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Uwajimaya

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Everything posted by Uwajimaya

  1. I am having the same issue - looking for the MCP737PRO3 firmware, it's not on their website and they are not responding to support tickets. Appreciate any help.
  2. @kaosfere Congrats to you guys! Looking forward to more great work! Best, Uwajimaya
  3. FYI, just updated my mod to be compatible with today's patch. I also completed dedicated volumetric lighting for all default aircraft. Asobo is working on a new effects system, we'll see what it means for the lighting behavior when they release it. Curious if anyone knows any more detail?
  4. Did you see my post above? If you are making the full TBM ATC edits (including the locpak edit), the aircraft.cfg file needs to be updated to read: atc_type = "TT:ATCCOM.ATC_NAME TBM.0.text" atc_model = "TT:ATCCOM.AC_MODEL_TBM9.0.text" Originally, I had the second line as "atc_model = “TT:ATCCOM.AC_MODEL TBM.0.text” and it that second line that's causing the conflict. The G3000 mod calls the atc_model = "TT:ATCCOM.AC_MODEL_TBM9.0.text" string twice, and breaks if it's not there.
  5. Thanks for the info regarding the G3000, I looked into it and know why this is happening. I can't go back end edit the original post, but if you update the ATC lines aircraft.cfg, the G3000 will work. Updated lines should be: atc_type = "TT:ATCCOM.ATC_NAME TBM.0.text" atc_model = "TT:ATCCOM.AC_MODEL_TBM9.0.text" Re: Simply changing your callsign in the ATC menu is something you have to remember to do every single time - I kept forgetting so I found these edits. So whether this modification is necessary or not - personal preference, don't like it - don't do it.
  6. The beauty of text-to-speech is you can create your own call sign, it'll say ANYTHING. Works great for military callsigns, or if you're 12.. *snicker* - but you have to follow the TBM steps and add the word to the locpack files first. Step 1, 2 as above, then find the alphabetical spot of your new word (dunno if it matters, but I'm following the existing layout) and insert: "ATCCOM.ATC_NAME [your callsign].0.text": "[your callsign]", "ATCCOM.ATC_NAME [your callsign].0.tts": "[your callsign]" And then use that in aircraft.cfg: atc_type = "TT:ATCCOM.ATC_NAME [your callsign].0.text" atc_model = "TT:ATCCOM.AC_MODEL [your callsign].0.text" The model can be a number by the way, but I got mixed results with the TBM, so I use it for both name and model. Try it out and let us know what happens!
  7. HEADS UP! @heavyapproach just helped me identify an issue with Step #8 in my TBM post at the top. It's displaying incorrect quotation marks which won't be recognized when you paste the section into your aircraft.cfg. The section should be: atc_type = "TT:ATCCOM.ATC_NAME TBM.0.text" atc_model = "TT:ATCCOM.AC_MODEL TBM.0.text" This issue does not exists in the Beechcraft and Cessna callsign instructions. Apologies for any issues you may have encountered!
  8. I found a few more super easy call sign edits. You only need to edit the respective aircraft.cfg, nothing else. Works for the default planes, or mods (if you have a mod that contains an updated aircraft.cfg, edit that one) King Air: To change call sign from "Cessna" to "King Air": replace atc_type = "TT:ATCCOM.ATC_NAME_BEECHCRAFT.0.text" with atc_type = "TT:ATCCOM.ATC_NAME KINGAIR.0.text" Bonanza G36: To change call sign from "Beechcraft" to "Bonanza": replace atc_type = "TT:ATCCOM.ATC_NAME_BEECHCRAFT.0.text" with atc_type = "TT:ATCCOM.ATC_NAME BONANZA.0.text" C208 Grand Caravan To change call sign from "Cessna" to "Caravan" replace atc_type = "TT:ATCCOM.ATC_NAME CESSNA.0.text" with atc_type = "TT:ATCCOM.ATC_NAME CARAVAN.0.text" C172: To change call sign from "Cessna" to "Skyhawk": replace atc_type = "TT:ATCCOM.ATC_NAME CESSNA.0.text" with atc_type = "TT:ATCCOM.ATC_NAME SKYHAWK.0.text"
  9. I always wanted to be a "word not allowed" rockstar! 🙂 All lighting mods updated. @cwburnett - No changes from me until later this week, will do a PR then. Lights will work as is, you just need to use the default CJ4 manifest.json Oh, and can I also use this opportunity to ask for you guys to up-vote my zendesk ticket for better mod management support? Not knowing what each patch does to community mods is just one more reason we need it. Thanks much!
