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Thread: Lockheed Jetstar II

  1. #276
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    Quote Originally Posted by Seahawk72s View Post
    In working with MCX have you had a go at getting fan rotation..?
    OOPS!... forgot that. Unfortunately there is only one part per engine so I can only get the disks with the blurred textures to spin.

    FSX Model with the properly tagged fans below...
    Attached Files Attached Files
    You can't take the sky from me...

  2. #277
    Quote Originally Posted by expat View Post
    I think this is the Biggin Hill scenery at avsim.com that works well in P3Dv4.5

    Filename: fs_egkb_fsx.zip
    License: Freeware, limited distribution
    Added: 15th September 2015, 01:00:41
    Downloads: 3508
    Author: Mark Piccolo - Soarfly Concepts
    Size: 39431kb
    Quote Originally Posted by Brian_Gladden View Post
    OOPS!... forgot that. Unfortunately there is only one part per engine so I can only get the disks with the blurred textures to spin.

    FSX Model with the properly tagged fans below...
    Guys,

    If I remember well, there where 2 parts designed for the engine fans. A detailed fan for off and slow spin, a blurred texture fan for the fast spinning engine fan.

    Best
    Jim

  3. #278
    You guys know way more than me about MDX modelling but why can other animations be brought across into a P3Dv4 model but not the rotating fans?
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  4. #279
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    Quote Originally Posted by Jim Goldman View Post
    Guys,

    If I remember well, there where 2 parts designed for the engine fans. A detailed fan for off and slow spin, a blurred texture fan for the fast spinning engine fan.

    Best
    Jim

    The model that Roland posted is missing the slow/still fan parts. Only the fast fans are in the p3d 4 model that I converted. They are still tagged as prop_0, Prop_1 etc. (Hence the no spin issue since it's a jet flight model not a prop) I changed the animation tag to the proper N1_0 (1,2,3) tags with the part always visible to have something there in the second FSX model I posted
    You can't take the sky from me...

  5. #280
    Quote Originally Posted by Brian_Gladden View Post
    The model that Roland posted is missing the slow/still fan parts. Only the fast fans are in the p3d 4 model that I converted. They are still tagged as prop_0, Prop_1 etc. (Hence the no spin issue since it's a jet flight model not a prop) I changed the animation tag to the proper N1_0 (1,2,3) tags with the part always visible to have something there in the second FSX model I posted
    Brian:

    I will look into the source file I provided Roland and see what's there. But I think Roland I'd providing the FS9 model. The source files provided to Roland are FSX versions with one exterior and one interior models that never were compiled. If you are interested in trying to help and compile for Roland, I am sure he can provide the files for you.

    Best

    Jim

    Edit: Looked into the FSX source file and indeed the Fan blades are present (please see attached pictures). As you can see the exterior model also has ground equipment when all systems are stopped and brake applied. Thinking about it FS9 should also have ground equipment.
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    Last edited by Jim Goldman; November 12th, 2021 at 09:15.

  6. #281
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  7. #282
    Charter Member 2010 thunder100's Avatar
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    Hi

    Should go to P3D only, but main development music plays here

    Thats shots out of P3DV5.2
    Nvidia Gforce RTX2080
    2560x1440

    It is the PBR model
    If you look to it gauges are clear- ( appologize for black spot in upper panel***)
    I moved interior textures to 2048,2048 DDS and replaced all gauge locations ( where applicable ) with look through holes (***to get that Co Pilot ADI showing)-->so far NOPE
    But I think instruments are very clear-its then mostly a mtter of graphics cards

    Also tried different interior, and made my own poor N313JS ( the last of those Jetstars )

    And yes Jim is right all off FS9 model as the Gmax output ( I have too low skills ) resulted in nothing we should show here, Still I think community result is good

    Roland

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    Last edited by thunder100; November 12th, 2021 at 09:58.

