Hi Bjoern,
I do have the drop tank working correctly for both visibility and fuel weight usage.
I have FS9 xml visibility code using L:vars to control visibility of the rockets and bombs that I need to convert to FSX format. I do not have a controlling gauge yet. If you have something, I would be happy to use it.
Thank you
The only payload control gauge I have is custom made for certain airliners, so it won't be of any use to you.
If you want to create a loadout control panel, keep in mind that you'll have to use XMLTools because it's the only way to manipulate payload station weight without using the default "Weights and Fuel" screen.
Hi Milton,
You are quite amazing. Thank you for sharing all of these fantastic projects of yours. Unending enjoyment. Just have one minor beta-testing issue to report, the switch panel (labeling) file not showing up. Thank you again sir for all that you do.
Bob
DaveQ, there is no need to do that. Once I assign visibility tags to them, they will be separate (according to Bjoern's statement).
EDIT: I'll try to get the FS9 xml code converted to FSX format today, get those assignments made and one other texture issue resolved, and I'll put out a revised beta by end of day. Maybe we can get all this done, do some final testing and get a release out sometime end of week.
Agreed! If there is a "problem" with the way the textures appear, it would be that one 1024 texture "CVtole_T" is responsible for all of the texturing in the VC with the exception of the seat, the VC Panel and any textures called from the panel folder. If there is a "wireframe template" available that shows a breakout of the areas that single texture covers then it might be possible to add shadowing that would break up the "washed out" appearance. Otherwise you have a single color blanketing every nook and cranny in the cockpit and the only time that flat color is broken is when self-shadowing comes into play as I illustrated in a previous post.
USAF Retired, 301st Fighter Wing, Carswell AFB, Texas
My SOH Uploads: http://www.sim-outhouse.com/sohforum...erid=83&sort=d
Current System Specs:
FSX/Accel | Windows10 64bit
Motherboard: MSI760GM-E51(MS-7596)
CPU: 3.9GHz AMD FX-4300 Quad-Core | RAM: 16GB DDR3 1333
GPU: NVidia GTX 970 (4GB GDDR5)
I have converted and added the custom visibility XML for the Bombs, rocket mounts and rockets.
Now looking at how best to implement activation.
There is a panel texture (see attached) that addresses tank(s) and bombs.
Does anyone know what RP stands for?
I can change or vary the number of rockets, but would appreciate some guidance as to how best to use them, or remove them altogether.
Since I am simply trying to embellish a conversion, and I am not up on the RW Bearcat munitions, suggestions would be appreciated.
Milton - I'm going to make a guess here and say "RP" stands for 'Rocket Pod' .. Altho it mmight be a reach !!! LOL
WND
The question I guess is should each of the rockets be controlled separately (or rather, pairs). If so, one switch would not do it. I doubt two rockets were fired together. But, it could be that one switch fired left to right each time activated. ???
Then for visibility reasons, a control panel would be required to show/hide the pairs, plus the bombs, and that could be used for pairs visibility.
Although this xml programming is beyond my experience, I could probably cobble something together.
Maybe someone with the xml expertise could pop in and donate some code or explain how xmltools could be used to do this.
Here is the xml code for the rocket mounts and the rockets for the left-most rocket. Parts are numbered 1-4.
<!-- Mounts ONLY-->
<PartInfo>
<Name>PV2_1_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock1, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- ROCKET 1 (L to R) (ALL) -->
<PartInfo>
<Name>PV2_1_ROCK</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock1, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
RP stands for Rocket Pylon, there are four Mk 9 rocket pylons. The up RP setting arms the rocket pylons, down selects Bombs & Drop Tanks. The right switch selects ordnance fuse selection: up is Both Nose & Tail Arming, center is Safe, down is Tail Arming (for delayed impact). This info is from the F8F Pilot's Manual, Section V Armements.
USAF Retired, 301st Fighter Wing, Carswell AFB, Texas
My SOH Uploads: http://www.sim-outhouse.com/sohforum...erid=83&sort=d
Current System Specs:
FSX/Accel | Windows10 64bit
Motherboard: MSI760GM-E51(MS-7596)
CPU: 3.9GHz AMD FX-4300 Quad-Core | RAM: 16GB DDR3 1333
GPU: NVidia GTX 970 (4GB GDDR5)
This is a better explanation:
C. Rockets.
(1) GENERAL. - Prtovision is made for installing four MK 9 rocket pylons on the under side of the center section, two left and two right, adjacent to the folding axis. Four AR HVAR's can be installed on these pylons. The rockets are armed and fired only by electrical control. Rockets cannot be released in the safe condition.
(2) TO FIRE ROCKETS.
(a) RP - Bombs and Drop Tanks selector switch - RP (early models).
(b) Rockets are set for impact burst by putting the arming switch tp "NOSE and TAIL ARMING", and delayed burst by turning the arming switch to :TAIL ARMING".
(c) Number of rockets to be fired and sequence is controlled by setting the MK 1 Rocket Selector Switch mounted on the fuel control panel.
(d) Armament master switch - "ON".
(e) Press bomb button on the stick grip (early models). Press rocket button on stick grip (later models).
WARNING - Do NOT push SALVO PRESET as the instantaneous firing
of four rockets places an excessive strain on the wings.
