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Railrunner130
July 17th, 2010, 05:40
Is there an English Electric Lightning available for FSX? I recall UKMIL working on one, but I think it was axed. I think Alphasim and and Kazunori Ito each released FS9 (or FS2002) versions. But I don't believe any have been done in a while.

fsafranek
July 17th, 2010, 06:40
Is there an English Electric Lightning available for FSX? I recall UKMIL working on one, but I think it was axed. I think Alphasim and and Kazunori Ito each released FS9 (or FS2002) versions. But I don't believe any have been done in a while.
AFAIK, you are correct in everything you said above. (Can't say anything more. :salute:)
:ernae:

hschuit
July 17th, 2010, 06:53
December last year, bazzar from Aeroplane Heaven suggested on this forum they might do one somewhere in the future. No updates since, keeping my fingers crossed...

thunder100
July 17th, 2010, 07:04
I think it was never Freeware but the elder Alpha-sam payware Flys well in FSX(Accel SP2) after some gauge tweaking

Roland

Railrunner130
July 17th, 2010, 10:18
Thanks for the advise guys!

I just downloaded the Lightning from Alphasim. I probably have two or more copies buried away in the external hard drive hanger. But anyway...

Thunder- can you either post or send me a copy of your panel file? It looks really nice!

thunder100
July 17th, 2010, 11:01
As requested

rename it to panel.cfg

Roland12936

Railrunner130
July 17th, 2010, 12:34
Thanks!! I appreciate that!

Woops. Not working for me. Winzip says the folder is empty? Please look at it.

Roger
July 17th, 2010, 13:02
Thanks!! I appreciate that!

Woops. Not working for me. Winzip says the folder is empty? Please look at it.

Yep same here.

myles
July 17th, 2010, 14:03
Rename the file to panel.cfg and it's fine!

That just means removing the '.zip' bit from the end ;)

Myles

Railrunner130
July 17th, 2010, 14:40
Got it. Thanks!

Chris Keane
March 8th, 2011, 03:58
I think it was never Freeware but the elder Alpha-sam payware Flys well in FSX(Accel SP2) after some gauge tweaking

Roland
Did you ever manage to do a manual engine start?
Ctrl_e works fine but all I get when trying a manual start is a surging engine between 10 & 20%.

Ferry_vO
March 8th, 2011, 05:43
The Alphasim/Virtavia EE Lightning is now available in several shops for only $25, and that price includes all three packs!

Bruce Thompson
March 8th, 2011, 06:09
Hi Roland,

WinZip Says the folder is empty so you can't extract the file.

Ferry_vO
March 8th, 2011, 06:42
Bruce:


Rename the file to panel.cfg and it's fine!

That just means removing the '.zip' bit from the end ;)

:wiggle:

hschuit
March 8th, 2011, 07:05
Did you ever manage to do a manual engine start?
Ctrl_e works fine but all I get when trying a manual start is a surging engine between 10 & 20%.

Manual start procedure does not work in FSX because it looks like the engine start switches use XML gauges which are not compatible with FSX event ID's / variables.

Bruce Thompson
March 8th, 2011, 07:08
Bruce:



:wiggle:

Thanks Ferry, but it contains no files therfore renaming it does not work either.

Bruce.

Ferry_vO
March 8th, 2011, 07:15
Bruce, I just tried to save it, removing the .zip from the filename and set the the box below the filename from 'zip files' to 'all files'. It saves it as 'panel.cfg' which I can open with notepad like all text and cfg files.

CavOk
March 8th, 2011, 08:13
I'm using the panelcfg file from this thread but which guages are you guys using?

hschuit
March 8th, 2011, 08:50
I'm using the panelcfg file from this thread but which guages are you guys using?

Each pack comes with a slightly different gauge set:

Pack 1 v1.1: EELighting.cab
Pack 2 : EELighting(2).cab
Pack 3 : EELighting(3).cab

Chris Keane
March 8th, 2011, 08:54
The Alphasim/Virtavia EE Lightning is now available in several shops for only $25, and that price includes all three packs!

I already have all three original Alphasim packages, but I thought I'd see of this was an upgrade.
Nope! Same old FS9 only package (with FS98 gauges) with a few T-birds added, waste of money.

I've already been six days playing with this and there are just a few irritating problems left that I hope to overcome in time.

Chris Keane
March 8th, 2011, 09:00
Manual start procedure does not work in FSX because it looks like the engine start switches use XML gauges which are not compatible with FSX event ID's / variables.
XML gauges should be amenable to modifying (I already have for some items in the .cab). I think it's more likely the code in the air file.

I will persevere.

Bruce Thompson
March 8th, 2011, 09:58
Bruce, I just tried to save it, removing the .zip from the filename and set the the box below the filename from 'zip files' to 'all files'. It saves it as 'panel.cfg' which I can open with notepad like all text and cfg files.


Thanks Ferry I will give it ago and let you know how I get on.

Bruce.

p.s. Got it now thanks again Ferry.

Chris Keane
March 12th, 2011, 06:42
If anyone's interested in fixing the lights switch problem on the F2A/F3/F6, the following line in LightsSwitch.xml needs changing to;

<value><value><value>Value(A:LIGHT NAV, bool) 0 == if{ 0 } els{ (A:LIGHT STROBE, bool) 0 == if{ 1 } els{ 2 }}</value></value>/Value

(add the < and >'s)

</value>

ZsoltB
March 12th, 2011, 11:23
does not work!

http://img848.imageshack.us/img848/1662/2011312204936468.jpg (http://img848.imageshack.us/i/2011312204936468.jpg/)
http://img141.imageshack.us/img141/5263/201131221716328.jpg (http://img141.imageshack.us/i/201131221716328.jpg/)

Chris Keane
March 12th, 2011, 11:29
"...lights switch problem on the F2A/F3/F6..."

The T4/T5 model has separate NAV and STROBE switches (items 23 & 24 on page 10 of the manual).
I don't have this model installed so I can't say if they work or not. Is there a problem with these switches?

peter12213
March 12th, 2011, 12:31
Zsolt open the panel .cfg go to the bottom and change the size to 6143 to get rid of the black bar, then you need to find the gunsite texture and either fix or remove it and all should be well you must not close the throttles as it will cut the engines! I don't have mine installed but I'll try and post a fix if I get around to it!

ZsoltB
March 12th, 2011, 12:58
Hello Pete,

I am very happy! It would be nice if it would be a solution
Beautiful aircraft!
Thank you!

Regards,

Zsolt

ZsoltB
March 12th, 2011, 13:09
Zsolt open the panel .cfg go to the bottom and change the size to 6143 to get rid of the black bar, then you need to find the gunsite texture and either fix or remove it and all should be well you must not close the throttles as it will cut the engines! I don't have mine installed but I'll try and post a fix if I get around to it!

Sorry Pete,

Specifically, you describe it?

[Default View]
X=0
Y=0
SIZE_X= ?
SIZE_Y= ?

Thanks!

Zsolt

peter12213
March 12th, 2011, 16:29
Change the one that starts with 61 I've forgotton which one it is but change it to 6143!

Chris Keane
March 12th, 2011, 18:08
in panel.cfg change the following;
render_3d_window=0

As for the throttle cut problem I've changed the entry in aircraft.cfg to;
min_throttle_limit=0.10
This works but it means you don't get reverse thrust (parachute).
There's probably a more elegant solution, I'm still working on it.

hschuit
March 12th, 2011, 21:42
in panel.cfg change the following;
render_3d_window=0

As for the throttle cut problem I've changed the entry in aircraft.cfg to;
min_throttle_limit=0.10
This works but it means you don't get reverse thrust (parachute).
There's probably a more elegant solution, I'm still working on it.

The throttle cut problem is caused by the idle RPM settings in the following air file engine tables:

1503 Turbine LoMach CN2 vs throttle & IAP ratio
1504 Turbine HiMach CN2 vs throttle & IAP ratio

You can edit those tables using Aircraft Airfile Manager (AAM v2.2). The old values were 20% / 22% RPM at zero throttle and IAP Lo=1, raise them to 40% RPM.

It is some time ago but I think the jet started to move at idle 40% RPM. If that happens, you also need to adjust table 1506 (Turbine Corrected Thrust Factor vs CN1% & Mach). Just decrease thrust in the low RPM range a bit and the jet will stay put on the ground with engines running idle.

CavOk
March 13th, 2011, 03:34
Is this the old Alpha product which I have tried porting over to FSX but the guages don't work or have Virtavia done an upgrade to make it FSX compatable?
If it's a new product where can I get it?

Chris Keane
March 13th, 2011, 05:02
I love it!
I set the first 2 points in 1503/4 to 30 and it works fine - no need to adjust 1506.
Thanks also to Karl-Heinz Klotz for an excellent program.

All I have to do now is sort out the AP for night flying (can't see the numbers) and get manual start to work.

Any more great tips? :jump:

hschuit
March 14th, 2011, 08:44
Has anyone been able to hit Mach 2.0 @ 36,000 Feet ? I tried with the F3 and got stuck at Mach 1.5. Maybe I have to tweak the air file a bit, I am thinking of the Mach drag effect (table 430) and Turbine Reheat Thrust Factor vs MAch No. (table 1524).

peter12213
March 14th, 2011, 08:54
Same here Henk I've had it up to 50 using the old RAF supersonic zoom climb technique but never actually had it to Mach 2 come to think of it!

Chris Keane
March 14th, 2011, 09:19
Come on guys...33212
This is with an F6.

hschuit
March 14th, 2011, 10:19
Chris, how did you do that? In FSX, even at 50,000 feet I still cannot go faster than mach 1.4:isadizzy:
Only in FS2004 I can go mach 2.0 (manual says top speed is mach 2.0 at 36,000 feet).

merida72
March 14th, 2011, 11:29
This is my cockpit version... :salute:

http://img204.imageshack.us/img204/5016/baelightningpo.jpg (http://img204.imageshack.us/i/baelightningpo.jpg/)

Chris Keane
March 14th, 2011, 12:39
Sorry about that, I never realised there was a difference. I've spent too much time playing with the cockpit and not enough time flying.
You're right, that screenshot was from FS9, in FSX at FL500 I can only get 335KIAS; M1.49 and at FL360 535KIAS; M1.57.
Looks like the .air files need updating and I'm willing to bet the problem is in the 400's section.
Unfortunately I am a virgin when it comes to .air files - looks like we need hschuit!
Failing that, I suppose I can get my fingers dirty playing with all those interesting parameters.

hschuit
March 14th, 2011, 13:08
Thank you Chris! I changed the air file and there I went: Take off from RAF Coltishall, out to the Wash, then full burners for FL360 and mach 2.0 and finally climbing to 70,000+ feet. How awesome it must have been in real life for those pilots being up there on the edge of space, looking to the UK below from the east coast all the way to the Irish Sea in the west !

332213322333222

Then I am close to bingo fuel, time to RTB.

Attached : updated air file (can be used on F2A, F3, F6, T5)
33220

Chris Keane
March 14th, 2011, 14:00
Aaargh! You beat me to it.
33224
430 (TBL16_2) Delta CDO due to mach;
Starting at element 5, Y=0.001, then 0.001/0.2M to element 12, then make element 15 way higher to put the brakes on at M2.05
I'll download yours and have a look.

Prowler1111
March 14th, 2011, 14:32
This is my cockpit version... :salute:

http://img204.imageshack.us/img204/5016/baelightningpo.jpg (http://img204.imageshack.us/i/baelightningpo.jpg/)


Looks fantastic!, did you tweak the maps as well?

Prowler

CavOk
March 15th, 2011, 00:38
Is anyone prepared to post the fixes for this package as I have ported over the FS9 version but I can't get the the guages to work no matter what. Help please.

Chris Keane
March 15th, 2011, 03:05
Thanks hschuit, works nicely.

I think Freud would have something to say about your graphs :jump:
I noticed that you're way up in the air without your nav lights on - shame on you...

33251

Chris Keane
March 15th, 2011, 03:07
Is anyone prepared to post the fixes for this package as I have ported over the FS9 version but I can't get the the guages to work no matter what. Help please.

What gauges don't work?

CavOk
March 15th, 2011, 07:22
What gauges don't work?
Thanks for replying Chris, I think a picture is worth a thousand words, I think you'll get the problem

Chris Keane
March 15th, 2011, 07:26
Looks like you haven't copied your gauges over from FS9.
You're missing EELightning.cab & EELightning(2).cab

hschuit
March 15th, 2011, 07:29
Chris: Thank you for fixing the Nav/Strobe lights switch :salute: Not sure what the other 2 do but I installed them anyway.

I notice CavOk is using the pack 1 F1 or F2 panel, they use EELightning.cab which should be OK for FSX plus a bunch of older *.GAU files which will not all work.

CavOk
March 15th, 2011, 07:41
Looks like you haven't copied your gauges over from FS9.
You're missing EELightning.cab & EELightning(2).cab
Hi Chris, I have copied over the cab files but no change??

CavOk
March 15th, 2011, 08:56
I think I've now got to the bottom of this. Having rummaged round my cupboard I found the original Alpha download for pack 1 and 2. The panels in these packs are different to the ones I have in FS9. Obviously they have been modified can't remember why but I'm sure it was a good idea at the time. Starting again from the original download all now seems well with the published tweeks. Thanks for your help Chris we got there in the end.

Chris Keane
March 15th, 2011, 09:13
Chris: Thank you for fixing the Nav/Strobe lights switch :salute: Not sure what the other 2 do but I installed them anyway.

I notice CavOk is using the pack 1 F1 or F2 panel, they use EELightning.cab which should be OK for FSX plus a bunch of older *.GAU files which will not all work.

hschuit: AWP lamp test switch, next to the AWP mode switch (night/day); and the fuel gauge test switch down right below the fuel gauges.
Both of these are F3/F6 only.

