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Promethium

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Everything posted by Promethium

  1. Thanks after looking at a few more pics that i took of the gauge i can see now how the flags pop out (now that i know that im looking for :) ) and don't worry me and google image search are old friends :) even a well thought out youtube search can work wonders.thanks for all your help peoples :)
  2. Baa hhhaaa thats what im after where did you find that first picture i spent the last two days googleing this and didnt see it :( but thats the info i needed thanks heaps.looks like the to/from flags are light up from behind the dial face maybe Here's to the collective knowledge of the internets have fun Paul
  3. Yeah i found that one too, it indicates from the installation testing and the pin connectors from the NAV/COM to the VOR that the 825 has a to/from flag but i cant see it in any of the photos i have so dont know how it is displayed in the instrument. And from what i can glean the NAV flag seen on the dial face is static as there is no NAV flag data sent to the VOR again taken from the fact there is no NAV Flag pin connections between the NAV/COM and the 825. so that's why i was hopping that there was someone out there that has real world experience using one.
  4. Hi peoples i am looking for a bit of info from any real world pilots out there that have experience using a Narco ID825, that is the VOR instrument with the CDI needle as well as the glide slope needed that is usually paired with the Narco Mk12D TSO NAV COM radio. (picture of the instrument in question below) What im wonting to know is weather the NAV flag is always static and where and how the to and from flags are displayed. this is so i can properly simulate the gauges in FS as i only have pictures and no working experience with the gauge :( Any help on this would be greatly appreciatedhave funPaul
  5. XForm reset and a transform and scale reset did the trick thanks heaps i can already feel the headache ebbing away :)
  6. Thanks for the info will have a try and report back :) thank n4gix @-Dai i cant really say at the moment but im going a big tech upgrade for FSX which is going well far
  7. Ok i have banged my head against the keyboard long enough time to call upon your collective wisdom. First of all working in the 3D cockpit and in FSX and modelling in MAX8i am making a 3D knob to adjust the kohlsman setting on the altimeter, all is going well my code in the modeldef is working fine its talking to my C gauge just fine the animation works all good. The only thing is not all at the same time.Eg1) if i use the attach point tool to add the mouse rectangle to the 3D knob and load into the sim it works fine click on it make the adjustment all good2) if i use the animation manager to attach the animation (with no click point) load up in the sim make an adjustment the animation works fine3) if i attach both the animation AND the mouse rectangle the click spot stops working (the curser dosent even change indicating that it is even active) However the animation works fine.4) if i attach the click point to one object and then the animation to another they work fine independently 5) its also a no go if i link the click spot object to the animation object, again the animation works but no click point.????????the thing is i have done this a bazzilion time and never had this problem i just cant work out why i cant add both a click point and an animation on the same object. i have tried it with the default animations ie the throttle and get the same result??any incite into this would be most appreciated Have fun people Paul
  8. Hey oYou may wont to try using a sprite instead on a needle macroegMAKE_SPRITE( RMI1_rose, BMP_RMI_ROSE, NULL, NULL, IMAGE_USE_TRANSPARENCY | IMAGE_USE_ERASE | IMAGE_BILINEAR_COLOR | BIT7, 0, 0, 0, //defines upper left corner of mask BMP 144,140, // defines coords of center of BMP ie where it will rotate 1, 1, // defines image scale MODULE_VAR_NONE, NULL, 0, //move in x axis MODULE_VAR_NONE, NULL, 0, //move in y axis PLANE_HEADING_DEGREES_GYRO, NULL, 1 //rotate around center)You will also need to make a mask for the directional Gyro disk this is achieved by creating a image the same dimentions as the HSI Rose BMP and painting the area where the rose is displayed RGB 1,1,1 and where you have your transparency RGB 0,0,0. so you will have 2 BMP's one with your HSI art work and one thats the same just with the area that would have been taken up by the HSI image painted RGB 1,1,1. i hope that makes sence. you will also need to load the mask BMP in the appropriate resources sections.hope that works better for youHave funPaul
  9. Thanks Dai i will try your solutions but i probably will just merge a whole bunch of gauges into one and solve the problem once and for all should have done it to begin with but was just lazy :)thanks againPaul
  10. Hey o peoples For anyone who might be interested i have finally found a solution to this problem. it seems that a few of the offending switches on the panel were overlapping each other and or seemed to be too close to each other. after doing some prodding and pushing i have it all working again now YYYAAAA cheers Paul
  11. Hello peoples Having a bit of a problem trying to workout why i am getting a strange panel flickering/reloading problem. The problem occurs when i resize a 2d panel doesn't matter if its in the 2D or 3D cockpit and also happens when i click on some switches. The Sim flashes and i am sometimes able to see either a black screen the desktop for a moment then the sim resumes as normal. its a bit hard to explain so i made a vid. sorry for the crappy quality but i had to use my digital camera as fraps was not able to record everything that was happening on the screen.http://www.youtube.com/watch?v=Er81fUG79uMi have found that if i remove all of the gauges from the panel config i don't have the problem i have it narrowed down to a couple of suspects but have no idea what in them might cause this problem. i am using a number of panel services to control 3D animations from 2D gauges egPANEL_SERVICE_PRE_INITIALIZE:PANEL_SERVICE_CONNECT_TO_WINDOW:PANEL_SERVICE_PRE_UPDATE:PANEL_SERVICE_DISCONNECT:i have a few ideas of what i can try next but i was wondering if anyone has come across the problem and any help narrowing down the problem would be much appreciated.By the way i cant get this to happen with any of the other default or addon aircraft i haveAny help would be much appreciated CheersPaul
  12. I Think i may have solved the problem looks like it was an issue with the draw order i enabled Z-Write Alpha option in the lit gauge material at it seems to be working now YYYYAAAAAThanks again for all the help and suggestions Paul
