Thank you very much for this Dean. I have downloaded and installed it. On first trying it out the afterburner doesn't appear for me, do I need to add something from earlier F-8 enhancements?
Thank you very much for this Dean. I have downloaded and installed it. On first trying it out the afterburner doesn't appear for me, do I need to add something from earlier F-8 enhancements?
I wish I had enough time to finish writing everything I sta...https://www.facebook.com/DC-Designs-2156295428024778/
I wish I had enough time to finish writing everything I sta...https://www.facebook.com/DC-Designs-2156295428024778/
Looking foward to flying her tonight Dean,thanks so much for all of your time,and hard work,much appreciated.
Good job, Dean! Great test flight!
Charlie Awaiting the new Microsoft Flight Sim and will eventually buy a new computer. Running a Chromebook for now!
Dear Dean
a big Thank you for sharing this nice bird!
Many greetings RS
Just as an FYI she flies very nicely in P3D4.5.
Most appreciated!
"Illegitimum non carborundum".
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Thank you very much for the photo bird! Looks like no AB effect so I was trying to add an afterburner effect like this one:
I remember when Ted (Tufun) made a nice AB effect for the F8 awhile back but cannot find it. If he reads this, would appreciate a copy of that AB effect.
or what was done to make it so.
I compared the AS F8 effects to this Photo and they read the same, so I don't know how to make the AB effect for this photo bird, it would be awesome
to have this flame effect.
http://www.sim-outhouse.com/sohforum...d&page=3&pp=20
Yup, the effect folder was missing. I did a side by side comparison of both aircraft.cfgs and panels. They were idential. Then I notice that the V2 of the F8 had something
that the Photo did not have....an effects folder so I moved the models and textures over to the V2 F-8 and now it goes Boom on AB and the flame comes out.
I suppose there was an easier way to do this but my way came to mind.
In P3D V3.4 the I key makes vapor trail AND the sonic boom at same time. Such a deal......
I was wondering the same thing... In the Alpha F-8 "gunfighter" version the A/B glow and flame are linked to the throttle and the wingtip vapor trails work with aircraft maneuvering but with this RF-8G it's manual by hitting the "I" smoke key. The panel.cfg files are identical, as are the .cfg files except for the plane selections. Maybe I'm missing something... DC1973, any suggestions?
UPDATE: I just now re-read Gray Eagle's post above and saw what he did. Basically... If you have the Alpha v.2 F-8 "gunfighter" version move the .mdl and texture files for the RF-8 over to the F-8 folder and add the RF-8 aircraft selections to the F-8's .cfg file. Then delete (or stash) your now unneeded RF-8 aircraft folder. Now the photo bird has the same throttle-controlled A/B, vapor trail, and fuel dump effects as the fighter. Maybe Gray Eagle spotted what was different between the RF-8 and F-8 .cfg files, they sure looked identical to me but the fighter's .cfg file gives you the effects for the photo bird without having to manually use the "I" key. Took me most of the night but I figured it out!
Last edited by TARPSBird; September 8th, 2019 at 06:52.
<Gauge Name="Jafo-F105-AB-Smoke Engine 1" Version="2.0" Author="JAFO">
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 10.0 > (L:Smoke1,bool) ! and if{ 1 (>K:SMOKE_ON) 1 (>L:Smoke1,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 10.0 <= (L:Smoke1,bool) and if{ 1 (>K:SMOKE_OFF) 0 (>L:Smoke1,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 30.0 > (L:Smoke2,bool) ! and if{ 2 (>K:SMOKE_ON) 2 (>L:Smoke2,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 30.0 <= (L:Smoke2,bool) and if{ 2 (>K:SMOKE_OFF) 0 (>L:Smoke2,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 50.0 > (L:Smoke3,bool) ! and if{ 3 (>K:SMOKE_ON) 3 (>L:Smoke3,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 50.0 <= (L:Smoke3,bool) and if{ 3 (>K:SMOKE_OFF) 0 (>L:Smoke3,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 70.0 > (L:Smoke4,bool) ! and if{ 4 (>K:SMOKE_ON) 4 (>L:Smoke4,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 70.0 <= (L:Smoke4,bool) and if{ 4 (>K:SMOKE_OFF) 0 (>L:Smoke4,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 90.0 > (L:Smoke5,bool) ! and if{ 5 (>K:SMOKE_ON) 5 (>L:Smoke5,bool) }
</Value>
</Select>
</Element>
<Element>
<Select>
<Value>
(A:Turb Eng1 corrected N1, percent) 90.0 <= (L:Smoke5,bool) and if{ 5 (>K:SMOKE_OFF) 0 (>L:Smoke5,bool) }
</Value>
</Select>
</Element>
</Gauge>
Simple xml gauge to set 5 stages of 'effects' via smoke1 to smoke5 so not using the light section of the ac.config and also reacting to N1, not throttle opening...
