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Backdrop Toggle?
Hi, You can prevent this by right clicking on the object (when it's not frozen yet), select properties and untick the "Show Frozen in Gray" option. Now when frozen, the object remains visible as before but cannot be selected anymore until an Unfreeze is performed. grt Willem
- Logger 1.0 Released (XML->HDD->XML)
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Upgrading FSX pc from C2D E6750 on a budget
hi guys!Just to leave no open ends here.I decided to dig a bit deeper in my pockets and upgraded to a core i5 750 processor including new mobo and memory (4gb 1333 Mhz ddr 3) of course.I read that the i5 750 is a real world beater and gives more expensive i7's a good run for their money.So the upgrade became a bit more elaborate than expected but imo it was worth the trouble and the money.FSX (not tweaked at all) fps is steadily in the twenties and above now and that's fine for me. No that's not with the sliders all the way to the right, but that's also fine with me. I like things the way they look as they are now anyway.The processor is running at something like 3035 Mhz, using the dynamic overclock software that came with the Asus P7P55 mobo and with stock cooling.I'm still to perform some more tweaking etc so the results should improve over time.Thanks for your advice!grtWillem
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Upgrading FSX pc from C2D E6750 on a budget
Thanks for your comments guys!My mobo does support both intel cpu's. I made sure to check that.So AMD is not a real option here?grtWillem
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Upgrading FSX pc from C2D E6750 on a budget
Hi all,currently i have a C2D E6750 (2.66 Ghz) at stock speed, 4 gb ddr2, 9800 GTX+, vista 32 bit and am looking at several options for an upgrade:-stick in a C2D E8600 processor (3.4 Ghz)-stick in a C2Q 9550 processor (2.8 Ghz)-toss my current mobo and go for an AMD Phenom II X4 965 with new mobo, retaining my current ddr2 ram.As you can see my budget is limited (max 250 euro's), the three options above allow me to stay within budget with some clever shopping.Which of the options do you consider the best option for improving FSX (actually, is any improvement to be expected at all?) ?I do use stuff like Ultimate Terrain, A2A stratocruiser, Track IR, flightsim commander 8, etc.Currently my system runs ok, but i would like to have some more frames and less blurs/more fluid action in FSX.Intel i7 is out of the question because of budget (need to buy new ddr3 Ram for that).Also, my system is not to be used exclusively for FSX, but also for other games such as COD4, HL2 etc. But really the improvement is aimed at FSX as i am happy with how the rest runs.Any insights are greatly appreciated.grtWillem Netherlands
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Total Fuel Read-Out Gauge
Hi,then maybe you should try:(A:FUEL TANK LEFT AUX QUANTITY, gallons) 6.7 *This is xml bro! Read it backwards, upside down and inside out then maybe it will work for you... :( grtWillem
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Cycling through gauge displays with single button
Ah well,you were very much on the right track! :( And sometimes it's the obvious you don't see....grtWillem.
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Cycling through gauge displays with single button
Hi,Just that...Now you have this function in place:(L:GAUGE SELECT, enum) 3 > if{ 3 (>L:GAUGE MODE SELECT, enum) } if you correct the first name to L:Gauge MODE Select, enum :( , this sets the gauge mode select to 3 if its value gets over 3.Maybe you should try setting it to zero or one, depending on how your display is dependant on the value of L:gauge mode select, enum. (L:GAUGE MODE SELECT, enum) 3 > if{ 0 (>L:GAUGE MODE SELECT, enum) } hope this helpsgrtWillem
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Is It Possible...