CavOk: Glad to see you're almost there ... you have transformed all the texture bitmaps to dds haven't you? There are a few more tweaks no-one has mentioned yet. I've been playing with this for a week and I can't remember everything I've done. One thing you can do is go through your Panel.cfg file and zero all the negative numbers.

hschuit
March 15th, 2011, 10:34
I went looking for a nice bare metal paint, found this gem made by Jens-Ole Kjølberg. BAC displayed one of the soon to be delivered Kuwaiti Air Force F.53's on the Paris Air Show in 1969.

http://i69.photobucket.com/albums/i45/schuit/FlightSim/LightningKUW.jpg

There are several of these, also Saudi ones - go to Flightsim - advanced search here :

http://www.flightsim.com/file.php?cm=ASEARCH

then in "all these words" type lightning jens ole

Chris Keane
March 15th, 2011, 11:05
What do you think I've been testing the mods in?:jump:
33269

Got it when I bought the original AlphaSim packages.
I'll certainly try those other paints, thanks.

Do you get those extra wingtip contrails outside the normal contrails?

hschuit
March 15th, 2011, 13:49
What do you think I've been testing the mods in?:jump:
33269

Got it when I bought the original AlphaSim packages.
I'll certainly try those other paints, thanks.

Do you get those extra wingtip contrails outside the normal contrails?

Chris, there is a fix for the "ghost" contrails. They are caused by FSX which by default draws wingtip vortices when pulling G's. To position those vortices, FSX calculates their position from the [airplane_geometry] section wing span and apex. In case of the Lightning aircraft.cfg these values are wrong:

[airplane_geometry]
...
wing_span = 62
...
wing_pos_apex_lon = 1.84677419354839
wing_pos_apex_vert = 0


They should be:

wing_span = 34
wing_pos_apex_lon = -6.0
wing_pos_apex_vert = 2.3

And that is not all, there are already wingtip vortices in the [LIGHTS] section:

//---------------wingcontrails-------------------------------------------------
light.7 = 7, -13.5,-16.5, 2.5, fx_contrail_Lightning , // Left Wingtip contrail
light.8= 7, -13.5, 16.5, 2.5, fx_contrail_Lightning , // Right Wingtip contrail

This is the reason why you see 2 properly aligned vortices + 2 "ghost" ones. There are 3 options to get rid of the problem:

1. Do not pull G's, do not use spot view, stop drinking, smoking and having sex :wiggle:

2. Keep the original [LIGHTS] effect and block the default FSX effect by adding these lines in the [EFFECTS] section:

vaportrail_l= fx_dummy // blocks FSX wingtip vapor
vaportrail_r= fx_dummy // blocks FSX wingtip vapor

3. Keep the default FSX effect and block the original [LIGHTS] effect by commenting out these lines:

//---------------wingcontrails-------------------------------------------------
//light.7 = 7, -13.5,-16.5, 2.5, fx_contrail_Lightning , // Left Wingtip contrail
//light.8= 7, -13.5, 16.5, 2.5, fx_contrail_Lightning , // Right Wingtip contrail

And of course fix the [airplane_geometry] section wing span and apex as explained above.

merida72
March 15th, 2011, 14:32
Great! Really Great


a big GRAZIE!!!!!!! for you.


:ernae::ernae:

Chris Keane
March 16th, 2011, 05:23
That's great, thanks.
I've left the wingtip vortices in the [LIGHTS] section where they are, looks good.
In reference to 1., I must admit to never using spot view if I'm in a 737 or suchlike except for parking the nosewheel on the T, only with the Lightning do I use spot view (for doing snap rolls whilst coming in to land - masochist that I am:jump:)

The only outstanding problems I have now is the SWP panel texture (blank/reflective?), the ICE alarm on the AWP (Lamp Test doesn't work) and the night lighting of the AP panel.

Of course, 10,000 problems with the F1/F1A/F2 gauges. I don't think I'm even going to start. :-(

hschuit
March 16th, 2011, 10:33
Ben Hartmann of UKMIL has also done 2 wonderful metal paints for 23 & 111 Sqn F3's:

http://www.ukmil.org.uk/DLA2/index.php?ENGINEsessID=4d1f25e64fbdf2e36167bd63ec8 078fd&jump=131

http://i69.photobucket.com/albums/i45/schuit/FlightSim/Lightning_111c.jpg

paulb
March 16th, 2011, 11:54
If you are looking for repaints go to flightsim.com and do a file search.

Just search for - lightning paul

I did about eighteen.

Cheers

Paul

Chris Keane
March 16th, 2011, 12:02
Nice paints, just downloaded them.
One problem down - another one raises it's head.
I'm off on a ferry run, EGLL to KJFK so I need overwing tanks. Where are they?
Meanwhile the night flight to Kennedy went ok with the AP settings being visible. Download this and drop it in your textures subdirectory. If you're still with bitmaps you'll need to run it through Imagetool or your choice of converter. I've also tweaked the numbers a bit in the panel.cfg to increase the size of the numbers a little.
33312
(For F3/F6 only - I'll do the F2A later).

gauge13=Boeing747-400!Autopilot Altitude Window, 92,320,150,38
gauge14=Boeing747-400!Autopilot Heading Window, 15, 320 ,101,38
gauge15=Boeing747-400!Autopilot IAS-Mach Window, 219,320,101,38

I'm still not happy with the clarity of the numbers. I will probably dig the bitmaps out of the 747 cab and polish them a little.

Problems with the [airplane_geometry] changes. The aircraft is unstable around the roll axis. You might not notice if you're throwing it around the sky but you try to hold straight and level flight it's difficult, even the AP can't hold it straight. Coming into land is a nightmare. I've gone with the fx_dummy fix, thanks again for that.

hschuit
March 17th, 2011, 10:28
Paul, thank you for pointing out the paints - when I checked them out they looked familiar, and then I got it... You are one of the creators of these wonderful models, right? :salute::salute::salute:

Chris, why do you use that civvy 2D autopilot, the Lightning has the real one modelled in the right console of the VC :icon_lol:
I must admit though I never used it till you made me curious so I had to try it and it works as advertized. The only comment I have is that when you change the AP heading she banks cautiously and slow like an old lady but she gets there in the end.

333613336033362

paulb
March 17th, 2011, 11:46
Paul, thank you for pointing out the paints - when I checked them out they looked familiar, and then I got it... You are one of the creators of these wonderful models, right? :salute::salute::salute:




Yes, Dave H and I put it together some time ago. Gerry B did the airfile. It's great to see that there is still some interest in it! :applause:

Cheers

Paul

peter12213
March 17th, 2011, 12:09
Paul theres Lots of interest in it, its such an iconic aircraft, just shows how much your model still gives us after all these years, and will continue too until a trully fsx native one is released at todays standard of quality!

Chris Keane
March 17th, 2011, 12:22
Chris, why do you use that civvy 2D autopilot, the Lightning has the real one modelled in the right console of the VC :icon_lol:
I must admit though I never used it till you made me curious so I had to try it and it works as advertized. The only comment I have is that when you change the AP heading she banks cautiously and slow like an old lady but she gets there in the end.

Uhhh .. what civvy 2D autopilot?
Have you tried the new VCplane18 from a couple of posts ago? That was to fix the nightlighting...

33364

peter12213
March 17th, 2011, 13:10
Has anyone been able to fix this problem, I think its associated with the lights?

33367

Also how did you edit the .cab file for the VC lights fix?

hschuit
March 17th, 2011, 13:46
Uhhh .. what civvy 2D autopilot?
Have you tried the new VCplane18 from a couple of posts ago? That was to fix the nightlighting...

33364


Oops... my mistake, I did not understand why you mentioned the Boeing747-400 gauges but now I see they are used in the VC autopilot panel file. I installed your fixed XML gauges and the VCplane18_L.dds and the nice night lighting works ! Took me some time to figure out which switch to use LOL.

Chris Keane
March 17th, 2011, 13:48
SWP panel texture (blank/reflective?), it's on my list for this weekend.
It also happens when the throttles pass below them, and on start, and on... annoying isn't it.

VClights fix? I use emacs but any text editor will do, as long as you don't mind using eXtremely Masochistic Language.

Chris Keane
March 17th, 2011, 13:58
Oops... my mistake, I did not understand why you mentioned the Boeing747-400 gauges but now I see they are used in the VC autopilot panel file. I installed your fixed XML gauges and the VCplane18_L.dds and the nice night lighting works ! Took me some time to figure out which switch to use LOL.

I've actually removed them and put them in the EELightning(2) cab file. It's just the way I've been brought up - even though I've got gigabytes of free disk space I hate to waste three and a half megs for the 747-400 gauge file when I only need three xml files and eight bitmaps totaling 20k.

I'm doing the F2A as we speak ...

peter12213
March 17th, 2011, 15:07
Thanks for all your help Chris mate!

fsafranek
March 17th, 2011, 21:33
Also how did you edit the .cab file for the VC lights fix?
You can open a CAB file like a zip file using, as one example, winRAR. That will create a folder of all the individual bitmaps and xml files. You can then edit those. There was a whole thread on this subject a few months ago including how to put the CAB file back together (an option, not necessary for things to work).

Hope this helps.
:ernae:

Hi Paul!!!

paulb
March 17th, 2011, 22:30
Paul theres Lots of interest in it, its such an iconic aircraft, just shows how much your model still gives us after all these years, and will continue too until a trully fsx native one is released at todays standard of quality!

Thanks Pete ;)

Cheers

Paul

paulb
March 17th, 2011, 22:32
Hi Paul!!!

Hi Frank! :wavey:

Chris Keane
March 18th, 2011, 08:40
Finished the F2A AP night lighting;

33412

I've enlarged the numbers a bit to;

gauge29=Boeing747-400!Autopilot Altitude Window, 49,455,72,18 // gauges enlarged 20%
gauge30=Boeing747-400!Autopilot Heading Window, 5,455,54,18
gauge31=Boeing747-400!Autopilot IAS-Mach Window, 111,455,54,18

hschuit
March 20th, 2011, 14:16
Just to keep the thread going: F.Mk.1 XM144, 23 Sqn.

http://i69.photobucket.com/albums/i45/schuit/FlightSim/XM144.jpg

peter12213
March 20th, 2011, 19:14
Great shot mate!

Chris Keane
March 21st, 2011, 01:37
Embarrassment...
After twenty years I've rediscovered Elite (now Oolite) - the whole weekend lost. So much for looking at SWP texture problems.

ZsoltB
March 21st, 2011, 06:36
Hi Luigi,

It works perfectly!
I am very happy! :jump::jump::jump:

http://img96.imageshack.us/img96/7290/61396290.jpg (http://img96.imageshack.us/i/61396290.jpg/)

Thank you very much! :italy:

Regards,

Zsolt

merida72
March 21st, 2011, 14:23
Hi Luigi,

It works perfectly!
I am very happy! :jump::jump::jump:



Thank you very much! :italy:

Regards,

Zsolt

:ernae: :ernae: :ernae:
for you a "great thanks " for the MIVP texture

peter12213
March 21st, 2011, 16:38
What works perfectly guys?

Chris Keane
March 22nd, 2011, 07:00
Ok, after resisting the urge to do another run to Zleeti and shoot some pirates up, I've 'done' the SWP fix. It's a bodge I know, if you zoom back in the cockpit and flash the landing lights on and off (which controls the cockpit lighting as well) you'll see that this is just a sticking plaster over the main problem. I really wish I knew what I was doing. Are there no texture gurus reading this?
Anyway copy the attached VCplane22.bmp into the panel directory on the F6/F3. You need to rename it to VCplane18.bmp for the F2A, and I know there are still two more panels in the right of the cockpit in the F2A with the same problem - maybe later.

33705

And now back to those pirates ...

paulb
March 22nd, 2011, 08:22
Ok, after resisting the urge to do another run to Zleeti and shoot some pirates up, I've 'done' the SWP fix. It's a bodge I know, if you zoom back in the cockpit and flash the landing lights on and off (which controls the cockpit lighting as well) you'll see that this is just a sticking plaster over the main problem. I really wish I knew what I was doing. Are there no texture gurus reading this?
Anyway copy the attached VCplane22.bmp into the panel directory on the F6/F3. You need to rename it to VCplane18.bmp for the F2A, and I know there are still two more panels in the right of the cockpit in the F2A with the same problem - maybe later.

33705

And now back to those pirates ...

Hi Guys

I pop into this thread now and again....:cool:

What exactly is the issue with the SWP VC texture? Which pack? When does the problem occur?

Cheers

Paul

Chris Keane
March 22nd, 2011, 08:29
If you look back a couple of posts, you'll see the photo from zsoltquack.
You can see the problem there on the SWP.
I think it affects all the packs, but I only tend to use the F2A/F3/F6 models so I can't be certain about the F1/F1A/F2 pack and the T-bird pack.
It happens as you advance the throttle, start the engines, switch lights on (or off) ... There's probably more.

paulb
March 22nd, 2011, 09:05
If you look back a couple of posts, you'll see the photo from zsoltquack.
You can see the problem there on the SWP.
I think it affects all the packs, but I only tend to use the F2A/F3/F6 models so I can't be certain about the F1/F1A/F2 pack and the T-bird pack.
It happens as you advance the throttle, start the engines, switch lights on (or off) ... There's probably more.

OK, well I haven't used the Lightning in FSX, but I moved the Pack 2 base files across (model/textures etc but not gauges). The panel looks OK. I pressed the L and the whole cockpit lights up and the panel looks OK. I switched on the engines, moved the throttle and the panel looks OK. So, I assume that the problem is gauge related?

paulb
March 22nd, 2011, 09:27
Just put the Pack 2 Gauges into FSX. Started the engines, switched the Lights on and off (L key) , increased the throttle, took off - that panel still looks OK?