  8. #283
    Excellent work Roland. And I like your N313JS paint.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  9. #284
    Quote Originally Posted by thunder100 View Post
    Hi

    Should go to P3D only, but main development music plays here

    Thats shots out of P3DV5.2
    Nvidia Gforce RTX2080
    2560x1440

    It is the PBR model
    If you look to it gauges are clear- ( appologize for black spot in upper panel***)
    I moved interior textures to 2048,2048 DDS and replaced all gauge locations ( where applicable ) with look through holes (***to get that Co Pilot ADI showing)-->so far NOPE
    But I think instruments are very clear-its then mostly a mtter of graphics cards

    Also tried different interior, and made my own poor N313JS ( the last of those Jetstars )

    And yes Jim is right all off FS9 model as the Gmax output ( I have too low skills ) resulted in nothing we should show here, Still I think community result is good

    Roland

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    I truly like what I am seeing

    Best

    Jim

  10. #285
    Charter Member 2010 thunder100's Avatar
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    Thanks JIM an honour

    Hi

    I need some FSX+ FSX A testers

    If the pre Beta flies on your nachine !!

    If you are prepared to fly the planes and make an written report what , apart declared shortcomings would be wrong pls drop me a PM , which sim and your graphics and computer spec

    maybe I have annother test plane after the weekend

    Roland

  11. #286
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    I'm working from Roland's compiled FSX model and that only has the high speed fans...

    Did a few more tweaks (After my power came back on. Had a helluva wind storm here in VT this morning/afternoon) and I have moved the nose door taxi light to the door so it animates with the gear door. Also added an Ice inspection light tagged to the wing light event (guessing that's what that light is on the side of the fuselage is behind the door) using a landing light effect as a placeholder. Does anyone have an effect file that will light up the aircraft model as well as the ground as a beam?


    Here's the tweaked lights model:
    Attached Files Attached Files
    You can't take the sky from me...

  12. #287
    Quote Originally Posted by Brian_Gladden View Post
    ...... Does anyone have an effect file that will light up the aircraft model as well as the ground as a beam?
    The only wing light I have seen was a shockwave wing light that illuminates part of the leading edge.
    I use a nav whi light for a point source on the fuselage.

  13. #288
    Quote Originally Posted by Brian_Gladden View Post
    I'm working from Roland's compiled FSX model and that only has the high speed fans...

    Did a few more tweaks (After my power came back on. Had a helluva wind storm here in VT this morning/afternoon) and I have moved the nose door taxi light to the door so it animates with the gear door. Also added an Ice inspection light tagged to the wing light event (guessing that's what that light is on the side of the fuselage is behind the door) using a landing light effect as a placeholder. Does anyone have an effect file that will light up the aircraft model as well as the ground as a beam?


    Here's the tweaked lights model:
    Brian, as I understand Roland's model is actually the FS9...

    Jim

  14. #289
    Quote Originally Posted by Brian_Gladden View Post
    I'm working from Roland's compiled FSX model and that only has the high speed fans...

    Did a few more tweaks (After my power came back on. Had a helluva wind storm here in VT this morning/afternoon) and I have moved the nose door taxi light to the door so it animates with the gear door. Also added an Ice inspection light tagged to the wing light event (guessing that's what that light is on the side of the fuselage is behind the door) using a landing light effect as a placeholder. Does anyone have an effect file that will light up the aircraft model as well as the ground as a beam?


    Here's the tweaked lights model:
    Thought that might of worked for P3D V4.5 but no preview in P3D V4.5 - went back to my backup mdl.

  15. #290
    Quote Originally Posted by expat View Post
    I think this is the Biggin Hill scenery at avsim.com that works well in P3Dv4.5

    Filename: fs_egkb_fsx.zip
    License: Freeware, limited distribution
    Added: 15th September 2015, 01:00:41
    Downloads: 3508
    Author: Mark Piccolo - Soarfly Concepts
    Size: 39431kb
    Tried this with P3D V4.5 and yes I saw a lot of nice light effects in night mode but when I parked any aircraft in one of the lighted hangers, the airplane is completely black.
    No illumination of any aircraft in lighted hanger.
    Don't think this scenery has dynamic lighting the P3D V4 will support - this looks like it was originally for FSX,
    Thanks anyway.

