructions will appear at the bottom left of the window. |
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| 1. Aircraft menu and settings display | |
| 2. Aircraft Preview Screen | |
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3.
Command buttons
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| Upon launch of DreamManager you will see your available DreamFleet aircraft on the left side (1). At the bottom (3) you will see only the Exit button. Later, as you begin to create your new aircraft additional buttons will appear. | |
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NOTE: For the purposes of this tutorial, we will be creating a new version of the DreamFleet Baron 58, and painting it with a paint scheme featured at the KLM Flight Training School. Look for the name of the aircraft that you wish to re-paint at the upper left (1), and double click on the name of this aircraft. The list will then expand to show the various "aircraft variations" that you have for this aircraft. For the example below, we are using the DreamFleet Baron 58, and you can see that two variations (paint schemes) already exist for this aircraft. |
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| 3. Choosing the Paint Scheme | |
| 1. Double click on the "Create a New Aircraft Variation" link. | |
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You will see that the instructional prompts now appear, along with the prompt to "Choose your paint scheme". Click on the button labeled "File", and a browser window will appear to the right as shown below. |
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With the browser window open, browse to where you placed your Texture Templates for the paint scheme you wish to use. For convenience, we have provided a "paint schemes" folder within the DreamManager folder, however, you may keep your texture templates where ever you wish on your computer. You will note that there are two templates shown in this example, and one contains an "_a" suffix. This is the alpha channel template that is used for aircraft reflections, and is NOT to be selected. Instead, choose the template without the _a suffix, and click on the Open button. Upon selecting your Texture Template, the display on the left will expand further, and will now ask you to enter the aircraft's registration / call sign. These are the letters / numbers that appear on the side of the aircraft. NOTE: At any time after you select your Texture Template you may preview the aircraft, and you will notice that additional buttons will appear at the lower right of the window with the options that are currently available. However, for the purposes of this tutorial we are saving the preview for after the other steps have been completed. |
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| 4. Entering the Aircraft's Registration Number / Call Sign | |
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| Click in the provided box, and type in the appropriate information. Upon completion, press the Enter key on your key board. | |
| 5. Entering the Aircraft's Unique Name | |
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| DreamManager now asks for a unique name for your aircraft. This name will appear on the aircraft's texture folder within Flight Simulator. Since we are using a KLM paint scheme, as have chosen KLM for this name. However, you may also name the aircraft the same as its registration / call sign, or any name that will allow you to recognize which aircraft it is. Type in the name you wish in the box, and press the Enter key on your key board. | |
| 6. Selecting the Texture Quality | |
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| The final step is to select your texture quality. The default setting is for DXT3 compression, and this is what we suggest you use. A DXT3 texture file is 1/4 the size of a 32 Bit texture file, and will load faster and run better on most machines. At most viewing distances you cannot even tell the difference between the two formats. However, if you know your machine can handle it, then feel free to select the 32 Bit texture option. | |
| 7. Previewing the Aircraft | |
| NOTE: At any time after you select your Texture Template you may preview the aircraft, and you will notice that additional buttons will appear at the lower right of the window with the options that are currently available. However, for the purposes of this tutorial we are saving the preview for after the other steps have been completed. | |
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Press the Preview Aircraft button, and within a few seconds a model of your aircraft will appear with the new paint scheme on it. The view of this model can be manipulated for closer inspection by using either your mouse or key board, or a combination of both. Using your mouse to view the model: Hold down a left click, and move your mouse to rotate the aircraft in various directions. Hold down a right click and move your mouse forward / back to zoom in / out on the model. Using your keyboard to view the model: The Num Pad on the right side of your key board and the arrow keys to the left of the Num Pad are used for movement and zooming. Arrow keys: Left Arrow = Move model left in the window |
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| Right Arrow = Move model right in the window | |
| Up Arrow = Move model up in the window | |
| Down Arrow = Move model down in the window | |
| Num Pad keys: (Be sure to press the "Num Lock" button before using!) | |
| + Key = Zoom In | |
| - Key = Zoom Out | |
| Up Arrow = Rolls aircraft left | |
| Down Arrow = Rolls aircraft right | |
| Right Arrow = Rotates (yaws) aircraft Left | |
| Left Arrow = Rotates (yaws) aircraft Right | |
| 1 Key = Pitches aircraft nose up | |
| 7 Key = Pitches aircraft nose down | |
| 5 Key = Resets aircraft view | |
| 8. Creating the Aircraft | |
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Once you have previewed and are satisfied with your new aircraft, press the Create Aircraft button. A progress bar will appear at the lower left of the screen, and within a few seconds a confirmation message: "Your new Aircraft has been created" will appear in its place. Close DreamManager, and go fly your new aircraft in Flight Simulator! |
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| 9. Deleting the Aircraft | |
| An aircraft that you create can be deleted by following these three steps. | |
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| 1. Select the Aircraft variation from the menu. In this case we have chosen to delete the KLM variation that we just created. | |
| 2. Press the Delete Button | |
| 3. Say Yes to the Delete Confirmation |