Chris Keane
March 22nd, 2011, 09:34
Nope, just tried it by removing the gauges cab;
Here it is with lights off, then on.
3371733716

hschuit
March 22nd, 2011, 10:20
Chris, thank you for the VCplane bitmap :applause::applause::applause:. It nicely covers up the problem area! While you were playing Oolite I was messing about with the oldest of the packs and FSX AI Formation Toys, a nice tool from Jerry Beckwith...

http://i69.photobucket.com/albums/i45/schuit/FlightSim/Lightings001.jpg

http://i69.photobucket.com/albums/i45/schuit/FlightSim/Lightings003.jpg

paulb
March 22nd, 2011, 11:03
Nope, just tried it by removing the gauges cab;
Here it is with lights off, then on.
3371733716

OK, it took me a while, but eventually - after flying around a bit - I was able to see the same as you. Wierd really as everything looked OK when I tested it on the ground. I will have a look later to see if there is anything obvious to change.

paulb
March 22nd, 2011, 11:05
Chris, thank you for the VCplane bitmap :applause::applause::applause:. It nicely covers up the problem area! While you were playing Oolite I was messing about with the oldest of the packs and FSX AI Formation Toys, a nice tool from Jerry Beckwith...

http://i69.photobucket.com/albums/i45/schuit/FlightSim/Lightings001.jpg



That's a really good picture :applause:

Chris Keane
March 22nd, 2011, 11:36
OK, it took me a while, but eventually - after flying around a bit - I was able to see the same as you. Wierd really as everything looked OK when I tested it on the ground. I will have a look later to see if there is anything obvious to change.
Thanks - you will be in my prayers tonight.

Chris Keane
March 22nd, 2011, 11:39
How did you get them so close - look at this bunch - ducks do better!
33726

hschuit
March 22nd, 2011, 11:48
How did you get them so close - look at this bunch - ducks do better!
33726

I did set them up as diamond formation, straight line. Then used the view mode "Air Traffic", pick one of the AI planes.

paulb
March 22nd, 2011, 12:39
Had a quick look. Yes, it is the lights. The throttle only causes a problem when reheat is engaged - that is simply because lights are used for the reheat effect.

The VCplane22bmp is black ie 0,0,0 because of the way that this was used for effect in FS9. I see Chris that you have simply used the day texture for the night (lights) as a replacement VCplane22bmp in FSX. There is actually nothing wrong with that, we used the same approach for some of the other VC textures.

Hope that helps a bit.

Cheers

Paul

Roger
March 22nd, 2011, 12:40
Some great work going on here to get this port to work! Thanks fellas, I'll have to dig mine out...if I can remember where I stored it???:ernae:

Chris Keane
March 22nd, 2011, 13:52
... simply used the day texture for the night ...
Simply! ROFL
Maybe for you guys that have been doing this for years :jump: As I stated earlier, I wish I knew what I was doing. I've never done aircraft before, I'm a scenery guy. Took me ages to find out how to split the MIPS up, cut the bit out I wanted and position it correctly (why the right hand edge I still don't understand - oh, and why it doesn't need flipping).
Maybe the next couple will get easier.

Is there not then, a simple one-off fix for everything? If you sit back and toggle the lights, you'll see little problems on a lot of panels - the centre console comes to mind and the line that flashes below the IAS/Mach meter.

paulb
March 22nd, 2011, 14:52
Simply! ROFL
Maybe for you guys that have been doing this for years :jump: As I stated earlier, I wish I knew what I was doing. I've never done aircraft before, I'm a scenery guy. Took me ages to find out how to split the MIPS up, cut the bit out I wanted and position it correctly (why the right hand edge I still don't understand - oh, and why it doesn't need flipping).
Maybe the next couple will get easier.

Is there not then, a simple one-off fix for everything? If you sit back and toggle the lights, you'll see little problems on a lot of panels - the centre console comes to mind and the line that flashes below the IAS/Mach meter.

LOL :icon_lol:.

Well Chris, I retired about five years ago, so I am having to try to remember all of this again!

So, as this portover is working much better than I imagined that it would, if you want to slowly feed me specifics on the VC, then I will look at them.

BTW, I notice that the flight model is not exactly great in FSX, so I will have a go at that next. Just don't expect any quick results! ;)

Chris Keane
March 22nd, 2011, 15:43
BTW, I notice that the flight model is not exactly great in FSX, so I will have a go at that next. Just don't expect any quick results! ;)
Done that, thanks to hschuit have a look back at page 3.

peter12213
March 22nd, 2011, 17:57
I quite like the flight model personally the new airfile is good but the fix for the wing vortices really ruins the handling so I don't use that and simply deleted the votices effects, I really just need that problem with the throttle light effect that I posted on earlier to be fixed and that's it for me I'd be happy!

CavOk
March 23rd, 2011, 02:53
I realy envy people with the skill to get under the bonet of an FSX model. There is so much going on here it is now difficult to keep up with what needs changing where. Could someone pull it all together and post an upgrade? There is so much interest in this iconic aircraft. Personaly I would willingly make a donation for Help the Heroes if someone could do this..perhaps through the UKMIL website?? Any takers?

Chris Keane
March 23rd, 2011, 03:01
I quite like the flight model personally the new airfile is good but the fix for the wing vortices really ruins the handling so I don't use that and simply deleted the votices effects, I really just need that problem with the throttle light effect that I posted on earlier to be fixed and that's it for me I'd be happy!

Vortices: I agree about the handling, post# 54 use the fx_dummy fix

Reflective textures: That's the VCplane22.bmp post a page back, post #79.

UKMIL
March 23rd, 2011, 03:35
I realy envy people with the skill to get under the bonet of an FSX model. There is so much going on here it is now difficult to keep up with what needs changing where. Could someone pull it all together and post an upgrade? There is so much interest in this iconic aircraft. Personaly I would willingly make a donation for Help the Heroes if someone could do this..perhaps through the UKMIL website?? Any takers?

Now

if there is enough call, and donations, then we could produce a TRUE FSX lighting

CavOk
March 23rd, 2011, 03:44
Now

if there is enough call, and donations, then we could produce a TRUE FSX lighting
Count me in

UKMIL
March 23rd, 2011, 03:52
now, the problem is, i planned a Harrier first, so do I do the Harrier, or the Lighting?, or even the Jaguar? so much choice

Chris Keane
March 23rd, 2011, 05:02
I realy envy people with the skill to get under the bonet of an FSX model. There is so much going on here it is now difficult to keep up with what needs changing where. Could someone pull it all together and post an upgrade? There is so much interest in this iconic aircraft. Personaly I would willingly make a donation for Help the Heroes if someone could do this..perhaps through the UKMIL website?? Any takers?

Skills!? I only started this since I found out that AlphaSim had gone bust, so the chances of a port to FSX from them were nil. This is the first (and probably last) I'll ever play with.

Just play around with the files, see what changes, look at other aircraft, make mistakes, try again.
I'm no different, here are the two bitmaps to 'fix' the AWP in the F2A, just drop them in the panels folder. Look at VCplane23.bmp - have you any idea how many positions and rotations I tried? Load FSX, yuk, flip, load FSX, yuk, rotate, load FSX, yuk, move to the bottom, load FSX - oh! that works - but there's a little line down that edge, photoshop, 1 pixel pencil, save, load FSX, goody, next panel. Remember, nobody starts out as an expert.

F2A VCplane16.bmp & VCplane23.bmp to be dropped in the panels folder;

33778

Dangerous Beans
March 23rd, 2011, 11:05
Hey Chris, you don't have to keep restarting FSX, just change plane then change back.

Chris Keane
March 23rd, 2011, 13:05
ok, ok, - I meant load *into* FSX :jump:

jetwelder
March 23rd, 2011, 16:28
just joined this site...bought the virtavia pack....transfered to fsx.acc.....its going to take me a while to absorb all the fixes.....ive been building a fmk6..first build...but virtavia pack in fsx is probably as good as ime likely to produce...so one year of learning how to use the tools not entirely wasted...what ive learned will help me to fix the virtavia pack...

but only with advice from you experts....fixed black bar and distortion...wing vorts shouldnt be a prob....the early marks lose some guages...removed gau files...kept cabs...

i will prob be asking some really stupid questions....when ive absorbed the info....

maybe i will switch to building some lightning missions....which means i need...ai....bears,concorde,u2,tanker...etc....tha nks muchly people....jim

gmax1.2...gimp 2.6.11...crazy bump...panel studio...aired..fsx sdk...etc..etc....jim

hschuit
March 24th, 2011, 10:23
Thanks to Chris Keane I figured out now how to fix the remaining "shimmering" of VC panel bitmaps when a light / burner effect is switched on. The only problem left is the radar screen which still turns into a mirror when a light is activated. For anyone interested I attached all the fixed F6 pit bitmaps. Just unpack and copy them into the ALPHA EE Lightning_F6\panel folder:

33871

I will try to do the F1, F2A and F3 later. Sorry CavOK for throwing this out in bits & pieces, it is just to soon to package all fixes in a neat single file yet, still issues to be solved. Besides that I am afraid to violate copyrights as long as these models are not released as freeware.

Chris Keane
March 24th, 2011, 11:46
I never had a problem with the radar screen! That's VCplane10 by the way.
Are you seeing the same problem as with the SWP & AWP?

Anyway, after a ten second splurge with the fuzzy brush, try this;

33870

I wish I could remember what the graticule looked like, but it was 30 years ago :jump:

hschuit
March 24th, 2011, 12:02
Chris, thanks again! Looked at it and found out that I somehow did delete the bitmap file reference from the panel.cfg [Vcockpit10] section, stupid me, fixed that now :jump:

Secondly, I updated the ZIP below : It now contains VCplane5.bmp, took out the VCplane10.bmp.

peter12213
March 24th, 2011, 12:03
Great fix guys can this be done for the "T" models too please?:salute:

hschuit
March 24th, 2011, 13:36
Great fix guys can this be done for the "T" models too please?:salute:

Peter, I have not looked into the T-bird VC's yet but will give it a try this weekend. Which one do you need - T4 or T5 ?

peter12213
March 24th, 2011, 15:08
Both please Henk. T5 is the main one though mate, actually I did have a fix for the Black gunsight too but I've forgotten that so I will post a fix when I get a chance!

Much appreciated! :salute:

Chris Keane
March 25th, 2011, 06:53
Morning hschuit & paulb,

Can you confirm this is where we're at?

33908

The two major problems (as I see it) are the overwing tanks - FSX no longer has INCREASE_CONCORDE_NOSE_VISOR so the config switch won't work, and the manual start.
I'll have to throw my hands up with the tanks - that's buried in the model file, but the manual engine start feels like it should be do-able. I so hate xml.

paulb
March 25th, 2011, 08:12
Morning hschuit & paulb,

Can you confirm this is where we're at?

33908

The two major problems (as I see it) are the overwing tanks - FSX no longer has INCREASE_CONCORDE_NOSE_VISOR so the config switch won't work, and the manual start.
I'll have to throw my hands up with the tanks - that's buried in the model file, but the manual engine start feels like it should be do-able. I so hate xml.

Hi Chris

Well you are way ahead of me! Well done!

I am still suprised that this old Lightning works so well in FSX!

It was this thread that caused me to go back to the Lightning. (BTW, I love the aircraft, but I probably spent far too many hours working on the FS9 version. As with many things in life, you can get too much of a good thing!).

Anyway, I will keep in touch with the developments in this thread and will slowly move all versions into FSX.

I will read through your attachment and give you feedback.

BTW, I have found all of my old layered PSP files.

Cheers

Paul

Chris Keane
March 25th, 2011, 10:01
Look forward to it, meanwhile, another valium and a look at Eng1_Start.xml

hschuit
March 25th, 2011, 10:23
Chris, I put my comments in the attached: 33914

JensOle
March 25th, 2011, 13:25
I just found this thread, great work everybody! Thanks a lot for bringing the good old Lightning back to life in FS. The end result is quite amazing, the model actually looks good in FSX.

I'm reading up on all the fixes, a lot of stuff posted here in the thread, anyone which can give me the complete fix list with everything I need to do? It will be much appreciated.

I have started to dig out my old master texture files for the Arabian silver Lightnings too, I'm looking into making the textures and alphachannel textures more up to date for viewing in FSX.
The multirole "Arabian" F.53 mark has always facinated me as beeing the "ultimate" Lighting not being hold back by either political or financial reasons as was the case with the RAF marks. A shame I cannot get the 8x rocket pod loadout to show in FSX... (FS9 screenshot)

peter12213
March 25th, 2011, 19:10
That's great news Jens, and I know I wish we could get the various model loadouts to show too!

JensOle
March 26th, 2011, 04:14
Thanks!<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
<o:p></o:p>
Here is a wip of the new Kuwaiti F.53 repaint. The T.55 metal paint is also more or less finished. Just needs to wait for the VC magicians here at the SoH to do their magic with the see through textures. <o:p></o:p>

hschuit
March 26th, 2011, 05:21
Jens Ole, I like that!:jump:
Not much luck here with the T-Bird VC. I could fix the panel see through effect quickly but got nowhere with that damn black gunsight reticle. I checked for missing textures, MDL material alpha issues and could not find any issue there.

Then I looked at the gunsight reticle switch coding and this is what I think the problem is: The gunsight reticle switch uses the model's secondary exit which does not work in FSX for the T4/T5 MDL files. I had this problem before with other portovers (rear canopy Captain Sim TF-104G). It looks something similar like the issue with the concorde nose/visor triggered model configurations (overwing tanks, refuelling probe and missiles).

