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Au MaV

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Everything posted by Au MaV

  1. HiCheck FS9 realism settings make sure "pilot controls lights" box is checked CheersWozza
  2. Hi This MAY help the bit about effects rotating to userhttp://forums.avsim.net/dcboard.php?az=sho...ing_type=searchcheersWozza
  3. Hi TomAs you using fsds shoot me an email au_mav at hotmail.comand Il send you a copy of the banner I used for the IFC tigermoth ya can download the aircraft ere to have a look http://www.ifcblackpool.com/cheersWozza
  4. HiYou could try a sudo workaround using diferental braking.in the aircrft.cfg map out 2 phantom wheels at the nose,map these to left and right brakes(change the main gear brake mapping so it wont work as differental).If using g-max then part xml phantom parts as wheel brakes and animate them so they turn left or right when L/R brakes applyed child/paerent these to the nose wheel(fsds you will need to use an unused animation and link it all together with a xml gauge).next build a hidden xml gauge which links the differental wheel brakes to a function/keypress,tweak the wheel brakes in the contact points and braking section Not sure if any of this will work just food for thought :) In theoryit should be doable cheersWozza
  5. Looks better than mine :) hate effects just as much as xml lol CheersWozza
  6. Hmm that was easier than I thought,but its only good for tail draggers a tri gear would need 2 unused light circuits :)Wozza(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) } }
  7. HiNP Nick ;) though opening the XML box was a big mistake on my behalf :DThis little discussion got me thinking it may be fun to apply an effect so when it rains the wheels throw up spray should be doable :)CheersWozza
  8. HimaybeWINDSHIELD RAIN EFFECT AVAILABLEAMBIENT PRECIP STATEYou could also have a look at http://www.fs2x.com/ in the TUT section they have a listing of all the 2004 VarscheersWozza
  9. Hi Ive edited some code for a spoiler it works perfect but in reverse. In its current form with the gear up I get partial deployment of the spoiler and full deployment with the gear down.What Im aiming for is partial deployment with gear down and full with gear up.Ive tried just about every configuration I can think of but nothing works or only partially worksAny help much appreciatedThanksWozzaDa arse about code :) (A:GEAR CENTER POSITION,bool) if{ (L:spl_drop,bool) if{ 0 (>L:spl_drop,bool) 16384 (>K:AXIS_SPOILER_SET) } } els{ (A:SPOILERS HANDLE POSITION,percent) 99 > if{ (L:spl_drop,bool) ! if{ 1 (>L:spl_drop,bool) 2000 (>K:AXIS_SPOILER_SET) } els{ 0 (>L:spl_drop,bool) -16384 (>K:AXIS_SPOILER_SET) } }
  10. HiYeah ya can change it in the aircraft.cfg contact points section its the 14th and 15th entry ....the following is from a default aircrafts cfg //14 Airspeed limit for retraction (KIAS) //15 Airspeed that gear gets damage at (KIAS) so the below entry 220 250 KIAS are the limits for the gear (anything below 220 is ok,@250 the gear gets damaged) point.0=1, 40.00, 0.00, -8.40, 1181.1, 0, 1.442, 55.92, 0.6, 2.5, 0.9, 4.0, 4.0, 0, 220.0,250.0setting them to 0 will allow them to be lowered no matter what speed cheersWozza
  11. >Howdy,>>Not sure how to distribute this for others to test? I guess>the best way is to post in the PAI forums, which allow for>more permanent attachments and also seem to be the "in">hangout for AI users. I won't have the time to develop this>into an add-on for specific aircraft types but perhaps someone>else might volunteer?>>Cheers, Holger Hi What about making a new fx_landing calling it fx_landing2 and using a new texture so it wont effect other addons Also great Idea re the mip maps what about removing them completely (will effects stil work without mips as some scenery wont) also how do you stop the rotate to player in effects?CheersWozza