  16. #291
    GE - play around with it and go away and come back to it. Works perfectly for me in v4.5 with my settings. The screenie was in the big hangar along the back taxiway.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  17. #292

    Wing lights

    An example of wing lights and source point.

    //Wing light
    light.12 = 7, -0.00, -40.72, 1.81, fx_shockwave_winglt
    light.13 = 7, -0.00, 40.72, 1.81, fx_shockwave_winglt
    light.14 =7, 12.50, -4.00, 2.40, fx_shockwave_navwhi //leftwing icelight point source
    light.15 =7, 12.72, 4.00, 2.43, fx_shockwave_navwhi //rightwing icelight point source
    Click image for larger version. 

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  18. #293
    Quote Originally Posted by Brian_Gladden View Post
    I have a Dedicated FSX (exterior only) model that I have reworked. I'll try to get it up here this afternoon after a few more checks in the sim.

    Added the following:

    Hard coded landing and taxi lights and respond to the proper switches.
    Can you show what your light section in aircraft.cfg looks like..?
    I remed out light line entries but don't see embedded lights.

  19. #294
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    Quote Originally Posted by Seahawk72s View Post
    Can you show what your light section in aircraft.cfg looks like..?
    I remed out light line entries but don't see embedded lights.
    My lights are not the "stock" that came with the plane. The hard coded lights mean that the ground lights up. If the light point source is behind some glass (Like in the jetstar) the visual Disk of the light won's be seen.

    I have the Shockwave payware light effects so I have used them on the model. If you replace the landing light shockwave lights with the standard, fx_landing you should get some light disks. If you have Shockwave lights, enjoy as is...

    Make sure you have the third model I uploaded a few posts above and only use the landing light coordinates in the lights below since I have replaced all but some of the VC lights with the Shockwave lights.

    [LIGHTS]
    //Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi, 7=recognition, 8=wing, 9=logo
    //------- -Fwd/Aft---L/R----Vert---Effect Type
    light.0=3, -8.82, -27.19, -2.55, fx_shockwave_navred ,
    light.1=3, -8.82, 27.19, -2.55, fx_shockwave_navgre ,
    light.2=3, -27.10, 0.00, -0.10, fx_shockwave_navwhi ,
    light.3=2, -8.88, -27.19, -2.55, fx_shockwave_strobe_sm_3 ,
    light.4=2, -8.88, 27.19, -2.55, fx_shockwave_strobe_sm_3 ,
    light.5=2, -27.30, 0.00, -0.10, fx_shockwave_strobe_sm ,
    light.6=1, -24.15, 0.00, 12.85, fx_shockwave_beacon_lowl ,
    light.7=1, 0.06, 0.00, -4.85, fx_shockwave_beaconb_lowl,
    light.8=4, 1.80, 0.00, 2.08, fx_vclighth,
    light.9=4, 6.00, 0.00, 2.08, fx_vclighth,
    light.10=4, 16.80, 0.00, 1.80, fx_vclighth,
    light.11=5, 9.00, 12.86, -3.75, fx_shockwave_landing_light_small
    light.12=5, 9.00, 12.86, -4.15, fx_shockwave_landing_light_small
    light.13=5, 9.00, -12.86, -3.75, fx_shockwave_landing_light_small
    light.14=5, 9.00, -12.86, -4.15, fx_shockwave_landing_light_small
    light.15=6, 23.00, -0.62, -5.25, fx_shockwave_landing_light_small
    //light.16=4, 21.71, -1.34, 0.593, fx_vclighth,
    //light.17=4, 21.71, 1.34, 0.593, fx_vclighth,
    light.18=4, 21.71, 0, 0.593, fx_shockwave_vclight_l,
    You can't take the sky from me...

  20. #295
    Charter Member 2010 thunder100's Avatar
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    Brians ( thank you ) FSX external model with the centerlight on front wheel cover- and the shockwave lights

    ORBX out of KSAN

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  21. #296
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  22. #297
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  23. #298
    nice sheen; P3D or FSX? Did you use PBR shaders?

  24. #299
    It's the PBR model in P3Dv4.5.
    Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.

  25. #300

    Jetstar II

    Great!!! Great!! Excellent Model!! Great Job!

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