Needless to say....the percentages can be varied, as can the number of steps.
Method is ideal for multi-engined ac's in particular...
This is truly beautiful! Now if someone could do a low viz paint for this, that would be brilliant!
Priller
I also wrote some [very clunky] vapor trail smoke effect gauges....but made them separate for G-force, temp, and speed....so they're not ideal [just quirky]...
Took a look at it - It is a mash of different things.
The "G" contrails should be ok if the effect fx_contrail_Alpha Viggen.fx is present in your effects folder.
If not, find a suitable vapor contrail and modify the [Lights] section with your new effect name.
It is controlled by the VC gauge: ALPHA_Crusader!Contrail_REC using the recognition light circuit.
Contrails will come on if - KIAS >230, Temp < 15C & GForce > 1.5 in either direction
The automatic AB is another story..
The controlling gauge is in the VC: ALPHA_Crusader!Reheat_Auto_LOGO using the logo light circuit.
But.. The AB effects are called in the [smokesystem] section.
AB effects will come on if - Alt < 32,000 FT, KIAS > 230 & Throttle > 90%
Note - this gauge also controls the actual engine afterburner.
It may be a good idea to comment out the following line in the aircraft.cfg, [TurbineEngineData]
//afterburner_throttle_threshold=0.95
otherwise the gauge and the aircraft.cfg entry will fight each other.
The following "should" work if you have all the effects called in your inventory.
I don't, so couldn't test, seems logical though.
----------------------------------------------------------------------------------------------
Aircraft.cfg:
[lights]
;1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
;6=taxi, 7=recognition, 8=wing, 9=Logo, 10=cabin
light.0 = 4, 23.00, 0.00, 2.00, fx_vclight_red
// Original as is (recognition circuit)
light.1 = 7, -11.46,-17.55, 1.33, fx_contrail_Alpha Viggen
light.2 = 7, -11.46, 17.55, 1.33, fx_contrail_Alpha Viggen
// New, to provide auto additional?? "G" contrails? (recognition circuit)
light.3 = 7, -11.46, -17.55, 1.33, fx_fueldump
light.4 = 7, -11.46, 17.55, 1.33, fx_fueldump
// New, to provide auto AB function (logo circuit)
light.5 = 9, -22.00, 0.00, 0.00, fx_F8_engsmoke
light.6 = 9, -17.60, 0.00, 0.30, fx_ALPHA_EA6_Exh1
light.7 = 9, -17.60, 0.00, 0.25, fx_ALPHA_F8_AB
// New, but original, moved to bottom to keep light numbering order intact
;light.8 = 5, 2.00, 3.00, -1.70, fx_shockwave_landing_light_small_old
[smokesystem]
// New, commented out and moved to lights section
//smoke.0 = -22.00, 0.00, 0.00, fx_F8_engsmoke
//smoke.1 = -17.60, 0.00, 0.30, fx_ALPHA_EA6_Exh1
//smoke.2 = -17.60, 0.00, 0.25, fx_ALPHA_F8_AB
//smoke.3 = -11.46, -17.55, 1.33, fx_fueldump
//smoke.4 = -11.46, 17.55, 1.33, fx_fueldump
Spot on!
