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  • crashaz's Avatar
    Yesterday, 17:53
    So working on a TBD.... animations have me stumped. Added the animations 0-100 0-25-50-100 for the propellers 0-50-100 on the elevator and rudder 0-100 on the ailerons and gear. As you can see.... none of my animations are working. Yep tagged them in the animation tool. You can see them getting compiled in the model.
    2 replies | 44 view(s)
  • bearcat241's Avatar
    September 29th, 2014, 18:45
    The cab files are useless unless you know how to convert the incompatible XML code to C++ format. The cab files contain both the XML operators and their bmps. Extract an XML file from a cab and open it with notepad. You'll see the code which operates the gauge. The operators "move" the dynamic parts of the gauges. These dynamic parts are drawn in the bmps. In C++, the *.gau file serves as both operator and bmp container. If you master the gauge editing tricks of FS Panel Studio, you will be able to take bmp 'parts' from an FS cab file and literally swap them with bmps in CFS2/FS2000 gau files. But its the line coding that determines HOW the gauges ultimately perform, i.e. how far and at what rate a needle moves from left to right or vice versa. Your best bet is to only swap XML cab...
    16 replies | 289 view(s)
  • Ghostrider's Avatar
    September 23rd, 2014, 19:11
    Memory lane - I started this thread in 2008! Glad it's still useful. Just peeking in here. I've been itching to do do some flying again - been a while. But I'm always keeping an eye on the beautiful work you guys are doing! GR
    26 replies | 1983 view(s)
  • bearcat241's Avatar
    September 22nd, 2014, 16:52
    Substitute a stock test model with full fuel and drop tanks, ala P-38, hitting all waypoints. Then test the same without the DT's to note differences in the load and consumption. If there's a bug in that soup as well, then its not the air file setup but some gremlin in the sim coding. P.S. I don't know if CFS2 recognizes this "modern" section in the aircraft.cfg, but a lot of FS cfgs designed with Airwrench contain it: //0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop engine_type = 0 fuel_flow_scalar = 1 engine.0 = 0, 0, 0
    24 replies | 500 view(s)
  • bearcat241's Avatar
    September 22nd, 2014, 12:12
    Please pardon my density here, but i want to make sure we're on the same sheet. By "fuel consumption" i assume you're referring to range per full load as setup in your mods and not the rate of fuel burn, right? I've attached my panel.cfg below after some changes to the pics above. It's still a WIP as i need to make sure all the window buttons are properly linked and functional after a quick copy paste from another panel. Using my gauge mods and your current fuel tank setup you get (A) correct needle readings in all gauges and (B) more range using the same throttle/mixture/pitch settings as before making your mods. Let me know if i need to send any gauges in this that you don't have already.
    24 replies | 500 view(s)
  • bearcat241's Avatar
    September 22nd, 2014, 10:40
    Its beautiful work Gaucho...well done.
    17 replies | 477 view(s)
  • bearcat241's Avatar
    September 22nd, 2014, 09:15
    OK...i think i see the problem here. You're using the defo CFS Spit Mk1 fuel gauge which only reads the level of the single center tank in the Mk1. And you're using it twice to represent both center and wing tank levels. That's not gonna work. That gauge is specifically linked to center tank alone - no wing tanks or drop tanks allowed. You either need a gauge that will read all three tanks plus drop tank contents together like the stock CFS2 models or separate gauges for the center and wing tanks like i have in the pics below. And for those occasions where i would be using drop tanks also, i threw in the Wildcat's 'total fuel percentage' readout . It won't tell you specifically how much is in the drops alone (i don't know of any gauge in CFS2 world that will), but it combines the...
    24 replies | 500 view(s)
  • bearcat241's Avatar
    September 22nd, 2014, 05:35
    Rami, It seems you're working with Piglet's legacy AF99 model. I have two questions: What tank selector and analog fuel gauges are you using and have you noticed any improvements in range despite the instrument gauge's failure to recognize the extra juice? I ask the latter question because i have also on many occasions chosen old FS98/FS2000 fuel gauges (and engine gauges) out of my collections that are dysfunctional in CFS2 due to incompatibility or just plain bad coding - mostly FS98. Can you post the main panel data from the panel.cfg or just name the gauges here? I may have them in my collections also for comparisons and possible duplication of your problem.
    24 replies | 500 view(s)
  • bearcat241's Avatar
    September 21st, 2014, 17:17
    Rami, the cfg gets the final word on the flight dynamics and specs, with the air file providing the main body of general data. Any data put in the cfg pertaining to engine, flight envelope, prop, fuel, etc., will override any conflicting data in the air file. There was a time in the early years when many addon CFS2 aircraft.cfg followed the FS2000 format of only including , and data with little more. The sim would draw everything else - critical specs and performance coding - from the air file. Nowadays you see most cfg's in CFS2 setup in a reverse fashion similar to the more recent FS platforms thanks to the widespread use of Airwrench across all platforms. Due to the MSFS-minded algorithm of Airwrench, the cfg rules and is saturated with data better left to the air file in the case of...
    24 replies | 500 view(s)
  • bearcat241's Avatar
    September 17th, 2014, 19:05
    ok..thanks guys, but neither one of these works. My Ctrl+E operates cowl flaps, but the entry door is not the problem. Its workinfg fine with my 'C' key assignment for canopies. Ctrl+G is available as unassigned in my sim commands, but i need to know what event to assign this to in the model animations.
    22 replies | 720 view(s)
  • bearcat241's Avatar
    September 16th, 2014, 18:53
    Thanks Mario and Sopwith. I'm having some trouble with the bomb bay animation...anyone else? The common default is usually the spoiler command, but not the case here. Am i missing something? :mixed-smiley-010:
    22 replies | 720 view(s)
  • bearcat241's Avatar
    September 13th, 2014, 07:02
    Nice :encouragement:... Before making any changes, are we to assume that the "third engine" added to this twin jet bomber is supposed to simulate the jettison-able RATO rocket pods?
    6 replies | 409 view(s)
  • Cees Donker's Avatar
    September 8th, 2014, 23:58
    Sad news indeed..... Cees
    20 replies | 746 view(s)
  • bearcat241's Avatar
    September 8th, 2014, 19:52
    Good to hear from you Rob. Happy to know you're still plugged in here and i'm still diggin' your works. Hope you can get back into it soon. CheerZ!
    26 replies | 977 view(s)
  • CrisGer's Avatar
    September 3rd, 2014, 23:36
    Well done!:medals:
    5 replies | 336 view(s)
  • CrisGer's Avatar
    September 3rd, 2014, 23:35
    6 replies | 421 view(s)
  • Talon's Avatar
    September 1st, 2014, 19:54
    Someone else is going to have to pickup where I left off. I have no plans to do more missions or campaigns.It's about time someone else to pitched in.
    2 replies | 169 view(s)
  • Talon's Avatar
    September 1st, 2014, 19:52
    Ooops wrong thread.
    5 replies | 174 view(s)
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