  12. HiIve had a look at a few of the default aircraft and none have landing lights as effects (light#5)which means that the most are modeled in the MDL.As most AI are Multimodle the lights could possibly be modeled only on the first couple,so when the later ones are rendered no light.Also effects files have a Radius peram in them,I notice the nav/strobe have a -1 where as the landing fx have none maybe the default is only a couple feet? anyways food for thought cheersWozza
  13. Hitrip down memory lane:Dhttp://fshistory.simflight.com/fsh/index.htm
  14. Hi This MAY help :)http://www.aerodynamika.com/cgi-bin/yabb/Y...52387;start=5#5Wozza
  15. Hi May Helphttp://www.aerodynamika.com/cgi-bin/yabb/Y...;num=1114692455wozza
  16. >>Note I couln't ever get it to actually refuel the aircraft and>what's worse using the Refuel ( # ) wil set the ACS( # ) to 0>causing it to stop moving when it gets close to your aircraft>to prevent a crash. Since it won't refuel your aircraft anyway>don't use it.Hi basicaly you got the same code I have and its doing the same thing But why dosnt refuel work ???? as older scasm refuel areas do in FS9Is there somthing we are missing and whats the point of having a refuel tuck that dosnt refuel:D thanks for the reply at least I know Im not alone LOLCheersWozza
  17. Hi Again A bit of a bump :)Isnt anybody playing with dynamic scenery in FS9 ?anyways Ive mangaged to get the truck to come out using the example in the above link.Now if I use the refuel (6) tag the truck runs around lines up and stops as it should but no fuel gets transfered :( the truck remains stuck until I move out of the area.then it moves the finel moveto commands and resets???Ive tried the RefuelBounds( Lat Lon rad :Label val2 ) line but scasm refuses to compile it,anyway here is the code so far,In case anybody else is working on this problem NOT:) CheersWozza; ----------------------------------------Header( 1 N48:50:44.00 N48:19:30.00 W001:49:13.00 W002:20:24.00 )LatRange( N48:19:30.00 N48:50:44.00 )mif( [$Version < 285] ) Error( You need at least SCASM version 2.85 to compile this code )mifend; ----------------------------------------; dynamic scenery; ----------------------------------------Set( FSVers 0x800 )Area15( N48:50:27.10 N48:19:29.48 W001:50:05.00 W002:20:44.09 N48:50:27.10 N48:19:29.48 W001:50:05.00 W002:20:44.09 ) LatRef( N48:35:07.00 ) CallDLibObj( :L000045 4 2 41554D41 564C4942 52415259 00001133 ) Exit:L000045 SetPos( N48:35:28.21 W002:04:34.20 67.000 ) Heading( 264 ) ACS( 1 ) Heading( 264) Call( :L000076 ) Jump( :L000045 ) :L000076 Hold( 5 ) IfObjectInBox( :L000076 N48:35:28.57 W002:04:40.98 67 0 10 10 ) Hold( 5 ) Jump( :L000085 ) :L000085 ACS( 1 ) StartTimer MoveToPos1( N48:35:28.21 W002:04:34.20 67.000 0.08 -1.65 -106.25) MoveToPos1( N48:35:28.21 W002:04:34.20 67.000 0.04 -1.65 -106.25) MoveToPos1( N48:35:28.21 W002:04:34.20 67.000 0.15 -1.65 -106.25)+++++++++++++++++++++cliped to save space++++++++++++++++++++MoveToPos1( N48:35:28.32 W002:04:42.00 67.000 0.53 -0.03 81.61) MoveToPos1( N48:35:28.32 W002:04:42.00 67.000 0.52 -0.04 81.61)Refuel( 6 ) MoveToPos1( N48:35:28.32 W002:04:42.00 67.000 0.53 -0.03 81.61) MoveToPos1( N48:35:28.32 W002:04:42.00 67.000 1.41 -0.03 81.61) MoveToPos1( N48:35:28.30 W002:04:42.16 67.000 0.44 -0.02 81.96) MoveToPos1( N48:35:28.29 W002:04:42.30 67.000 0.50 -0.04 82.76)ReturnEnd15; ----------------------------------------; end of SCASM source
  18. HiYeah been there searched all over for about 3 day for any snippets of info.The search continuesThanksWozza