Until somebody has a better idea I would recommend flying from the VC right hand pilot seat LOL, no gunsight there:

3395733956

For what it is worth, attached the fixed panel bitmaps (unpack & drop into the panel folder):

Chris Keane
March 26th, 2011, 05:39
Chris, I put my comments in the attached: 33914

I like it! I thought I was the master of idle until I saw your EngStart2_CABIN.xml
I used to sit there flicking the lights on and off manually to check the textures, never occurred to me to automate it :jump:
I don't have the fx_shockwave lights so I'll have to leave that to someone else to look at.
Still playing with manual start...

hschuit
March 26th, 2011, 08:35
Attached the complete set of F2A panel bitmap fixes for the "see through when switching a light on" issue:

Unpack & drop into the ALPHA EE Lightning_F2A\Panel.F2A folder.

JensOle
March 26th, 2011, 09:07
Thank you for the T.5 VC textures! A pitty with the gunsight.

Two shots of my Kuwaiti T.55 repaint. Compared to the RAF T.5s, the T.55 was fully combat capable with among many things the large ventral tank with cannons and the wings from the F.6/F.53.

Chris Keane
March 26th, 2011, 13:24
No-one has mentioned thumbnails yet, here are mine if you haven't already done yours;

33992

I've managed to get the manual start working - but they won't shut down.
I am beginning to loathe xml.

paulb
March 26th, 2011, 21:27
No-one has mentioned thumbnails yet, here are mine if you haven't already done yours;


I am still trying to find my old files, move them across, and look at the fixes! :icon_lol:

Cheers

Paul

Chris Keane
March 27th, 2011, 03:30
Got the manual startup/shutdown working, but I'm still not happy with the sound - it doesn't seem to be in sync. Can you confirm this on your setups.

34012

I should mention that you need to follow the following procedure;

Battery on
Fuel valve on
Engine start master on
Engine start isolator on
Press engine start
At above 20% rpm - Fuel pump switch on *

* unless you want to do it below 20% for a convincing wet start - keep the brakes on!

hschuit
March 27th, 2011, 05:30
Chris, brilliant work fixing the startup procedure :salute: , very happy with this!

With your new gauges, I encountered an issue with the startup smoke puffs staying on forever. Then I found out I do not need the XML gauges and the [lights] channels anymore to control the startup effect. All you need is this line in the [EFFECTS] section:

startup= fx_EELightning_engstrt


About the sound: I think the soundset causes problems. I have several issues, some of those I already had in FS9:

1. After spooling down, the engine sounds do not go quiet even when both engines are at zero RPM.

2. The sound transition from idle power to shutdown is not fluent, the volume settings of the WAV's does not seem to match very well.

3. With the updated gauges when I cut the engines, a weird stuttering noise is heard for a few secs. This same noise occurred before the fix when I pushed a start button (and then everything got stuck).

The good news is when I alias the sounds to a proper soundset, everything is fine :jump:
Until I find some time to try fix the original soundset, I use the Canberra sounds from Steven Beeny's recent Flying stations Canberra packs.

Chris Keane
March 27th, 2011, 05:49
All you need is this line in the [EFFECTS] section:

startup= fx_EELightning_engstrt


That's great, thanks. I hadn't even noticed that.



About the sound: I think the soundset causes problems. I have several issues, some of those I already had in FS9:

1. After spooling down, the engine sounds do not go quiet even when both engines are at zero RPM.

2. The sound transition from idle power to shutdown is not fluent, the volume settings of the WAV's does not seem to match very well.

3. With the updated gauges when I cut the engines, a weird stuttering noise is heard for a few secs. This same noise occurred before the fix when I pushed a start button (and then everything got stuck).

The good news is when I alias the sounds to a proper soundset, everything is fine :jump:
Until I find some time to try fix the original soundset, I use the Canberra sounds from Steven Beeny's recent Flying stations Canberra packs.

I'm working on the sound now ....
Yes, I had it linked to the 737-800 whilst I was trying to understand how sound works in FSX.

Chris Keane
March 27th, 2011, 10:17
Playing with the F3 I find Pump2 switch permanently on.
I then remembered that I'd changed this in the F6 some time back;

[fuel]
.
.
number_of_tank_selectors = 2

Prowler1111
March 27th, 2011, 11:05
Guys, where can i find the 2 seats version? or it was never released as freeware? (i bought one package back in the day, but it all got lost in time)
Best regards

Prowler

Chris Keane
March 27th, 2011, 11:20
Guys, where can i find the 2 seats version? or it was never released as freeware? (i bought one package back in the day, but it all got lost in time)
Best regards

Prowler

None of the versions was released as freeware. You can still get them from Virtavia.

Chris Keane
March 27th, 2011, 11:21
I don't know if you've noticed, but the Fuel Cutoff Switches and the Fuel Pump Switches are the wrong way round. I've changed them as below for the F2A/F3/F6.

For the F3/F6;
[Vcockpit20]
.
.
gauge00=EELightning(2)!Eng1_FuelCutoff, 0,229,55,55
gauge01=EELightning(2)!Eng2_FuelCutoff, 78,229,55,55
gauge02=EELightning(2)!Eng1_Fuel, 0,126,55,55
gauge03=EELightning(2)!Eng2_Fuel, 74,124,55,55
.

For the F2A;
[Vcockpit07]
.
.
gauge15=EELightning(2)!Eng1_Fuel, 17,584,40,40
gauge16=EELightning(2)!Eng2_Fuel, 70,584,40,40
gauge17=EELightning(2)!Eng1_FuelCutoff, 32,507,40,40
gauge18=EELightning(2)!Eng2_FuelCutoff, 97,507,40,40
.

The stuttering on shutdown is caused by the starter not disengaging until below 25% as per Starter_Cutoutn.xml, I'm still thinking about this...

Chris Keane
March 28th, 2011, 04:40
This fixes the stuttering, however, you can only shut down by switching off the fuel pumps, the fuel valve won't work - and I've no idea why not. Who invented xml? B*****d.

34069

More thinking required ...

hschuit
March 28th, 2011, 06:52
Chris, thank you for the updated shutdown XML :salute:, it works perfect for me. About the fuel gauges: It eludes me what these gauges exactly do, in the CAB file there are several versions all related to fuel tanks, mixture, pumps and valves:

These 2 are used in the F.6 [Vcockpit20] start panel (engine 1):
Eng1_Fuel.xml tank selector (in panel as "FUEL1", does not respond)
Eng1_FuelCutoff.xml mixture lever (in panel as "PUMP1")

These are not used in the F.6:
Eng1_FuelPump.xml
Eng1_FuelValve.xml

(a similar set is also available for engine 2 of course)

Chris Keane
March 28th, 2011, 07:40
Chris, thank you for the updated shutdown XML :salute:, it works perfect for me. About the fuel gauges: It eludes me what these gauges exactly do, in the CAB file there are several versions all related to fuel tanks, mixture, pumps and valves:

These 2 are used in the F.6 [Vcockpit20] start panel (engine 1):
Eng1_Fuel.xml tank selector (in panel as "FUEL1", does not respond)


Mine does. Have you changed this yet, and swapped the Fuel/Pump positions as per post #131?

[FUEL]
number_of_tank_selectors = 2



Eng1_FuelCutoff.xml mixture lever (in panel as "PUMP1")

These are not used in the F.6:
Eng1_FuelPump.xml
Eng1_FuelValve.xml

(a similar set is also available for engine 2 of course)

You're right, not in the F2A or F3 either.

Eng1_FuelValve.xml is used in the F1/F1A/F2 (which uses EElightning.cab, which does tell us that when EELightning(2).cab was being done, they started with EElightning.cab)

I can't find "Eng1_FuelPump.xml" anywhere, maybe it was left in from the days when it was being worked on before release.

Eng1_Fuel.xml actually selects the fuel tank but mimics the fuel shutoff valve.
Eng1_FuelCutoff.xml sets mixture rich or lean but mimics the fuel pump.
It's possible that in FS9, what we would think of as the obvious "GENERAL ENG FUEL PUMP ON:index" for use didn't exist, I know zero about the SDK in FS9 (and not much more in FSX).
But since all the sim variables in the model are fixed, there's not a lot we can do about it.

hschuit
March 28th, 2011, 08:35
Chris, thank you for explaining it! And yes, I did swap the switches as per your advise yesterday so this is what I use now:

34077

The AWP "PUMP1" and "PUMP2" lights confirm this is the right setup. Anyway, the non reponding "FUEL1" / "FUEL2" switches are not a big deal, I can crank up those engines with this so I am happy:jump:

Chris Keane
March 28th, 2011, 09:30
34081Do you mean you can't do this?

hschuit
March 28th, 2011, 10:00
Nope, FUEL1 / 2 are stuck in upward position LOL

Chris Keane
March 28th, 2011, 10:55
That's strange, the only way I can simulate your problem is by having

number_of_tank_selectors = 3 or above

if number_of_tank_selectors = 1 or 0 (or the line is remarked out) then Fuel 2 is permanently on but Fuel 1 is ok.

Are you sure you've got number_of_tank_selectors = 2 ?

hschuit
March 28th, 2011, 11:40
Chris you won't believe this, guess it was OK all along but I misjudged the clickzones...:redf: They have to be clicked different than the PUMP switches, in order to switch them off you really need to put the cursor in the lower part of the switch.

Chris Keane
March 28th, 2011, 13:12
That's good news - I thought there was another problem to add to the list :jump:

Whilst I was zoomed in taking those screen shots above I noticed the state of the Pitot Heat & De-Ice lamps - not good.

Apply this and it won't look like it's been in the hanger to change the lamp and the sparkys didn't have the correct part.

34088

peter12213
March 28th, 2011, 15:44
Forgot to say Henk and Chris thanks chaps, been away training this past few days so just caught up, many thanks for these especially the T models! Paul can't wait for your updates too mate!! :salute: :wavey:

peter12213
March 28th, 2011, 15:45
ONe thing I'm working on is a modified Ejection seat texture, I know its not improtant but I hate that flat green look, so expect that, just need some good photo's and I should have them up soon!

Chris Keane
March 29th, 2011, 05:11
Just some cosmetic changes for the 2D panel (F2A/F3/F6) to match the VC;

34134

Chris Keane
March 29th, 2011, 16:18
AP Panel.
At last!
I feel like running through the snow, naked and screaming... luckily there's no snow.
I have found that the window size needs to be an exact multiple of the numbers bitmap size and I overlooked an error in the panel.cfg in the F3 & F6 packages.

Download this and gaze in wonder at the numerical clarity of the AP panel;

34187

Just the shutdown problem now I think (for the F2A/F3/F6) but as it's 0120 in the morning, that's for later.

Chris Keane
March 30th, 2011, 03:46
I noticed in the F2A (whilst I was farkling down the left side) that the config panel is also suffering from the light flashing problem, this fixes that;

34199

I know it isn't perfect but the same switch is used in the F3/F6 so I don't want to screw with it.

It's gone quiet in here - I hope you guys haven't got a life - that would be terrible. :jump:

hschuit
March 30th, 2011, 06:03
... It's gone quiet in here - I hope you guys haven't got a life - that would be terrible. :jump:

Chris, don't worry, I hang out on SOH so obviously I got no life:wiggle:. I am trying to do some hopefully nice things in silence LOL. Highest priority for me is trying to get the manual startup working for pack1. I try to understand why the starter does not cut after the engine spools up. Sofar it seems to me that the answer partly lies in the sequence of switching fuel, ignition and starter. Watching what the autostart is doing leads me to think this is the proper sequence:

1. Open fuel valve/pump
2. Keep ignition (mixture) closed
3. Activate starter
4. When reaching 20% RPM, activate ignition
5. When reaching 30% RPM, close starter manually (there should be a way to properly automate that)

Besides that I made a list of every change/fix done sofar. To be continued...

Chris Keane
March 30th, 2011, 08:51
... trying to get the manual startup working for pack1.

You've re-written all the gauges in the .gau files!?! or have you done what thunder100 (post #6) has done and substituted other aircraft gauges? I'd be happy with that method if it used the base FSX package aircraft, but I don't have most of the aircraft that thunder100 has.

Without seeing what's happening on the panel I can't even start looking at any starter problems.

hschuit
March 30th, 2011, 09:23
Chris, I replaced the *gau files with XML ones from EELightning(2).cab and EELightning(3).cab. Attached a quick & dirty portover pack to get the F1/F1A basics working. There are still some issues to solve:

1) F1/F1A/F1TFF VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. Nasty MDL issue.

2) Engine start procedure not finished yet (to ensure proper shutdown you need to click the starter buttons "out" after the engine has spooled up)

34210
34211
34212
34213

Chris Keane
March 30th, 2011, 10:44
I must admit though I never used it till you made me curious so I had to try it and it works as advertized. The only comment I have is that when you change the AP heading she banks cautiously and slow like an old lady but she gets there in the end.

I agree, try;

[autopilot]
max_bank= 60

now she banks like a breakdancer on crack :jump:

Chris Keane
March 30th, 2011, 12:45
Chris, I replaced the *gau files with XML ones from EELightning(2).cab and EELightning(3).cab. Attached a quick & dirty portover pack to get the F1/F1A basics working. There are still some issues to solve:

1) F1/F1A/F1TFF VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. Nasty MDL issue.

2) Engine start procedure not finished yet (to ensure proper shutdown you need to click the starter buttons "out" after the engine has spooled up)

Nice work, you have been busy. I'll have a closer look tomorrow.

bruce448
March 30th, 2011, 13:42
ONe thing I'm working on is a modified Ejection seat texture, I know its not improtant but I hate that flat green look, so expect that, just need some good photo's and I should have them up soon!

