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Au MaV

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Posts posted by Au MaV


  1. Wooooo lots of questions :)First up decide if your going to finish of the project in fsds 2 or 3 Now if fsds2 you will need to make a hidden xml gauge and load it via a panel.cfgIf fsds3 you can embed the xml code into the part but the code will be slightly different formatsome suggestions for FSDS2 hidden xml cade and spoilernot tested (A:Airspeed select indicated or true,knots) 140 < (A:INCIDENCE ALPHA,degrees) 11 > and andif{ (A:SPOILERS HANDLE POSITION,bool) !if{ (>K:SPOILERS_ON) }}els{(A:SPOILERS HANDLE POSITION,bool)if{ (>K:SPOILERS_OFF) }}Or maybe(A:Airspeed select indicated or true,knots) 140 < (A:INCIDENCE ALPHA,degrees) 11 > and andif{ (A:SPOILERS HANDLE POSITION, position) 1 != if{ (>K:SPOILERS_ON) }}els{ (A:SPOILERS HANDLE POSITION, position) 0 != if{ (>K:SPOILERS_OFF) }} } CheersWozza


  2. Me I just cribed from the default 747-400.cab EICAS Display.xml :)Wozza(L:Displayed warn, mask) 0 ==%(0 (A:Fuel selected quantity percent, percent) 10 < 0 << | (A:GEAR RIGHT POSITION,position) 0 == ! (A:Airspeed select indicated or true, knots) 150 > && 1 << | (A:Stall warning, bool) 3 << | (A:Radio height, feet) s0 200 < (A:Airspeed select indicated or true, knots) 250 > && 2 << | d s0 (>L:Current cautions, mask) (L:Displayed cautions, mask) ~ & s1 if{ l1 (>L:Displayed caut, mask) } l0 (>L:Displayed cautions, mask) l0 (L:Displayed caut, mask) & s1 (>L:Displayed caut, mask))%(l1 4 &)%{if}Too low terrain%{else}%(l1 2 &)%{if}Gear%{else}%(l1 1 &)%{if}Fuel low%{else}%(l1 3 &)%{if}Stall%{end}%{end}%{end}%{end}(L:Current cautions, mask) s0 (L:Acq cautions, mask) s1 & (>L:Acq cautions, mask) l0 l1 ~ & 0 != (L:TEST,bool) || Master Warning


  3. HiThe water rudder code looks ok maybe a space is needed between the &&also the water rudder wont work unless you have an extra entry in the contact points section in the aircraft.cfg like thispoint.#=5, 0.0, 0.0, 0.0, 0, 0, 0.0, 0.0, 0.0, 0.0, 0.00, 3.00, 0.05, 0, 0.0, 0.0If your not using the spoiler for anything you could use that,as you can mod the airfile to generate lift drag ect You can use LEADING EDGE FLAPS as you can define seperate flap configs in the aircraft.cfg,you would have to come up with a set command or simular for the K: event as flaps_up/dwn I think is global and will effect all flaps cheersWozza


  4. Hi MateDont use _LM makemdl no like unless its used for scenery :)As you have found all textures go a missing if only 1 texture has an _lm modifier.Now the _l modifier works,but you will find any texture that has reflective alpha will now turn transperent(once again a makemdl problem not FSDS) the G-maxers make a number of small black texture and give it the name of the reflective texure but with a _l modifer,So basically any texture you have a _t needs a coresponding texture with a _l use the small textures for any texture you dont need the lighting this will stop the transperent problemAn alpha channel of pure black switch the _l texture on with nav lights,pure white switch the _l texture on with landing lights.As these textures overlay the main textures they only need the light beam/splashs painted these areas will highlite the main textures.See easy :)......NOT!!! Wozza


  5. Hokayhere we go :) Open in notepad the makemdl.parts.xml file located in the folder makemdl is in (BACK IT UP FIRST)scroll down to the very bottom and you will see thisnow the code for "landing lights on" is this Light_land_on (A:LIGHT LANDING,number) 11 add this to the bottom of your makemdl.parts.xml just above the line,have a look at how the rest of the file is formatted youll get the idea:) now make a poly with its z axis facing the direction you want the light beam.Next name it light_land_on (same tag thats in tags above in the xml code.now apply a matrial to the poly,You have to call the matrial LIGHT_LAND(pretty sure its case senitive,have a look at the makemdl.doc file for the other light material names) give it a diffuse color that you want the light to be (dont worry about emmisive leave it 000)compile ya model,if the Gods of 3d modeling are smiling,you should have switchable landing lights :) CheersWozza


