A little something I've picked up today that could be added at the top of the display elements for the Cessna 152: The gauges will react like in-game and shut down if the battery is OFF, if the COM or ADF volume is OFF, or Transponder mode is OFF. ADF:
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:ADF VOLUME:1, percent over 100) 0 > and</Visible>
COM1/NAV1:
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:COM VOLUME:1, percent) 0 > and</Visible>
COM2/NAV2:
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:COM VOLUME:2, percent) 0 > and</Visible>
DME:
(added to top Element)
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 ==</Visible>
(substituted on next 3 Elements)
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:Selected DME, number) 1 == and (A:NAV1 DME, nmiles) 0.1 > and</Visible>
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:Selected DME, number) 2 == and (A:NAV2 DME, nmiles) 0.1 > and</Visible>
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:Selected DME, number) 1 == and (A:NAV1 DME, nmiles) 0.1 < and (A:Selected DME, number) 2 == (A:NAV2 DME, nmiles) 0.1 < and or</Visible>
(untested with actual DME operating) Transponder:
<Visible>(A:ELECTRICAL MASTER BATTERY, Bool) 1 == (A:TRANSPONDER STATE:1, Number) 0 > and</Visible>
I know the transponder display does not shut down in-game, but it should (unless the numbers are inscribed on a rotating circular plate - but I don't see any motion in the animation - and I've never touched a real transponder in a Cessna 152)
I'd share mine, but I've gutted out all the buttons, switches, potentiometers and encoders since I'm using external hardware. Even if you don't update the Lorby gauges, and G.W. doesn't see this thread, at least it'll be there for the next guy.
Robert