Peter, Look here for a starter http://www.seatejectcolor.com/seat/sedili/ditte/martin%20baker/mk4/mk-4ca.htm

Bruce

peter12213
March 30th, 2011, 16:00
Thanks Bruce mate!

Chris Keane
March 31st, 2011, 10:17
34277
1) F1/F1A/F1TFF VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. Nasty MDL issue.

Certainly an MDL issue. I can't really blame VCplaneRHside1.bmp, if you remove *all* the textures and *all* the bitmaps and gauges you will load a black aircraft with no cockpit details. That right side fuselage wall issue is still there!


2) Engine start procedure not finished yet (to ensure proper shutdown you need to click the starter buttons "out" after the engine has spooled up)

I couldn't even get the engines started! Here is my effort;

34277

Same game as the F2A/F3/F6, need to switch off the pumps for shutdown. Not happy about the start switches yet and the battery / alternator switch doesn't look right - they shouldn't be connected.

hschuit
April 1st, 2011, 09:40
Another little update for the pack 1 F1/F1A panel. The engine startup saga continues, think I got it now. A single xml gauge for each engine which controls the starter toggle position and cuts the starter after ignition.

I also tested it using the auto start & auto shutdown keys , sofar it works.

34324

34323

Chris Keane
April 1st, 2011, 11:13
Another little update for the pack 1 F1/F1A panel. The engine startup saga continues, think I got it now. A single xml gauge for each engine which controls the starter toggle position and cuts the starter after ignition.

I also tested it using the auto start & auto shutdown keys , sofar it works.

Damn! I had plans this weekend.:jump:
Ok, I'll have to have a look at this, it's been bugging me for long enough, meanwhile, I've been playing with the F2. I've added a lot of individual dummy switches to help seeing what's where. The backup directional gyro is just a dummy bitmap for now, I may spend some time this weekend extending my knowledge of XM B****y L and make it work. I've left all the comments in the panel.cfg file so that you can see what's been changed. I haven't touched the bitmaps at all, you didn't have plans this weekend did you? :jump:

34332

hschuit
April 1st, 2011, 13:16
Chris, I already fixed the F2 panel bitmaps and standby direction gauge:

34345
34344
34343

Chris Keane
April 1st, 2011, 13:32
Ok, nice one. I like the startup/shutdown.
What are you *not* doing so that I don't duplicate your excellent work...:jump:
I have collected all the xml/bmp files into one cab file, no more (2), (3) or (E1), if you send me your e-mail address I'll send it to you if you want.

peter12213
April 1st, 2011, 19:17
OK who's going to be the first to release this? Its payware, but were sharing all our updates.... Paul what's your say can we send the updates to friends , not the package but the updates I don't know about you guys but I'm bloody unindated with requests here! can we make a freeware update package for each model???

hschuit
April 1st, 2011, 21:28
Ok, nice one. I like the startup/shutdown.
What are you *not* doing so that I don't duplicate your excellent work...:jump:
I have collected all the xml/bmp files into one cab file, no more (2), (3) or (E1), if you send me your e-mail address I'll send it to you if you want.

Chris, I will send you a PM.

In summary, this is what is still on my wishlist / to do list:

pack 1 - F1/F1A/F2:
1) F1/F1A VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. This is an MDL issue. I guess only Paul can fix it.
2) I just found out I need to do some extra work on the F2 standby gyro (the plane is rotating with the digits now, it should be static, always pointing upwards with only the digits rotating LOL).
3) I want to update the exterior F2 19 Sqn textures to make it look more bare metal like.

pack 3 - F2A/F3/F6:
1) Overwing tanks, missiles, refuelling probe configurations not working because Concorde Visor keys do not work in FSX. This is an MDL issue. I guess only Paul can fix it.

pack 3 - T4/T5:
1) Gunsight reticle is solid black, does not respond to switch. The gunsight reticle switch uses the model's secondary exit which does not work in FSX for the T4/T5 MDL files. I guess only Paul can fix it.
2) T4 VC AWP and SWP areas extend through the side fuselage wall when a light is switched on. This is an MDL issue. I guess only Paul can fix it.
3) T4 VC bitmaps need to be fixed for "see through issue when a light is switched on". As the T4 does not high on my priority list I put this on the backburner.

General: I have sorted out the unique vs shared textures, converted them to DDS and repacked/aliased them to save diskspace. I could share a list of which files go where if anyone is interested.

Peter is right, it might be nice if we could do some sort of portover kit for each pack.

paulb
April 1st, 2011, 21:54
OK who's going to be the first to release this? Its payware, but were sharing all our updates.... Paul what's your say can we send the updates to friends , not the package but the updates I don't know about you guys but I'm bloody unindated with requests here! can we make a freeware update package for each model???

Well, I should speak to Dave first, but my view is that the package is still officially 'payware' so that would be off limits. However, new textures/tweaks tips etc would be fine to share. So all of them put into a single package for each model would certainly be OK by me. Just dont put anything like the aircraft mdl into any such packages.

Cheers

Paul

paulb
April 1st, 2011, 22:08
Chris, I will send you a PM.

In summary, this is what is still on my wishlist / to do list:

pack 1 - F1/F1A/F2:
1) F1/F1A VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. This is an MDL issue. I guess only Paul can fix it.
2) I just found out I need to do some extra work on the F2 standby gyro (the plane is rotating with the digits now, it should be static, always pointing upwards with only the digits rotating LOL).
3) I want to update the exterior F2 19 Sqn textures to make it look more bare metal like.

pack 3 - F2A/F3/F6:
1) Overwing tanks, missiles, refuelling probe configurations not working because Concorde Visor keys do not work in FSX. This is an MDL issue. I guess only Paul can fix it.

pack 3 - T4/T5:
1) Gunsight reticle is solid black, does not respond to switch. The gunsight reticle switch uses the model's secondary exit which does not work in FSX for the T4/T5 MDL files. I guess only Paul can fix it.
2) T4 VC AWP and SWP areas extend through the side fuselage wall when a light is switched on. This is an MDL issue. I guess only Paul can fix it.
3) T4 VC bitmaps need to be fixed for "see through issue when a light is switched on". As the T4 does not high on my priority list I put this on the backburner.

General: I have sorted out the unique vs shared testures, converted them to DDS and repacked them to save diskspace. I could share a list of which files go where if anyone is interested.

Peter is right, it might be nice if we could do some sort of portover kit for each pack.

I am afraid that the old FSDS V2 FS9 mdl's will have to stay as they are. I have spoken to Dave about this - I am retired now, but he is still working away behind the scenes. Anything being worked on now uses newer development software. I know that an FSX native Lightning is actually on his 'to do' list. But he has other priorities first which will take some time, so don't hold your breath.

Cheers

Paul

hschuit
April 1st, 2011, 22:56
Paul, thanks for your feedback, I understand the old MDL's cannot be fixed.

Here is the fixed version of the pack 1 F.Mk.2 standby direction gyro:

34400

34401

Chris Keane
April 2nd, 2011, 07:44
pack 3 - T4/T5:
1) Gunsight reticle is solid black, does not respond to switch. The gunsight reticle switch uses the model's secondary exit which does not work in FSX for the T4/T5 MDL files. I guess only Paul can fix it.


Agree with most of your comments, but I've just spent the last few hours playing with the gunsight reticule. The switch is working. If you delete/erase/repaint GunsightReticule.dds you can see the change on the gunsight as you toggle the switch. I'll play some more tomorrow, but it does look like something can be done - maybe.

Chris Keane
April 3rd, 2011, 03:07
I give up with the T-bird's gunsight - this is the nearest I get;

3448934490

On a better note (Thanks to hschuit (Eagle-Eyed Henk) for pointing it out) you might want to download this modified panel for the F3/F6;

34492

Chris Keane
April 3rd, 2011, 12:39
For all those people flying around in the F1/F1A/F2 models:
You must all use Ctrl-E to start your engines, because if you did the manual start, you'd find your battery flat after ten minutes. I did mention that I wasn't happy with this back in post #153.
This fixes that, just remember to switch on the alternator (labelled standby inverter) after engine start;

34509

Chris Keane
April 4th, 2011, 05:17
After more flying around in the F1 I find the ILS gauge / Marker lamp isn't working correctly and the heading & altitude knobs (not the windows) are arse-about. Try these;

34543

The Valid/Invalid Lamp logic in ILS.xml is a bit of a bodge, you should be using "HSI CDI NEEDLE VALID" & "HSI GSI NEEDLE VALID", but they don't want to play ball. If anyone can fix it, feel free...

The sound is greatly improved (shutdown really shuts down) by using this sound.cfg, you'll have a bit of work to do copying & renaming the wav files but it's just too big to upload (38Mb).

34542

Chris Keane
April 7th, 2011, 03:52
I've been looking at the LH panel on the F1/F1A/F2. The only improvement I can do is;

F1:
[Vcockpit13]
Background_color=106,123,135 // was 0,0,0

F2:
[Vcockpit15]
Background_color=106,123,135 // was 0,0,0

Can't seem to fix the gap between the panels showing the outside. Anyone have any success with this?

hschuit
April 8th, 2011, 08:41
I finally found a cure for this pack 1 F1/F1A MDL issue:

34774

The VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. As I am not allowed to distribute the fixed MDL files, you have to DIY. You will need to change the alpha channel of the VC glass material in the MDL files with Martin Wright's MDLMat tool for each of the 3 F1 models:

Change the Diffuse Alpha to zero for these materials:
Lightning_F1.mdl = LOD 02 28
Lightning_F1A.mdl = LOD 02 28
Lightning_F1_TFF.mdl = LOD 02 26

BTW, there is a good MDLMat tutorial from OBIO in this SOH library FS2004 - Other page:
http://www.sim-outhouse.com/sohforums/local_links.php?catid=8

Chris Keane
April 8th, 2011, 10:57
Nice work! I shall investigate over the weekend.

I've been working in the F2A/F3/F6 CDI/GSI valid lights, the FD switch problem and the voltmeter (that's just a bodge - bus voltage * 0.8). All complete but I haven't pulled the CAB, bitmap and config file changes together to upload.

One thing I've noticed during this work;
You can make some changes, load another aircraft, reload the one you're working on, nothing's changed. Shut FSX down, restart and there are your changes. I can only assume it's a cache problem.

Chris Keane
April 8th, 2011, 12:48
Job done, handy tool.
I assume you've tried this for the T5 gunsight problem ...
34804

Doesn't work does it :-(

hschuit
April 9th, 2011, 04:03
Job done, handy tool.
I assume you've tried this for the T5 gunsight problem ...
Doesn't work does it :-(

I tried the T4, found the VC glass / gunsight glass materials (LOD 02 30 / 02 34) ) but whatever I tried, no result. Strange thing is when I load the model in FSX SP2 the gunsight works just fine. It looks like an FSX Acceleration thing, maybe the shader version or ...?

Chris Keane
April 9th, 2011, 04:12
Sounds like a google job - fsx acceleration sp2 shader
Here are the changes for the ND valid/invalid lamps, the voltmeter, AP heading and altitude knobs and the FD switch.
The FD switch is a strange one. Everything is fine - until you load another Lightning model, then you get the same section of the switch dissappearing when you click on it.

34816

Chris Keane
April 9th, 2011, 09:48
For the F1/F1A/F2, I've got rid of that strange greenish blue blob that's supposed to be the light port on the gunsight and tweaked the radar for all models. You need to have battery on and avionics on before the radar 'works'.

Drop the dds files into all the texture folders (F1/F1A/F2 only), copy the bitmaps to their respective panel folders and add the files in 'EELightning' to your CAB file (EELightning.CAB for the F1/F1A/F2, EELightning(2).CAB for the F2A/F3/F6).

The changes to make to your panel.cfg files are in the respective folders.

34836

jetwelder
April 13th, 2011, 07:42
there is some question, regards non fsx native aircraft and dds versus bmp....converting bmp to dds may not be the best solution....the argument is that non native fsx models ported from fs9...look for bmp before they default to dds.....that converting to dds would also require, a model hack, for fs9 portovers....

whats the consensus of opinion......ps, thanks for all your fine efforts....its much appreciated......jim

Wings of Gold
April 13th, 2011, 11:27
I am dutifully installing all these changes in my Lightnings. Quick question: I was using the F3v2 air file in all the variations approved, but subsequently I have the Lightning_FSX.air file (which can be used in all versions). Have we adopted the Lightning_FSX.air as the "standard" .air file - or is it a matter of preference? Thanks for all the excellent work, Bill

Chris Keane
April 13th, 2011, 12:15
there is some question, regards non fsx native aircraft and dds versus bmp....converting bmp to dds may not be the best solution....the argument is that non native fsx models ported from fs9...look for bmp before they default to dds.....that converting to dds would also require, a model hack, for fs9 portovers....

whats the consensus of opinion......ps, thanks for all your fine efforts....its much appreciated......jim

When you think that the 'so-called' bitmaps in the texture folder are really dds files anyway with a .bmp extension - and containing mipmaps, I can't believe they'd be slower to load. After converting all the textures I certainly noticed improved load speed just in the selection window. With bitmaps, after selecting the model, the model would pop into the window and just sit a while until it was textured, after dds'ing the model came straight up. I do have an old computer (20fps max) so it may be that with the 16 core nitrogen cooled 1kW power supplied models of today, no-one notices a speed improvement.

My 2-cents worth anyway.