  6. HiWe are working on replaceing most of the preprocesss with xml code.The main problem is ppl have to edit their makemdl.parts.xml file and this can cause problems for ppl who are not comfy with this and we have to test em all:).If you have a look over at http://www.aerodynamika.com/cgi-bin/yabb/Y...;num=1134565324you will find some example code.Whilst there have a look in the xml parts area there are some kool snippers of code CheersWozza


  7. HiMaybe have a look at actigate http://www.scenerydesign.org/forum/forumdisplay.php?f=57the author is asking for input and Ideas,as its tracking individual aircraft in FS9 it maybe able to do what your asking with some modsAlso do a search in this message area for refueling there are some disscussions on air to air refueling which may give you some ideasWozza


  8. HII have a simple single mag switch on one of my projects the switch is animated Kf0 switch off kf 10 50 100 switch on I did this to make the switch move fast and the code switch_magneto (A:RECIP ENG1 RIGHT MAGNETO,bool) 100 * 50HandTOOLTIPTEXT_MAGNETO_SWITCH (A:RECIP ENG1 RIGHT MAGNETO,bool) if{ 0 (>K:MAGNETO_OFF) } els{ 0 (>K:MAGNETO_RIGHT) } also in the piston engine section of the aircraft.cfg I addednumber_of_magnetos=1 Im pretty sure it still works without this section Wozza


  9. Hi You might and I say might:) be able to fudge it with a mod to the airfile section 519The fist pic shows the rudder with no movement at 0(Y effectivness)and 0(X speed)then ramps up to 1(normal effectivness) at 5(X speed) then starts to fall of towards the end of the graph (this models compresson of the controls ect) but It also effets the visual model depending on the tag used for animating the ruddernow in pic 2 Ive uped the 0 (Y) and 0 (X)to 3 this makes the rudder 3 times as effective but also make the visual model rudder swing around like a newspaper in a wind storm,so with a bit of trial and eror you may be able to get a compromiseAs Ive said sometimes this works sometimes it duznt dont know weather its dependent of a number of airfile entries being present or a visual model animation(I know if the animations been keyframed it wont work)Chees Wozza http://members.optusnet.com.au/~au_mav/Clip1.jpghttp://members.optusnet.com.au/~au_mav/Clip2.jpg


  10. Hi Here is the code I used for the stop watch in My tiger mothhttp://library.avsim.net/sendfile.php?Loca...=ftp&DLID=62066its a mod of the one thats comes with the wright flyercheersWozza (L:Stop Watch,bool) 1 == if{ (** Init T0 if not already initialized **) (G:Var1) 0 == if{ (P:Local time,seconds) (>G:Var1) } (** Calculate delta time **) (** dT = T1 - T0 **) (P:Local time,seconds) (G:Var1) - (>L:Watch_ElapsedTime,seconds) } els{ (** Reset the clock **) 0 (L:Stop Watch,bool) } (L:Watch_ElapsedTime,seconds) 60 / flr 60 % (L:Watch_ElapsedTime,seconds) flr 60 %(L:Watch_ElapsedTime,minutes) 60 / flr 60 % 0 (>G:Var1) 0 (>L:Watch_ElapsedTime,seconds,seconds) (L:Stop Watch,bool) 0 (>L:Stop Watch,bool) ! (>L:Stop Watch,bool)


  11. Hi Yep you can there are a couple of ways,first up use the default effects placement via the aircraft.cfgEFFECTSwake=fx_wakewater=fx_spraydirt=fx_tchdrt <---effect shown when wheels hit dirtconcrete=fx_sparks <----think this is the scrap point effect touchdown=fx_tchdwn, 1 <---- effect shown when wheels hit hard surfaceYou can change what effects are used by changing the name of the effectcheck out the sdk's for more info http://www.microsoft.com/games/flightsimul...wnloads_sdk.aspthe other way is to use the lights section in the aircraft.cfg this way you can set the location of where the effect will start from,You will also need a hidden xml gauge to trigger the event the following is one I use to give a water spray effect when raining(A:AMBIENT PRECIP STATE,number) 4 == (A:RIGHT WHEEL RPM,rpm) 80 > && if{ (A:Light Cabin,number) 1 < if{ (>K:TOGGLE_CABIN_LIGHTS) } } els{ (A:Light Cabin,number) 0 > if{ (>K:TOGGLE_CABIN_LIGHTS) } } and in the LIGHTS section of the aircaft.cfg I add this light.4=10, 3.6,4.0,-6.2, fx_smoke_w2you will need a seperate gauge and entry for the lights for nose and main gear,also the downside to this is you are limited to how many light entries you can use.If you build your own effects you can say map out all the nav lights to 1 effect file,that way you only need 1 light entry in the aircaft.cfg for all the nav lights.Grab the sdks aircraft container and special effects,this should give you a starting point or at the very least a headache:)Wozza

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