(3) F8F-2 airplanes are equipped with a MK 2 rocket selector switch which permits firing rockets in singles or pairs. A three trigger switch provides a separate trigger for rockets and eliminates the use of teh bpmb switch to fire rockets.
Here is a URL for the F8F Pilot's Manual for your info as needed:
http://www.avialogs.com/en/aircraft/....html#download
Ah, good explanation. This is the -2 model so it seems there is a separate selector switch.
BTW, the manual is available for member download only.
Thanks
Not sure where I can go with this but for now, the munitions are visual candy only.
The best I could do is simply provide visibility of these items with as a maximum of only altering weight so not sure if that is so beneficial.
I can provide clean and loaded models separately and adjust weights accordingly but not sure if that is worth it.
Tacpac is the ultimate I suppose but that is out of scope for me on this conversion.
Correct, Milton. Must be a member to download, but you can load the manual to read without logging on to the site.
Just a note for all who want to use a catapult launch rather than just flying off the deck, which I've done comfortably several times: There is a setting for your FSX.cfg file that makes the catapult work a lot better, on a larger variety of different aircraft. Under the [REALISM] heading, add the line CatapultForceLimiter=0 //Enables the catapult systems to generate the required force for any type of aircraft.
It keeps the cat from tearing the gear off, to give a shorter description
Not essential, but it makes the plane's end-speed accurate for that weight of aircraft, thus improving the plane's "realism". I use it, and it works great for me. Get a different end-speed for the Hornet, and the F8F, as well as the C172 I used when I was first learning carriers in FSX. Handy setting.
Good fortune all!
Pat☺
Fly Free, always!
Sgt of Marines
USMC, 10 years proud service.
Inactive now...
I have the bombs and rockets set up with mounts and bomb/rockets separately addressable. The model is ready to accept visibility control by a gauge.
The model loads up without them visible. Once they are visible, they are available for use.
Once used, the mounts remain in place.
So, what I would like to know is: would anyone be interested in providing an xml gauge to control the munitions.
I am thinking a 2D popup would be a simple way to go, but will certainly entertain putting the graphic and switches in the VC.
I believe 2 sets of switches would be necessary: a set for visibility/loadout, and a set for firing/use/hiding.
In each set, there would be 2 bomb switches and 4 rocket switches.
Please post here or PM me if you can help. Thanks
Here is the visibility code (and the rules for operation) in the model:
F8F-2 Bearcat Munitions Visibility
XML Needed to Control Visibility and Selection to Hide
Two Bomb Mounts and Two Bombs
Four Rocket Mounts and Four Rockets
Parts are numbered 1 to 4, port to starboard.
Rocket Pairs are 1 and 4 (outboard), 2 and 3 (inboard).
L:VARS Values:
0 = Neither mounts nor bombs/rockets visible (Not loaded or desired for flight)
1 = mounts visible (bombs/rockets have been used)
2 = mounts and bombs/rockets visible (Loaded and available; only ground loading, engine/battery off for safety)
Modeled XML Code
<!-- Bomb Mounts ONLY-->
<PartInfo>
<Name>BOMB1_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_bomb1, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>BOMB2_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_bomb2, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- BOMBS Only -->
<!-- BOMB 1 (L to R) -->
<PartInfo>
<Name>BOMB1_BOMB</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_bomb1, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- BOMB 2 (L to R) -->
<PartInfo>
<Name>BOMB2_BOMB</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_bomb2, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- Rocket Mounts ONLY-->
<PartInfo>
<Name>RCKT1_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock1, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>RCKT2_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock2, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>RCKT3_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock3, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<PartInfo>
<Name>RCKT4_MOUNT</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock4, number) 0 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- ROCKETS Only -->
<!-- ROCKET 1 (L to R) -->
<PartInfo>
<Name>RCKT1_ROCK</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock1, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- ROCKET 2 (L to R) -->
<PartInfo>
<Name>RCKT2_ROCK</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock2, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- ROCKET 3 (L to R) -->
<PartInfo>
<Name>RCKT3_ROCK</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock3, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
<!-- ROCKET 4 (L to R) -->
<PartInfo>
<Name>RCKT4_ROCK</Name>
<Visibility>
<Parameter>
<Code>
(L:vis_rock4, number) 1 >
</Code>
</Parameter>
</Visibility>
</PartInfo>
I think what I will do here is release this product as it is. All the changes recommended have been made. The optional .air file is included for the added drag on dive recovery flaps.
The bombs and rockets and mounts are modeled to not show until the required gauge is added to manage them. The parts have visibility tags so they can be individually managed. Instructions for what needs to be done are included.
So, when loaded, a clean version will show with a drop tank (that can be easily dropped if not desired).
The package will be uploaded Friday evening or Saturday morning unless something changes.
USAF Retired, 301st Fighter Wing, Carswell AFB, Texas
My SOH Uploads: http://www.sim-outhouse.com/sohforum...erid=83&sort=d
Current System Specs:
FSX/Accel | Windows10 64bit
Motherboard: MSI760GM-E51(MS-7596)
CPU: 3.9GHz AMD FX-4300 Quad-Core | RAM: 16GB DDR3 1333
GPU: NVidia GTX 970 (4GB GDDR5)
Bookmarks