Chris Keane
April 13th, 2011, 12:27
I am dutifully installing all these changes in my Lightnings. Quick question: I was using the F3v2 air file in all the variations approved, but subsequently I have the Lightning_FSX.air file (which can be used in all versions). Have we adopted the Lightning_FSX.air as the "standard" .air file - or is it a matter of preference? Thanks for all the excellent work, Bill

The main difference between marks is the engine thrust and all up weight(I know there are others relating to tailfin area and reheat nozzles) but these can be set in the aircraft.cfg file to overwrite the airfile data.
The major problem with moving FS9 air files to FSX is that some parameter scaling has changed. As far as I'm aware Henk only changed these. (Henk, where are you?) You can do the changes yourself on the original. I seem to remember 15?n and 15?n+1 for min thrust setting and 430 for Cd, I'm sure it's back there in the thread.

The bottom line (unless you want a perfect model) is;
Can you do M2.05?
Can you cruise at FL500? (i.e. N2 below 90% - no reheat!)
Can you zoom climb to FL750?

Can do? - No problemo!

hschuit
April 13th, 2011, 13:06
The main difference between marks is the engine thrust and all up weight(I know there are others relating to tailfin area and reheat nozzles) but these can be set in the aircraft.cfg file to overwrite the airfile data.
The major problem with moving FS9 air files to FSX is that some parameter scaling has changed. As far as I'm aware Henk only changed these. (Henk, where are you?) You can do the changes yourself on the original. I seem to remember 15?n and 15?n+1 for min thrust setting and 430 for Cd, I'm sure it's back there in the thread.

The bottom line (unless you want a perfect model) is;
Can you do M2.05?
Can you cruise at FL500? (i.e. N2 below 90% - no reheat!)
Can you zoom climb to FL750?

Can do? - No problemo!

Actually there is a bit more to it:
- 1503/1504: Idle RPM increased to 32% (was 20%, causing unwanted engine stops)
- 430: Fixed curves in order to reach mach 2 at 36000 ft (old curves limited to mach 1.5)
- 1524: Fixed curves in order to reach mach 2 at 36000 ft
- 1101-1Ch Basic Weight: To zero (redundant in FS9, FSX)
- Removed obsolete pre FS9 tables which used to make the difference between the various versions but those parameters are all moved to the aircraft.cfg file with FS9/FSX (e.g. fuel capacity)

Attached the latest version: 35095

jetwelder
April 13th, 2011, 14:58
When you think that the 'so-called' bitmaps in the texture folder are really dds files anyway with a .bmp extension - and containing mipmaps, I can't believe they'd be slower to load. After converting all the textures I certainly noticed improved load speed just in the selection window. With bitmaps, after selecting the model, the model would pop into the window and just sit a while until it was textured, after dds'ing the model came straight up. I do have an old computer (20fps max) so it may be that with the 16 core nitrogen cooled 1kW power supplied models of today, no-one notices a speed improvement.

My 2-cents worth anyway.

thanks for the observations....i havent got round to doing this yet...busy modelling the lovel observatory, and radio telescope...i should have tested it myself..ime mad about lightnings...building an f6 for fsx...one year so far...but too busy with too much...so the virtavia download is great....and all you people doing the hard work for me.....thanks...

running a cray supercomputer with a quantum sub system cooled by liquid methane...still cant get all the settings on max....jim

hschuit
April 14th, 2011, 10:03
I just uploaded the 1st FSX portover kit to the Library:

http://www.sim-outhouse.com/sohforums/images/ldm-silk-icons/new.png http://www.sim-outhouse.com/sohforums/images/ldm-silk-icons/zip.png E.E. Lighting FSX portover kit: Pack 1 http://www.sim-outhouse.com/sohforums/images/ldm-silk-icons/download.png (http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=35&id=3879)
<TABLE class=ldm_table_fullwidth><TBODY><TR><TD width=250 align=right>http://www.sim-outhouse.com/soh_ftp/thumbs/7/3/7/9/0/43311302803406.jpg (http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=35&id=3879)

http://www.sim-outhouse.com/sohforums/images/ldm-silk-icons/magnify.png (http://www.sim-outhouse.com/sohforums/local_resize.php?linkid=3879&size=0)


</TD><TD class="ldm_description ldm_spacer" vAlign=center align=left>This is an upgrade kit to make the FS9 Alphasim/Virtavia EE Lightning pack1 (with the F.1, F.1A and F.2 models) FSX Acceleration ready.

For more info see the EE Lightning? thread here:
http://www.sim-outhouse.com/sohforums/showthread.php?39889-EE-Lightning

Category FSX British Aircraft (http://www.sim-outhouse.com/sohforums/local_links.php?catid=35)

</TD></TR></TBODY></TABLE>

The 2nd one will be uploaded by Chris Keane shortly.

Chris Keane
April 14th, 2011, 10:13
Done;

http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=35&id=3880

sknepper
April 15th, 2011, 03:39
Thanks very much for this portover Chris and Henk. :salute:
Looks great after modding the model files and it flies great, nice FDE :). And I have to say that after I converted all the bmps into DDS DXT5, the loading goes quicker.
Just a small question. Unfortunately I didn't get the original pack 2 and 3 (just the pack 1) with the extra gauges, so I am wondering if the EElightning3.cab is available as freeware. Otherwise I may have to use default FSX gauges to fill in the gaps.:mixedsmi:
But all in all I am impressed with the results and the camera positions are great.
BTW: Does anyone have thumbnails for the original textures for me?
See ya, Sean

hschuit
April 15th, 2011, 04:06
Thanks very much for this portover Chris and Henk. :salute:
Looks great after modding the model files and it flies great, nice FDE :). And I have to say that after I converted all the bmps into DDS DXT5, the loading goes quicker.
Just a small question. Unfortunately I didn't get the original pack 2 and 3 (just the pack 1) with the extra gauges, so I am wondering if the EElightning3.cab is available as freeware. Otherwise I may have to use default FSX gauges to fill in the gaps.:mixedsmi:
But all in all I am impressed with the results and the camera positions are great.
BTW: Does anyone have thumbnails for the original textures for me?
See ya, Sean

Sean, we agreed with Paul not to share the original payware MDL and CAB files, I guess you could also consider to buy the Virtavia EE Lightings package, all 3 former Alphasim packs are included, PC Aviator is selling it for $24,95.

Here are some thumbnails for the older texture sets: 35181

paulb
April 15th, 2011, 05:57
Sean, we agreed with Paul not to share the original payware MDL and CAB files, I guess you could also consider to buy the Virtavia EE Lightings package, all 3 former Alphasim packs are included, PC Aviator is selling it for $24,95.

Here are some thumbnails for the older texture sets: 35181

Yes, I agree. Sorry Sean, but the FS9 Lightning is still 'officially' payware. Having said that, I am really happy with the excellent work that has been done here in converting the Lightning for FSX, and for the 'new bits' that have been released here in this thread.

Cheers

Paul

sknepper
April 15th, 2011, 06:12
Sean, we agreed with Paul not to share the original payware MDL and CAB files, I guess you could also consider to buy the Virtavia EE Lightings package, all 3 former Alphasim packs are included, PC Aviator is selling it for $24,95.

Here are some thumbnails for the older texture sets: 35181

Many thanks for the thumbnails Henk, I did buy the Pack 1 long ago, but now I bought the new Virtavia set. So I'm very happy and will do all your patches for FSX again. Lovely to fly this bird again, and in FSX :)
http://i292.photobucket.com/albums/mm26/skneppers/FlightSim/EELightning.jpg
Had to share this shot while flying over the Neterlands.
And I now have all 3 packs and applyed the fixes to pack 1 & 2.
Made a simple batch converter for the imagetool for converting the BMPs to DDS (DXT5) files. Anybody want it? Ask me in a PM. :)

paulb
April 15th, 2011, 10:51
Many thanks for the thumbnails Henk, I did buy the Pack 1 long ago, but now I bought the new Virtavia set. So I'm very happy and will do all your patches for FSX again. Lovely to fly this bird again, and in FSX :)
http://i292.photobucket.com/albums/mm26/skneppers/FlightSim/EELightning.jpg
Had to share this shot while flying over the Neterlands.
And I now have all 3 packs and applyed the fixes to pack 1 & 2.
Made a simple batch converter for the imagetool for converting the BMPs to DDS (DXT5) files. Anybody want it? Ask me in a PM. :)

Nice screenshot ;).

And, well done to Henk and Chris for their very considerable efforts. :applause:

Cheers

Paul

hschuit
April 15th, 2011, 11:50
Dankjewel Sean, thank you Paul for the positive feedback:ernae:.

Sofar nobody caught me on a little omission in the pack 1 kit: There are a couple of updated VC textures in the texture.sharedF1 folder which you have to copy into the original texture set folders because these are not using FSX aliasing:

VCgunsight.dds
VCpanel4.dds

Also make sure you delete the original BMP versions.

paulb
April 17th, 2011, 11:43
Just out of interest...................:)

Did you guys (Henk and Chris) give up on releasing an update pack for the two seater in the end?

(BTW, I fully understand the mdl issues - re the T5 etc - mentioned by you in this thread. Sorry about that, but they were FS9 releases and you have really suprised/impressed me with the FSX portovers)

cheers

Paul

Chris Keane
April 17th, 2011, 12:18
I've just had a quick look. I've never flown the T-Birds before. I see nothing that can't be fixed except for the gunsight problem.
What do you think Henk? There's two of us and a T4 and a T5 need doing. You up for it? :mixedsmi:

hschuit
April 17th, 2011, 13:14
I've just had a quick look. I've never flown the T-Birds before. I see nothing that can't be fixed except for the gunsight problem.
What do you think Henk? There's two of us and a T4 and a T5 need doing. You up for it? :mixedsmi:

Did not fly them much myself either... I think we will have to compromise on the gunsight by moving the viewpoint to the right hand seat (which was where the instructor used to sit I guess). Trying to land from the left seat is a pita, the black gunsight blocks your view on the runway. I already did some fixing on the T.4/T.5 shine through/mirror effects of the panel bitmaps, I could finish those I guess. I also have a fix for the embedded nav/strobe lights which show as blocks when switched on.

Chris Keane
April 18th, 2011, 01:46
Did not fly them much myself either... I think we will have to compromise on the gunsight by moving the viewpoint to the right hand seat (which was where the instructor used to sit I guess). Trying to land from the left seat is a pita, the black gunsight blocks your view on the runway. I already did some fixing on the T.4/T.5 shine through/mirror effects of the panel bitmaps, I could finish those I guess. I also have a fix for the embedded nav/strobe lights which show as blocks when switched on.

Ok, I'll concentrate on the cab files then. If I see any panel that needs looking at, I'll call you first :icon_lol:

Chris Keane
April 18th, 2011, 07:45
Here are the changes for the T5. The engine start is as normal, but the panels don't match the switches for the fuel pumps and valves. Remember, left to right, pump first then valve open at 20% N2. Check the tooltips if you're not sure. I'll get on with the panels shortly.

Updated - see below...

As for the gunsight problem - it's not any longer;

35354

Check the panel.cfg out, the interesting bit is [Vcockpit12].

Ok. here's the panel;

35358

fsafranek
April 18th, 2011, 08:07
Many thanks for the thumbnails Henk, I did buy the Pack 1 long ago, but now I bought the new Virtavia set. So I'm very happy and will do all your patches for FSX again. Lovely to fly this bird again, and in FSX :)
http://i292.photobucket.com/albums/mm26/skneppers/FlightSim/EELightning.jpg
Had to share this shot while flying over the Neterlands.
And I now have all 3 packs and applyed the fixes to pack 1 & 2.
Made a simple batch converter for the imagetool for converting the BMPs to DDS (DXT5) files. Anybody want it? Ask me in a PM. :)
Have the tool already, thanks. :icon_lol: Use it daily.
Just wanted to say that's beautiful shot.
:ernae:

hschuit
April 18th, 2011, 08:53
Here are the changes for the T5. The engine start is as normal, but the panels don't match the switches for the fuel pumps and valves. Remember, left to right, pump first then valve open at 20% N2. Check the tooltips if you're not sure. I'll get on with the panels shortly.

As for the gunsight problem - it's not any longer;

35354

Check the panel.cfg out, the interesting bit is [Vcockpit12].

Chris, you are brilliant, I have spent so much time trying to solve this looking in the wrong direction! I am really happy you figured out it is just a missing Vcockpit section LOL:applause::applause::applause:
I just tried the same trick on the T.4 and it works too :jump: - simply add this to the panel.cfg

[Vcockpit18]
file=VCplane18.bmp
Background_color=0,0,0
size_mm=256,256
visible=0
pixel_size=256,256
texture=$VCplane18

and add the VCplane18.bmp file into the panel folder (which is a copy of the T.5 VCplane12.bmp that Chris posted)

Chris Keane
April 18th, 2011, 10:04
... and add the VCplane18.bmp file into the panel folder (which is a copy of the T.5 VCplane12.bmp that Chris posted)

Not as smart as you think - you don't need to copy the bitmap over - it's already there. I'd been screwing around with it, painting it green, putting red crosses on, all sorts of things just to prove that the problem was in that area. When I eventually realised it needed an alpha channel I wasn't aware that before I'd beaten it to death in photoshop, it *already* had an alpha channel. VCplane18.bmp in the T4 panel folder is fine, open it up in Aces Image tool and there it is - Alpha=Colorkey.

I think I've messed up with the starting sequence, I've got it back to front. I need to give it some more thought. You can still get caught out loading another aircraft, making the changes and reloading the aircraft you're working on. Sometimes the changes are not loaded - damn those caches.

Chris Keane
April 18th, 2011, 10:57
Updated from above...

35370

I'm happier with the start sequence now and the tooltips.

(You might want to update the Engn_Fuel & Engn_FuelCutoff xml files to your EELightning(2) CAB files as well - not a problem though, it's only the tooltips are 'more' correct.)