Hi,You could substract the current fuel quantity from the total fuel quantity at startup, but on a multi-engine aircraft it can be useful to know the fuel used per engine. Sometimes all engines are fed from all tanks, so how would one extract the fuel used per engine from that?Also, i'm not sure what happens when one loads the aircraft and consequently changes the fuel load. Does the panel get reloaded, or does it result in strange fuel used readings? There is also a parameter A:Eng1 fuel flow GPH,gallons per hour (and ...Eng2... also of course). This can easily be converted to kgs per hour.For this i use a constant value of 3.039, which should be the weight in kilos of one gallon of fuel. Now that needs to be converted to a "per gauge cycle" value (gauges refresh 18 times per second). That is done by dividing by 60 (minutes), again by 60 (seconds) and then by 18 (per cycle). This is the value that is the fuel used per gauge cycle. Keep adding that up and you get a fuel used value. <Value>(A:ENG1 FUEL FLOW GPH, gallons per hour) 3.039 * 60 / 60 / 18 / (>L:Fuel_Used_per_Cycle_1, number) (L:Fuel_Used_1, number) (L:Fuel_Used_per_Cycle_1, number) + (>L:Fuel_Used_1, number)</Value> Maybe it would be more accurate to use something incorporating Absolute Time instead of being dependant on gauge refresh rate, but for me this works fine.Btw this is applicable for Fs9, not sure about FSX.Hope this helps.grtWillem
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All Lights Illuminated
Have been on vacation for the past 3 weeks...No internet does seem like a blessing at times i tell you.You could for instance have an L:var that is set to a certain value when the lighttest is activated.In each pushbutton switch you can then check if that L:Var is that value after which would it then show both on an off lights bitmaps in that pushbutton. Or maybe use a single bitmap that has both lights in it already (as i suspect your lighttest_on.bmp would look like).This is one possible way of doing it i think.There might be many other solutions to this.grtWillem
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All Lights Illuminated
Hi,(>K:xxxx) (>K:xxxx) tells FS to execute those events.There could as well be only one (>K:xxxx), or multiple of those, or none but an L:Var that gets its value toggled.For your purpose i don't believe there is any stock eventid. I think you need to use an L:Var to control the visibility of the light bitmaps.I explained already above how to do that.(L:DC_ESS_Bus,bool) (L:LTest,bool) &Means that Lighttest_on.bmp is visible when both L:Vars (L:DC_ESS_Bus, bool) and (L:LTest, bool) return a value of 1.& has nothing to do with the unit amps...&& means AND.As you can see the DC_ESS_Bus, bool is an L:Var so it is user defined.I didn't check but it would be plausible if this variable gives a 1 if the dc essential bus is powered and a 0 if it is not. A bool is limited to a 0 or a 1 value meaning no or yes.No light test possible if there is no electrical power available.Just start at the basics and learn how to show and hide a bitmap by clicking on a gauge. It is explained above how to do that, with some thinking from your part needed of course...grtWillem
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All Lights Illuminated
Hi,yes you could put (L:SW_Lights, bool) instead of (L:Lights, bool), it is an L:Var so you can name it what you like. As long as the rest of the gauge refers to that same name where needed of course. (L:Lights, bool)This is a way to check the value of L:Var (L:Lights, bool). So if that value is 0, the rest of the code will be executed which in this case is to show the bitmap with the name "Switch_Lights_Nav_off.bmp".If it is of value 1, well than the code linked to will be executed.(>K:STROBES_TOGGLE)(>K:TOGGLE_BEACON_LIGHTS) (L:Lights, bool) !(>L:Lights, bool) This is code that will be executed upon a mouse click on the (specified area of the) gauge. Given the fact that you want to toggle the value of (L:Lights, bool) well that is what should be in that area. A mouseclick sets (L:Lights, bool) to 1, another click sets it back to 0, etc.The answer is already in the code, really.Another suggestion for worthwile reading is the XML FAQ at the top of this forums front page.grtWillem.
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All Lights Illuminated
Jonathan,i partly misunderstood your question i'm afraid, sorry for that...I thought you needed to toggle all lights except the panel lights, but did you mean to have a test switch that lights up the integral switch lights (pushbutton lights)? If so, then what you need is to control the visibility of the lit-up bitmaps of those pushbuttons. This is a typical example of L:Vars, because it does not do anything in the sim as such. It will only be eye-candy so to speak.Basically it is the same sort of code i posted earlier, except you don't need to have the XXX_TOGGLE_XXX there.You can use L:Lights, bool to control the visibility of the bitmaps pretty much in the same manner as the Switch_Lights_Nav_Off. bmp and Switch_Lights_Nav_On. bmp... That should get you going.Keep the grey matter pumping man!!And as Ted and i already said, check out the tutes at FS2X.com. They are really well written, and also apply to FS specifically.grtWillem
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All Lights Illuminated
By no means this is the most elegant solution and still needs some expansion but here's a starting point (it seems that the ALL_LIGHTS_TOGGLE only switches on the lights instead of toggling, well on my system anyway):(L:Lights, bool)Lights System: %((A:LIGHT BEACON, bool))%{if}On%{else}Off%{end}(>K:STROBES_TOGGLE) (>K:TOGGLE_BEACON_LIGHTS) (L:Lights, bool) ! (>L:Lights, bool) grtWillem
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All Lights Illuminated
Hi,you need to take baby steps here.Start out simple and continue onwards from there.So begin by being able to control all lights from one switch and understanding the why's and how's.As for your example gauge:Well it seems that this is an example of L:vars being used panel-wide.I suppose the real controlling of the lights gets done in another (part of this) gauge.L:Vars do not have any direct effect on FS.(A:Landing Lights,bool)There seems to be something wrong here. Check out the SDK parameters doc for the available parameters and stick to those.(L:LTest,bool) ! (>L:LTest,bool) 1(>L:snd_sw_large,enum)Ah yes that is RPN for you... You have to read it in a different manner.(L:LTest,bool) ! (>L:LTest,bool) toggles the value of L:LTest, bool.1 (>L:snd_sw_large,enum) sets L:snd_sw_large, enum to the value of 1.So in effect when clicked, L:LTest, bool toggles its value and L:snd_sw_large, enum gets a value of 1.Might i suggest using the excellent black box debugging gauge if you don't already do so? With this tool you can read the values of variables in a gauge from within FS. It is a very useful tool!!!grtWillem
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