  10. Hey Peeps, I just posted this over in the FS2020 forum, but I'll spare ya the extra click. The “Daher” call sign for the TBM has annoyed me from Day 1.. like for realsies, but after digging around I finally found a way to fix it - thanks to Asobo’s use of text-to-speech. This btw works with anything... you type it, the SIM will say it. Don't go too crazy though! 🙂 Go to … \Microsoft Flight Simulator\Packages\Official[Steam or MS Store string]\fs-base Open the .locPak of your language (in the US, it would be en-US.locPak) Search for or scroll down to “ATCCOM.ATC_NAME TAYLORCRAFT.0.tts”: “Taylorcraft”, Right below the Taylorcraft entry, insert the following 2 lines. "ATCCOM.ATC_NAME TBM.0.text": "TBM", "ATCCOM.ATC_NAME TBM.0.tts": "TBM", Save and exit the file. Go to the TBM aircraft.cfg (default location …Microsoft Flight Simulator\Packages\Official…\asobo-aircraft-tbm930\SimObjects\Airplanes\Asobo_TBM930. If you have a TBM mod installed, check its folder to see if the aircraft.cfg is included there.) Open the aircraft.cfg. Right at the top is the [GENERAL] section. Replace the two “atc type” and “atc model” lines with: atc_type = “TT:ATCCOM.ATC_NAME TBM.0.text” atc_model = “TT:ATCCOM.AC_MODEL TBM.0.text” Save and exit the file. Start the SIM, pick the TBM, select FLY and forever be known as TBM! (ok, not forever, the next patch will overwrite the default .locpak files, but you can do it again. I’m not creating a community package for it, because there are lots of TBM mods out there, most of which already modify the aircraft.cfg and this would just create another conflict.)
  11. Happy Saturday everyone, Just completed lighting updates for the 747, VL-3, Extra 330 and Super Cub. Also added the ice lights that are missing from the default D62. That wraps up the first pass of all editable default planes. Next up is panel lighting and maybe finding a way to reflect landing lights in clouds without it looking ugly outside of clouds. Oh, and as mod conflicts and mod management are becoming more and more of an issue, I created a support ticket on ASOBOs zendesk to ask for better mod management features. Appreciate your up-vote if you're willing and able! Happy to hear any feedback you might have! -Uwa
  12. Great mod, thanks Rob! As mod developer myself (Uwa's lighting mods), I deal with mod compatibility all the time (we're all dealing with it really.) In fact, I just posted a mod management feature request on the Zendesk board, please visit and upvote. And if you'd like to use my lights, let's talk 😉
  13. One important item I want to make sure folks understand - mods do not overWRITE anything, they only overRIDE (or not) behavior/features of the default SIM or another mod. The latter is the problem of loading order/mod priortiy Glenn is eluding to which myself and other mod makers are trying to solve. But if a mod is causing something weird, even a crash, all you need to do is remove it, no files are being overWRITTEN. 🙂 And re: loading order.. not a lot of progress so far, we ultimately need Asobo to implement mod management features. The simplicity of adding mods in FS2020 comes with the challenges of not just priority (e.g. load this mod first then ignore others than would cause a conflict) but also multiple mods modifying different sections of the same airplane. How do you recognize and combine that? Your move Asobo.