Here are the T4 changes - the cab file is the same as the T5.

35373

Chris Keane
April 22nd, 2011, 09:06
Back in post 166 I said I wasn't happy about the CDi/GSi valid lamps, I now know what the problem is. There's no selector for NAV1, the model thinks it's tracking the GPS.
Whilst I was fixing that I thought that blank hole in the panel could use some numbers to fill it in, so now you've got a DME readout.
I know it's not the best fix, the Lightning *never* had GPS fitted but unless someone knows how to force GPS_DRIVES_NAV1 off on loading the aircraft it's the best I can think of.
This is for the F2A/F3/F6 ...

35707

DarrenL
April 22nd, 2011, 09:46
Updated from above...

35370

I'm happier with the start sequence now and the tooltips.

(You might want to update the Engn_Fuel & Engn_FuelCutoff xml files to your EELightning(2) CAB files as well - not a problem though, it's only the tooltips are 'more' correct.)

Here are the T4 changes - the cab file is the same as the T5.

35373

Hi there, great work on these. :)

But what do I do with the CAB folder containing XML & BMPs in the T5 zip? Do I just drop the files in the Gauges folder, will they be given priority over identical files within the packed CAB file?

Chris Keane
April 22nd, 2011, 11:22
...But what do I do with the CAB folder containing XML & BMPs in the T5 zip? Do I just drop the files in the Gauges folder, will they be given priority over identical files within the packed CAB file?

You can do that but you'll need to de-reference the EELightning(3) in your config file, i.e. instead of (for example);

gauge05=EELightning(3)!Eng1_FuelCutoff, 114,135,47,47 // Pump 1

use;

gauge05=Eng1_FuelCutoff, 114,135,47,47 // Pump 1

It would be better to put them in a subfolder under panels, say "EE_Additions" and use;

gauge05=EE_Additions!Eng1_FuelCutoff, 114,135,47,47 // Pump 1

Best would be to add them to the EELightning(3) CAB file but I assume that you don't have cabdir.exe

You can get it from here;

http://www.fsdeveloper.com/forum/downloads.php?do=file&id=30

If you've never used it before just follow these simple steps.

1. Create an empty folder called EELightning(3)
2. Unzip EELightning(3).CAB to that folder with winzip (if you have winzip installed you should just need to double click the cab file)
3. Add the new/updated bitmaps & xml files to the folder.
4. Drop the folder onto cabdir.exe
5. Copy the newly created EELightning(3).CAB file into the panel folders of T4/T5 ... and whatever other models you have that use it.

DarrenL
April 23rd, 2011, 04:53
Thanks for that Chris, all sorted now :)

harrybasset
April 23rd, 2011, 11:16
I've installed all the changes listed here but I have a basic problem which I cannot see has cropped up earlier in this thread. How do I get reheat to work? In FS9 reheat seems to come in at nearly full throttle but on my FSX setup no reheat light up. When I bought my Lightnings from Alphasim reheat was Shift + F4 and then I thought they updated it to throttle control, how should it work with these FSX modifications?

hschuit
April 23rd, 2011, 11:36
I've installed all the changes listed here but I have a basic problem which I cannot see has cropped up earlier in this thread. How do I get reheat to work? In FS9 reheat seems to come in at nearly full throttle but on my FSX setup no reheat light up. When I bought my Lightnings from Alphasim reheat was Shift + F4 and then I thought they updated it to throttle control, how should it work with these FSX modifications?

Which model? In the pack1/pack2 portover kits we released to the SOH library, the afterburner is throttle controlled (just as in FS9 pack2/3).

Chris Keane
April 23rd, 2011, 15:14
I've installed all the changes listed here but I have a basic problem which I cannot see has cropped up earlier in this thread. How do I get reheat to work? In FS9 reheat seems to come in at nearly full throttle but on my FSX setup no reheat light up. When I bought my Lightnings from Alphasim reheat was Shift + F4 and then I thought they updated it to throttle control, how should it work with these FSX modifications?

Two ways. You can still use Shft-F4 or add this line to your [TurbineEngineData] section;

afterburner_throttle_threshold = 0.90

harrybasset
April 24th, 2011, 05:33
I'm flying the F6 and neither Shift + F4 or adding the "afterburner_throttle_threshold = 0.90" line have resulted in reheat. I will check in my effects to make sure those needed are there.

Reinstalled the effects and reheat now shows.

Chris Keane
April 24th, 2011, 12:54
That's good to hear Harry.

Can some of you guys try this updated Eyepoint_Move from EELightning(3).CAB
It's certainly better than ending up in the cockpit of the aircraft next to you on the pan, but I'm getting inconsistant results. Sometimes it's spot on, other times it's too short or too long. I'd just like to know if it's my FSX setup or something else.

35893

hschuit
April 27th, 2011, 07:32
That's good to hear Harry.

Can some of you guys try this updated Eyepoint_Move from EELightning(3).CAB
It's certainly better than ending up in the cockpit of the aircraft next to you on the pan, but I'm getting inconsistant results. Sometimes it's spot on, other times it's too short or too long. I'd just like to know if it's my FSX setup or something else.


When I asked Chris if there was such a switch in the real Lightning he answered: Of course it did! It was a voice activated command; "Oy! move over, I want to sit there." :-)
Not sure this feature will be included in the portover package but other than that it is almost ready for upload to the library.

http://i69.photobucket.com/albums/i45/schuit/FlightSim/LightningPack3FSX1.jpg

Chris Keane
April 27th, 2011, 13:01
... other than that it is almost ready for upload to the library.

Oh pressure! Pressure!

Wings of Gold
April 27th, 2011, 16:15
I have been making the various changes, including the T-5 and then T-4 upgrades. Everything was fine (the T-5 is perfect), until I got to the T-4. After making the T-4 changes done, I have noticed that I don't have any sound. "Sound=" in the aircraft.cfg file, and there is a sound folder. Is there any of the T-4 changes that would result in no sound? I used to doing FSX changes, and this should be quite simple. Got me stumped. Ideas?

Which of the texture files controls the transparency of the cockpit glass in the spot view? Can it be made more opague with an alpha channel change?

Thanks, Bill

hschuit
April 27th, 2011, 21:40
I have been making the various changes, including the T-5 and then T-4 upgrades. Everything was fine (the T-5 is perfect), until I got to the T-4. After making the T-4 changes done, I have noticed that I don't have any sound. "Sound=" in the aircraft.cfg file, and there is a sound folder. Is there any of the T-4 changes that would result in no sound? I used to doing FSX changes, and this should be quite simple. Got me stumped. Ideas?

Which of the texture files controls the transparency of the cockpit glass in the spot view? Can it be made more opague with an alpha channel change?

Thanks, Bill

None of the changes we did should result in no sound... have you checked the content of your sound.cfg file? In FS9, this was aliased to the T.5:

fltsim]
alias=ALPHA EE Lightning_T5\sound

I have aliased mine to the F.6 now:

[fltsim]
alias=ALPHA EE Lightning_F6\sound

But I guess if you have the Virtavia pack that alias should be different.

About the external model cockpit glass: There does not seem to be a glass texture so if you want to change that you have to edit the material alpha in the MDL file (with Martin Wright's MDLMat tool).

Chris Keane
April 28th, 2011, 12:19
Henk and I have completed (is it ever :icon_lol:) Pack 3 and it's up in the usual place.

One thing you might like to do for the Pack 2 update;

Henk pointed out that RamAirTemp is also used for the F2A, just copy the RamAirTemp.xml & RamAirTemp1.bmp from this update's CAB folder to your EELightning(2).CAB file.

MikeH
April 28th, 2011, 22:13
The interest in this thread makes me think that there's definitely room out there for a native FSX EE Lightning.

I can imagine one with a natural metal polished skin, achievable in FSX. Now that would look marvellous.

Does anyone know of one in development or anyone who's even thinking about developing one?

Mike

bazzar
April 29th, 2011, 02:45
Yep...:engel016:

Chris Keane
April 29th, 2011, 03:54
I can imagine one with a natural metal polished skin, achievable in FSX. Now that would look marvellous.

Have you actually downloaded these updates?

Henk has done a lot polishing. :icon_lol:

jetstreamsky
April 29th, 2011, 13:03
Yep...:engel016:

Thinking of or developing? :kilroy:

DarrenL
April 29th, 2011, 13:16
Lovely :)

Few little pics (click thumbnails) of them in FSX.

362753627636277

Bjoern
April 29th, 2011, 13:55
Lightning, eh?

http://www.fsdeveloper.com/forum/attachment.php?attachmentid=9468&d=1303602518

(Not my model.)

bazzar
April 29th, 2011, 15:15
Thinking of or developing? :kilroy:

Well it's a bit more than a thought...:engel016:

jetstreamsky
April 29th, 2011, 17:04
:salute::jump::jump::jump::wiggle:

Chris Keane
May 6th, 2011, 13:16
I've added ILS Approach/GPS tracking to the F2A/F3/F6 as per the T-Birds.

37126

JensOle
May 7th, 2011, 03:18
Woow! I have been away for a week and when I come back you guys have fixed the gunsight on the twin seaters! Thanks!

I'm doing a complete rework of my RSAF T.54 paint right now, but I have encountered a small problem in the VC. When the AB is engaged the gunsight turns blurry and a few of the VC textures become invisible, which texture(s) is missing/not converted? the T4 changes.zip has been installed, but no other reworked textures.

hschuit
May 7th, 2011, 03:45
Woow! I have been away for a week and when I come back you guys have fixed the gunsight on the twin seaters! Thanks!

I'm doing a complete rework of my RSAF T.54 paint right now, but I have encountered a small problem in the VC. When the AB is engaged the gunsight turns blurry and a few of the VC textures become invisible, which texture(s) is missing/not converted? the T4 changes.zip has been installed, but no other reworked textures.

Jens-Ole, are you sure you used the upgrade pack from the library = EELightningsPack3FSX.zip ? T4 changes.zip to me sounds like an old WIP file.

And, this might help to answer your question (from the enclosed README file):
-------------------------------------------------------------------------------
KNOWN ISSUES we could not fix:
-------------------------------------------------------------------------------
1) T.4 student seat gunsight reticle mirror effect which occurs when any light is switched on during daytime (that includes light channel triggered effects such as engine smoke/afterburners). As a workaround the default viewpoint has been moved to the instructor seat. By using the subview key (keyboard A) in the VC, you can quickly switch seats and look at the consoles and instruments.
2) T.4 AWP/SWP panel edges stick out through the fuselage wall.

JensOle
May 7th, 2011, 08:16
Thanks! That solved it for the T.54.

I have updated the F.6/F.53 with your "EELightningsPack2Distr" and compiled the cab file, this in turn have made a few problems. The VC looks superb, but strangely the flight dynamics have been affected and only the lower AB ignite on full power. Any ideas?

hschuit
May 7th, 2011, 08:53
Thanks! That solved it for the T.54.

I have updated the F.6/F.53 with your "EELightningsPack2Distr" and compiled the cab file, this in turn have made a few problems. The VC looks superb, but strangely the flight dynamics have been affected and only the lower AB ignite on full power. Any ideas?

What do you mean with "lower AB"? The pack 2 mods were mostly done by Chris but as far as I can see it should work the same as with the original FS9 version:

Engine running glow (through taxi light): Visible if throttle >25%
Afterburner flame (through logo light): Visible after you switch on the AB manually (Shift-F4)

If you want the AB linked to the throttle, add this line into your aircraft.cfg [TurbineEngineData] section:

afterburner_throttle_threshold = 0.90

But then again, I may have missed something, maybe Chris knows?

I have no clue why the FDE should be affected, what air file do you have / what was the previous one? You can always try the generic one which is included in EELightningsPack3FSX.zip (Lightning_FSX.air dated Apr 8,2011)

JensOle
May 7th, 2011, 11:37
I'll do some more trying and check things out. <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
<o:p></o:p>
Right now I'm painting up maybe the least known Lightning mark of them all; the Saudi 4 gun F.52, converted from former RAF F.2s. I'm painting it up as 56-610 from ”Operation Magic Palm” in its mid service paintscheme with the roundel painted in the forward position. <o:p></o:p>

Chris Keane
May 7th, 2011, 12:52
... The VC looks superb, but strangely the flight dynamics have been affected and only the lower AB ignite on full power. Any ideas?

Do you mean the lower engine afterburner *effects* don't show, or you don't get both reheat lamps lit in the cockpit?

If it's the effect not showing, it's probably a missing line in the [lights] section or a misplaced comma.
I can't imagine only one afterburner kicking in if you're using the afterburner_throttle_threshold as Henk suggests.

Chris Keane
May 7th, 2011, 13:07
Has no-one noticed that at dawn, strange things happen to lamps?
They either dissappear or glow brightly. I'm not familiar with the FS9 SDK but I assume "TIME OF DAY" is 1=Day, 2=Dawn/Dusk, 3=Night. The FSXA SDK says the same thing. Unfortunately it's incorrect. It's 0=Dawn, 1=Day, 2=Dusk, 3=Night. As most (all) of the gauges fail to catch the case Value="0", you get a blank space on the panel at dawn.