  13. Cheers at least im not the only one :( will have a go at this in the morning and let you know how i goPaul
  14. Hi billThanks for the reply yes indeed i am using 3DS max unfortunately i have already tried both of your suggestions. If i remove the visibility properties from the model the gauge works fine again so i know its not a viewpoint issue but i did try moving the eyepoint any way. I have also tried the control polygon and linking the gauge poly to it but it has the same effect, mouse clicks stop working. it really has me stumped.cheers Paul
  15. Hi peoples I was wondering if anyone else has come across this problem. I have created a custom FSX <visibility> animation to control some gauge polygons in my VC radio stack. I have inserted the new animation code into the modeldef and attached the animation to the polygon using the attachpoint tool in 3DS. This works fine the visibility of the gauge polygon is nicely controlled by the C++ gauge logic. However as soon as i attach the visibility parameter to the gauge polygon all the mouse click points on the gauge become inactive the mouse courser dosent even change indicating the buttons are clickable. i can still control everything from the 2D panel but cant click on anything in the VC.Here is the modeldef code i am using <PartInfo> <Name>navcom_lights_on</Name> <Visibility> <Parameter> <Code> (L:NAVCOM_POLY, bool) 0 == if{ 1 } els{ 0 } </Code> </Parameter> </Visibility> </PartInfo> <PartInfo> <Name>navcom_lights_off</Name> <Visibility> <Parameter> <Code> (L:NAVCOM_POLY, bool) 0 == if{ 0 } els{ 1 } </Code> </Parameter> </Visibility> </PartInfo>Any ideas on this would be greatly appreciated CheersPaul
  16. I wont slap you (well not this time anyway :( ) the answer to your question is YES there is a bubble canopy version as well as wide screen and standard ratio 2D panel configurationsout of a matter of interest where would be the best place to put up a development blog here Have fun Paul
  17. Nope not yet planning on posing an update for both the FS9 and FSX versions by the end on the week also putting a website together with more pics and maybe some vids so its all going to get updated together :)Paul
  18. It's OK i finally figured out the problem *slaps own forehead* the texture properties were different thought i was changing them but the actual texture i was trying to modify was buried in a multitexture in a different slot GGGRRRR anyways all is good now and its looking grate with all the bump mapping :(
  19. Hi PeoplesThis has me stumped i am porting my fs2004 aircraft to FSX and am upgrading the textures to FSX materials. All has been going well up until now, the problem i am having is this. I have textured the side of the fuselage in two parts forward half and rear half. as you can see in the screen shot the rear half is appearing darker than the forward half. Both materials responsible for the textures are FSX materials with a diffuse map specular map and bump map. All have the correct alpha channels and the bump map has had the appropriate modifications (they were generated with the photoshop Nvidia plugin) i have assigned a known working texture to the rear half to check if it was a problem with the material but no matter what texture i assign it dose the same thing. ????????I have also tried resetting the smoothing group (using 3DSMax by the way) with no success.Any help with this would be very much appreciated, im starting to go a bit mad trying to crack this one :( Cheers and may thanks Paul
  20. Try having a look at record 508 Torque coefficient vs RPM and record 506 throttle profile (using air edit or similar) in the air file i modified my engine to idle and produce rated horse power using these valuesHope that helpsPaul
  21. If you are using makeMDL you are compiling the model for FS9 (This will still work for FSX but wont use any of the new material properties) You are on the right track once you have the two .X files you need to rename the interior model something _interior for example Cessna_interior you will now have two files one called Cessna.x the other Cessna_interior.x drag and drop the Cessna.x file onto the make mdl icon and now have a look at the LOD tab you should have Cessna_interior 100 InteriorCessna 100 Outsideset your preferred options in the options tab and you should be right.the only other thing would be your panda export options this is how i have mine set upHope that helpsPaul
  22. Hey oOk spent all day yesterday and today experimenting with this and have come to the the conclusion that the clipping plane is not effected by any variable normally available to the average user :( (well none that i could find) . I found that a light effect must be at least 16 or so feet from the camera (Not the center of the model) to be visible at all times. So for a aircraft with a short wingspan that means VC visible lights will disappear above about 22ft AGL. I tried a number of things to get a reasonable facsimile of a light effect using the 3D model and what i came up with was making the nav light lenses at the ends of the wings glow bright using the BRIGHT_ material in GMAX which i made only visible when the NAV lights are on. This was done to the interior model only so at least there was something glowing out on the wingtips when in the VC. if anyone wont's any detail on what i did just send me a message. and if anyone else has a better solution i would very much like to hear it :( Cheers Paul
  23. Hi Danny :( Thank you very much for the explanation for this and now that i think about it it makes perfect scene i remember seeing the exact same thing with the rain effect in the VC mode. i will have a play around and see what happens and now i know whats going on know where to start looking :)Thanks heaps will let you all know how i get on Paul
  24. Hey oIts dose have a short wingspan only 26'. i have indeed seen the behavior u describe if i move the eyepoint further away with active camera they reappear but the thing is its only just started doing this it was working fine up till now????? at least i'm not the only one having this problem thought i was going more crazy than i usually am :(.Thanks for the post at least i know that its a bug with the sim and not with my, what could be best described as "programing" B) if you have a eureka momment over this let me know and i will do likewise (i'm down but not beaten yet :( ) and if there is another bright spark out there with the answer a thousand thank you's if you can share your wisdom :( CheersPaul
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