  14. Turning radius (or lack thereof) is an old FS issue.. but fortunately one that can be easily addressed! 1. Go the folder for the aircraft and open flight_model.cfg. 2. Go to the [Contact Points] section 3. point.0= line contains the nose wheel steering/rotation angle. (It's the 7th value, you can easily spot it because it's usually a number between 20-60) 4. For the C208, the default line is: point.0 = 1, -2.3, 0, -4.18, 750, 0, 0.5, 22, 0.21, 3, 0.5, 0, 0, 0, 0, 0 Change the 22 to whatever works best for you. I have gone up to 80 on some planes, but try 60 and see how that feels. 5. Save the file and it'll stay until the next time there is a patch and it gets overwritten, or create a community item for it.
  15. Got it, thank you. So while a sucky experience, it's the "correct" experience for now. As I said, I have not done anything with the interior lighting - but will take a look once I have updated exterior lights for all planes.
  16. Ok, I apologize, but I'm not 100% sure I understand. Are the panel lights working in the default TBM but not with mod? Or not working with either?
  17. If I may quote the FAQ from my site 🙂 Q: Can you create mods for any of the Premium/Deluxe edition aircraft? A: Unfortunately not. The DA40-TDI, DV20, Baron G58, C152 Aerobat, C172 Classic, Boeing 787, Cirrus 22, Virus SW 121, Citation Longitude and Shock Ultra all have hidden & encrypted files. We have to wait and see if/when Asobo makes those files available.
  18. I have not made any changes to the cabin/glareshield, I'm only editing the external lights at this time (which are working). Are you seeing something weird? Or not seeing something you should?
  19. Glad you it like!! 🙂 Btw, if you are feeling adventurous, I have actually included 3 different strobe light options, they're in the texture folder for each plane (e.g. ..\Community\Uwa light mod - XCub\Effects\texture) The default for all my planes is FX_ulm03.PNG - but you can into any strobe.fx file and replace all instances of "FX_ulm03.PNG" with either "FX_ulm01.PNG" or "FX_ulm02.PNG" - you just need to change the number really, nothing else. Sizing might be a tad off, but not by much. Give it a shot and see which you prefer. Oh.. and don't use 04, that's just a dupe of the default round halo.
  20. They already have my lighting updates. Easiest way - extract all my Uwa light mod folders into your community folder, then delete my "Uwa light mod - G36 Bonanza" folder". You'll get all the other planes and the G36 mod without problems.
  21. Alrighty, thanks for the feedback everyone, please keep it coming. Changed my mod structure - the download is still one file, but it contains each aircraft in its own folder.You can now easily modify or delete a single aircraft lighting mod without breaking the entire package. Also - added the X Cub, DR400, and Cap 10 (which turned out a lot more fun to fly than I expected!). I have a couple more planes to go, then I'll start looking at cockpit lighting and integrating some of the relevant mods already available. Also noodling on making landing lights reflect in clouds without it looking like pea soup outside of clouds. Would be nice to have that effect. https://uwajimaya.github.io/FS2020/
  22. Oh, very sorry about that. Can you tell me what mod version of mine you had? I'll see what I can do so deleting the folder does work as intended. (We ultimately need better mod support/a way to prioritize mods) Updated: Son of a biscuit, I don't know what the heck I tested, but you are correct. Given the current state of mod and SDK support, the only option is for me to provide one mod package that includes all a/c, and packages for each a/c individually. Oy. Help me Obi Wan Asobo, you're my only hope.
  23. Heya! Interesting, doesn't crash for me.. but that doesn't help you. (Make sure you got their latest version) Although I'm not packing them individually anymore, there is an easy fix: Install my mod normally, then go to …\Packages\Community\Uwa light mod pack (v.X)\SimObjects\Airplanes. You can either delete the A320 folder OR, you can go into the A320 folder and rename the systems.cfg file to something else. That way, you can easily get the mod back by renaming it back to systems.cfg. Either way - no more conflict. And you can do this with any plane in my mod. Let me know how it goes.
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