I've gone through all the models and modified all the gauges I could find. If you spot one I've missed, please let me know. I've also included a "TimeOfDayTest.xml" that I used during investigation, if you want to check this out for yourself, feel free to drag it to the recycle bin if you don't :mixedsmi:

37267

If you're still using the EElightning, EELightning(2), EELightning(3) scheme, you'll need to copy the contents of F1 & F2 to EELightning.CAB, F2A, F3 & F6 to EELightning(2).CAB and T4, T5 & T5C to EELightning(3).CAB

JensOle
May 7th, 2011, 13:12
Hi,

First of all I want to say thank you for the great work with putting these update packages together. I hope you don’t get me wrong when I’m coming with my experience with installing them. It can very likely be my own fault..
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p> </o:p>
Both the F.2 and F.6 have been fresh installs done by the readme instructions.
<o:p> </o:p>
After doing a copy and past install several times from your F6 files it looks to me there are some mismatches between the panel.cfg/aircraft.cfg files and effects on the F.6. All times I end up with the same result with only the lower AB flame showing.<o:p></o:p>
<o:p></o:p>
Having installed the F2, a lot of gauges were not showing before I included all the gauges from the (2) and (3) into the EELightning (E) and EELightning CAB (any reason for having links in the cfg file to both the last cabs)?<o:p></o:p>

Chris Keane
May 7th, 2011, 14:11
After doing a copy and past install several times from your F6 files it looks to me there are some mismatches between the panel.cfg/aircraft.cfg files and effects on the F.6. All times I end up with the same result with only the lower AB flame showing.<o:p></o:p>

The relevant section in the panel.cfg is;

light.9= 6, -20.8, 0.0, 1.25, fx_engineLightning // Eng1 lit
light.10= 9, -21.0, 0.0, 1.25, fx_reheatLightning // Eng1 reheat
light.11= 6, -20.8, 0.0, 3.7, fx_engineLightning // Eng2 lit
light.12= 9, -21.0, 0.0, 3.7, fx_reheatLightning // Eng2 reheat

That's 6 (TAXI) for the engine lit and 9 (LOGO) for reheat
<o:p></o:p>
from the panel.cfg [Vcockpit22] the relevant lines are;

gauge01=EELightning(2)!Reheat_LOGO, 0,0,20,20
gauge02=EELightning(2)!Burner_TAXI, 0,0,20,20

As you can see, the same XML file and effects are used for both engines. If you've got one working, they both should work. See what happens if you don't copy and paste. Just copy both aircraft.cfg & panel.cfg over to your installation.


Having installed the F2, a lot of gauges were not showing before I included all the gauges from the (2) and (3) into the EELightning (E) and EELightning CAB (any reason for having links in the cfg file to both the last cabs)?<o:p></o:p>

That's as it should be. The original gauges for Pack1 are not compatible with FSX so Henk went through the other packs trying to find suitable alternatives. You can always pull them out of (2) and (3) and add them to EELightning.CAB if you want. That's what I've done. I have seperate CAB files for every model so that if I'm making modifications to one, the rest don't get disturbed.

JensOle
May 7th, 2011, 15:52
Operation Magic Palm” was the first part of the large defence deal signed with the <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" /><st1:country-region w:st="on">UK</st1:country-region> in the early 1960 by <st1:country-region w:st="on"><st1:place w:st="on">Saudi Arabia</st1:place></st1:country-region> for the delivery of large quantities of military equipment. The sharp end of Op Magic Palm was the immediate delivery of a small number of EE Lightning Mk.F.52s and T.54s to bridge the gap before the purpose build multirole Lightning marks F.53 and T.55 were ready.
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
<o:p></o:p>
F.52 (Former RAF F.2) "56-610" of 6 Sqn RSAF, in the later scheme with the roundel moved to the forward position.
http://img.photobucket.com/albums/v216/JensOle/Arab/Scrshot17702.jpg

http://img.photobucket.com/albums/v216/JensOle/Arab/Scrshot17722.jpg

<o:p></o:p>

<o:p></o:p>

<o:p></o:p>

<o:p></o:p>
T.54 (Former RAF T.4) “54-650” of 6 Sqn RSAF, in the early delivery scheme with the roundel on the aft part of the fuselage.
<o:p></o:p>
http://img.photobucket.com/albums/v216/JensOle/Arab/Scrshot17372.jpg

JensOle
May 11th, 2011, 13:10
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p> </o:p>
<o:p> </o:p>
This is the current line up of Arabian Lightning paints I’m working on:
<o:p> </o:p>

F.52 (Former RAF F.2) "56-610" of 6 Sqn RSAF, 1960’s
T.54 (Former RAF T.4) “54-650” of 6 Sqn RSAF, 1960’s
F.53 “53-418”-L/G-AXEE. BAC demo aircraft from the Paris Air Show in 1969.
F.53 “53-418”-L of the KAF, 1970’s
T.55 “55-716” of the RSAF, 1970’s
T.55 “55-410” of the KAF, 1970’s
<o:p> </o:p>
<o:p> </o:p>
http://img.photobucket.com/albums/v216/JensOle/Arab/ArabianLightnings.jpg

fsafranek
May 11th, 2011, 13:54
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
<o:p></o:p>
This is the current line up of Arabian Lightning paints I’m working on:

<o:p></o:p>
F.52 (Former RAF F.2) "56-610" of 6 Sqn RSAF, 1960’s
T.54 (Former RAF T.4) “54-650” of 6 Sqn RSAF, 1960’s
F.53 “53-418”-L/G-AXEE. BAC demo aircraft from the Paris Air Show in 1969.
F.53 “53-418”-L of the KAF, 1970’s
T.55 “55-716” of the RSAF, 1970’s
T.55 “55-410” of the KAF, 1970’s
<o:p></o:p>
<o:p></o:p>

Outstanding work as usual. Always appreciate your drive for accuracy.
:ernae:

delta_lima
May 11th, 2011, 14:45
Looking awesome indeed!

Any chance of the lovely F2s with the lovely bright tails/spine schemes: 2 come to mind:


56 Sqn, and
http://3.bp.blogspot.com/-vPglMCz_tAA/Tb8jeav7j5I/AAAAAAAACvo/0xZY4d6sE9g/s1600/English+Electric+Lightning+F.1A%253B+56th+Sqn+RAF+-Firebirds-.jpg

my real favourite - 92 Sqn:



http://th00.deviantart.net/fs71/PRE/f/2010/067/6/4/641facfc88fb298476414791b0f702a7.jpg



Here's a nice shot of the latter (furthest from camera) in formation ....

https://lh3.googleusercontent.com/-xu7J7jjmaDU/TXE4o6GuQTI/AAAAAAAACfg/0fAqAQNy3yU/s1600/EE.jpg


The bare metal with the coloured tails are (were) simply stunning. Just a thought. Looking forward to the RSAFs and KAFs all the same.

Many kind thanks,

dl

Pips
May 11th, 2011, 17:08
The EE Lightning has to be one of the best looking jets that ever took to the skies. :)

fsafranek
May 11th, 2011, 23:36
Looking awesome indeed!

Any chance of the lovely F2s with the lovely bright tails/spine schemes: 2 come to mind:

56 Sqn, and

my real favourite - 92 Sqn:

Here's a nice shot of the latter (furthest from camera) in formation ....

The bare metal with the coloured tails are (were) simply stunning. Just a thought. Looking forward to the RSAFs and KAFs all the same.

Many kind thanks,

dl
I'm pretty sure that 56 Sqn is included in the default textures as a Mk.1A and 92 Sqn as a Mk.2.

111 Sqn, the aircraft with the black and yellow tail in your photo, is also provided as a Mk.1A.
:ernae:

Chris Keane
May 12th, 2011, 02:12
I'm pretty sure that 56 Sqn is included in the default textures as a Mk.1A and 92 Sqn as a Mk.2.

111 Sqn, the aircraft with the black and yellow tail in your photo, is also provided as a Mk.1A.
:ernae:
You are quite correct. The aircraft paints supplied with the original package are;
5
11
11 Camo
19
19 Camo
23
29
56
74
92
92 Camo
111
LTF
Leuchars TTF
Wattisham TTF

There are dozens of paints already out there, many duplicated (probably by google challenged people :mixedsmi: )

delta_lima
May 12th, 2011, 07:39
Sorry - miscommunicated (again! :sleep:)

Yes, I was aware that the original packs came with them. I was just wondering if there was a chance that there would be an "FSX improved" version of some of these on someone's list - along the lines of the repaints done in the FSX Pack 1 (eg: XN779, XM144) or these more recent RSAF/KAF schemes.

The "default" bare metal textures look odd (at least on my pc) compared to these new ones. Likely because they were intended for FS9 rather than the .dds format for FSX.

If not, that's totally understandable - thanks all the same! :ernae:

dl

JensOle
May 12th, 2011, 09:53
Hi,

No plans for any RAF Lightnings at the moment as the RSAF and KAF paints are becoming a rather large project to finish with 6+ repaints. Just the research alone for these repaints have been a big undertaking.

But I do have a black tailed 74 Sqn F.1 with full RAF decals collecting dust from the days I did the FS9 paints for the same base metal textures as I'm using for the Arabian birds...

delta_lima
May 12th, 2011, 10:35
This one? Sure - she's lovely too!

http://www.cbrnp.com/profiles/quarter3/bac_lightning/lightning4.jpg


Sounds good - the coloured part of the FS9 paints look fine in FSX, it's the bare metal that looks far better in FSX after yours and the other painters projects. If that's a happy compromise that doesn't involve more work on your part, who am I to be anything other than grateful? :ernae:

hschuit
May 12th, 2011, 11:19
Just uploaded the replacement textures for the pack 1 Firebirds F.1A XM182 to the Library - FSX skins. If it passes screening it should be visible shortly.

37705

delta_lima
May 12th, 2011, 12:42
Most excellent!!! XM182 and XM135 will be a real treat.

thanks!

dl

Chris Keane
May 13th, 2011, 04:21
I've been playing with the engine effects and have come up with this;

37767

Look on it as a 'proof of concept' design rather than the finished product. I think once you've pushed the throttles past 70%, it's too bright at night.

Replace your lights, smoke and effects section in aircraft.cfg with this one, copy the contents of Effects to your fsx effects folder and add the Eng_Effects.xml to your CAB file.

(I tried to show the other engine settings but I'm limited to 6 per post - but you get the idea anyway)

Forgot! In your panel.cfg, get rid of all the TAXI/BEACON/LOGO references (leave the REC) and just add;

gaugenn=EELightning(F6)!Eng_Effects, 0,0,20,20

hschuit
May 13th, 2011, 07:19
Uploaded another set of "polished" textures, this one to pimp your pack 1 stock 92 Sqn set depicting F.2 XN790.

37768

delta_lima
May 13th, 2011, 07:38
Henk - you and Jens are killing me :icon_lol: ... Away from my sim pc for a week - so it'll be a long wait to try these. Don't know if you were planning to do that one, or just a "spur of the moment thing" - but it is massively, hugely appreciated.

:ernae:

dl

ps: Chris - the reheat edits look awesome. Kudos ....

Chris Keane
May 14th, 2011, 06:32
This I like. The transition to reheat looks better and I've increased the number steps to give a smoother effect with increasing N2. It's now every 5% from 40% to 95%. There are enough smoke effect indices left to go to 2% steps if someone feels up to it :mixedsmi:

Henk, you remember the plane problem on the strobe and nav lights for the T4/T5? Could this system be used to fix that I wonder.

37854

hschuit
May 14th, 2011, 09:58
.... Henk, you remember the plane problem on the strobe and nav lights for the T4/T5? Could this system be used to fix that I wonder.

Chris, I guess with FSX I learn something new almost everyday... I had given up on the smokesystem vertical effects positioning, several sources claim it does not work and then you demonstrate it works with the burner effects LOL :greenf:
About the embedded exterior lights on the trainers: I have no clue since it is an MDL issue (and I think the lights channel workaround + L-key blocker gauge solved it quite nicely).

JensOle
May 15th, 2011, 05:06
The Arabian Lightning repaints are getting ready for release. The last days have been used to completely remake all the F53 panel lines and rivets in accordance to drawings. Actually all of the marks are getting the same treatment.
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
Two RSAF F53’s are finishing the seven repaints; one of them is “53-667” as it looked in the early 1980’s serving with No 13 Sqn. At this time the Saudis had changed the serial numbers from individual AC numbers to a code system reflecting the unit and position within that unit, the new code for 667 was “1301”. A large squadron badge was painted directly in front of the Saudi flag.<o:p></o:p>
<o:p></o:p>
As were common on most of the RSAF Lightnings in this period, the auxiliary intakes behind the cockpit were brightly marked with red and white decals. The RSAF legend was also painted considerably bigger and the Arab text did not have a white background. This makes maybe the most interesting and colourful F53 scheme. <o:p></o:p>
<o:p></o:p>
This aircraft later served with No 2 Sqn as “221” and crashed in 1985 shortly before the type was withdrawn from RSAF service.

<o:p>37958 37959</o:p>
<o:p></o:p>
<o:p></o:p>
<o:p></o:p>
<o:p></o:p>

Chris Keane
May 15th, 2011, 06:11
Impressive, that's spot on;
37962

JensOle
May 15th, 2011, 06:30
Thanks! Its the same picture I have used for reference (+ 3 more taken during the same flight). Trying to get some more details on the red tops right now.

JensOle
May 15th, 2011, 06:44
One interesting detail in these formation pictures is that it looks like the Red Top missiles have the standard NATO brown/yellow marking for a live missile. I have never seen Redtops with this marking before, but it might be that later batches of the missile were painted this way. Somebody having more information?

JensOle
May 20th, 2011, 11:10
Henk has been testing the Arabian Lightning paints and he has given some good inputs on the smaller details regarding both the textures them selves and readme details. This has also given me some time to finally start on a RAF repaint using the new master metal textures which I used on the F.53s and T.55's.

I have no interest in a "mainstream" RAF Lightning so I have been searching for something more special. The F.2A of No 19 and 92 Sqn are remembered for their OD Green top color, but the rebuild F.2As got a few years in metal before they were covered in green.

F.2A XN782 "H" from No 92 Sqn, RAF Gutersloh.

38411 38412