  19. Hi Everybody:)Ive spent the last couple of days learning how to and making Dynamic scenery.I would like me fuel truck to move out,refuel my aircraft when Im in a certain spot.Im slowly coming to grips with scasm and this is what Ive got so far ; ----------------------------------------; LFRD_refuel_trk.bgl ; ----------------------------------------Header( 1 N48:50:28.00 N48:20:24.00 W001:49:33.00 W002:19:38.00 )LatRange( N48:20:24.00 N48:50:28.00 )mif( [$Version < 285] ) Error( You need at least SCASM version 2.85 to compile this code )mifendSet( FSVers 0x800 )Area15( N48:50:27.10 N48:20:19.24 W001:49:45.21 W002:19:44.77 N48:50:27.10 N48:20:19.24 W001:49:45.21 W002:19:44.77 ) LatRef( N48:35:26.00 ) CallDLibObj( :L000045 4 2 41554D41 564C4942 52415259 00001133 ) Exit:L000045 SetPos( N48:35:28.07 W002:04:34.00 67.000 ) Heading( 264 ) ACS( 1 ) Heading( 264 ) Call( :Loop ) Jump( :L000045 ):Loop IfObjectInBox( :L000067 N48:35:28.57 W2:04:40.98 67 90 2 2 ) Hold( 2 ) Jump( :Loop ) :L000067 ACS( 1 ) StartTimer MoveToPos1( N48:35:28.05 W002:04:34.00 67.000 0.51 0.01 -95.84) MoveToPos1( N48:35:28.05 W002:04:34.00 67.000 0.51 -0.02 -95.84)=================edited down for size=============================== ReturnEnd15; ----------------------------------------; end of SCASM sourceNow what happens as soon as fs9 loaded the fuel truck takes off follows the track then parks itself never to move again regardless of whats in the object box.I havnt even got to the refueling bit yet Im just trying to get it to move when Im in the box Any suggestions tips links much appreciatedThanksWarwick
  20. NOTHING! NADA! DIDLY SQUAT :DFly FS9 all day every day and it as REAL as it gets
  21. Hi RomanThank you very very very muchworks a treat CheersWarwick
  22. Hi Im still waiting to hear back from Roman not complaining just keeping the subject warm :Dok Heres what Ive got so far its rough but works (sort of) as you can see Im getting a consistant firing of the K:COWLFLAP1_SET,any suggestions for shutting it up once its at the setting.The General Eng1 Fuel Valve,bool is to tie the gauge to the fuel valve and is not needed it was just my feeble attempt at trying to give the gauge somthing else to do (didnt work :( )ThanksWarwick (A:FUEL TOTAL QUANTITY,gallons) 20 > if{ (A:RECIP ENG1 COWL FLAP POSITION, percent) 100 < if{ 16383 (>K:COWLFLAP1_SET) } } els{ (A:General Eng1 Fuel Valve,bool) ! if{ 0 (>K:COWLFLAP1_SET) } } (A:FUEL TOTAL QUANTITY,gallons) 20 < (A:FUEL TOTAL QUANTITY,gallons) 15 > and if{ (A:RECIP ENG1 COWL FLAP POSITION, percent) 100 < if{ 12700 (>K:COWLFLAP1_SET) } } els{ (A:General Eng1 Fuel Valve,bool) ! if{ 0 (>K:COWLFLAP1_SET) } }(A:FUEL TOTAL QUANTITY,gallons) 15 < (A:FUEL TOTAL QUANTITY,gallons) 8 > and if{ (A:RECIP ENG1 COWL FLAP POSITION, percent) 100 < if{ 8700 (>K:COWLFLAP1_SET) } } els{ (A:General Eng1 Fuel Valve,bool) ! if{ 0 (>K:COWLFLAP1_SET) } }(A:FUEL TOTAL QUANTITY,gallons) 8 < (A:FUEL TOTAL QUANTITY,gallons) 2 > and if{ (A:RECIP ENG1 COWL FLAP POSITION, percent) 100 < if{ 4300 (>K:COWLFLAP1_SET) } } els{ (A:General Eng1 Fuel Valve,bool) ! if{ 0 (>K:COWLFLAP1_SET) } }(A:FUEL TOTAL QUANTITY,gallons) 2 < if{ (A:RECIP ENG1 COWL FLAP POSITION, percent) 100 < if{ 10 (>K:COWLFLAP1_SET) } } els{ (A:General Eng1 Fuel Valve,bool) ! if{ 0 (>K:COWLFLAP1_SET) } }
  23. HiThanks for the response but no luck with the above The fuel level is acting like its stuck on 0 (empty)The total fuel is 22 gal and in 1 center tank,Ive checked the airfile/aircraft.cfg and all looks ok. The fuel gauge float responds to the deafult keystroks so Im assuming that there is nothing missing thereBill yes this is for fsds Im trying to keep the VC panel to 1 by using unused animations as gauges (at the rate Im going The FSDS update will be out :D ) ThanksWarwick
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