Items in red are Tufun's effects, I don't remember if he used gauges from another aircraft or what...
[lights]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi light, 7=recognition light, 8=wing light, 9=logo light, 10=Cabin Light
light.0 = 4, 21.55, 0.00, 0.85, fx_vclight //Cockpit/Panel, Bright VC
light.1 = 2, 21.50, 0.00, 0.80, fx_vclightDR //Strobe, Dim Reddish VC
light.2 = 6, -22.00, 0.00, 0.00, fx_HeatShimmerDCB //Taxi Lights
light.3 = 9, -17.55, 0.00, 0.15, fx_ALPHA_F8_TF_AB //Logo Lights
light.4 = 7, -0.01, 0.01,-0.01, fx_F8_fueldump_Dual //Reco Lights
//light.5 = 6, -15.00, 0.00, 0.10, fx_ALPHA_CF105_Exh1
light.6 = 5, 2.00,-3.75, -1.65, fx_shockwave_landing_light_small_old
light.7 = 5, 2.00, 3.75, -1.65, fx_shockwave_landing_light_small_old
light.8 = 2, 9.55, 0.00, -2.90, fx_shockwave_beaconb
light.9 = 2, 7.70, 0.00, 3.85, fx_shockwave_beaconh ;F-8E/J only
light.10 =10, -11.46,-17.55, 1.33, fx_F8_fueldump
light.11 =10, -11.46, 17.55, 1.33, fx_F8_fueldump
[smokesystem]
[COLOR=#333333]smoke.0 = -22, 0, 0, fx_F8_engsmoke ;FSX
What I am trying to recreate is the Blowtorch effect that Ted (Tufun) did a few years back.
Discussion here:
http://www.sim-outhouse.com/sohforums/showthread.php/97412-Alphasim-Crusader-goes-native-FSX/page10?highlight=Don+fxsttcb+Bodenstedt
See #38 for view of Burner as it was and #55 when I ask original question.
Been trying to get this AB effect that Ted (Tufun) made awhile ago. I used it in FSX but have gone on to P3d V3 and trying to set this back up.
[lights]
;1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
;6=taxi, 7=recognition, 8=wing, 9=Logo, 10=cabin
light.0 = 4, 23.00, 0.00, 2.00, fx_vclight_red
//;light.1 = 5, 2.00, 3.00, -1.70, fx_shockwave_landing_light_small_old
//light.1 = 7, -11.46,-17.55, 1.33, fx_contrail_Alpha Viggen
//light.2 = 7, -11.46, 17.55, 1.33, fx_contrail_Alpha Viggen
///light.1 = 6, -22.00, 0.00, 0.00, fx_HeatShimmerDCB //Taxi Lights <<<didn't work here so I blocked it <<< This turns on with light switch
//light.2 = 9, -17.55, 0.00, 0.15, fx_ALPHA_F8_TF_AB //Logo Lights <<<< Ditto <<<< How do you turn on LOGO Lights?
Then I see that smoke 1 and 2 were actually making the original AB effect so I block those.
[smokesystem]
smoke.0 = -22.00, 0.00, 0.00, fx_F8_engsmoke <<< Tried to add the new AB effect here
smoke.1 = 6, -22.00, 0.00, 0.00, fx_HeatShimmerDCB //Taxi Lights <<<< and here - no luck,
smoke.2 = 9, -17.55, 0.00, 0.15, fx_ALPHA_F8_TF_AB //Logo Lights
//smoke.1 = -17.60, 0.00, 0.30, fx_ALPHA_EA6_Exh1
//smoke.2 = -17.60, 0.00, 0.25, fx_ALPHA_F8_AB
smoke.3 = -11.46, -17.55, 1.33, fx_fueldump
smoke.4 = -11.46, 17.55, 1.33, fx_fueldump
Got the effect/textures from another F-8 done here that had the Tufun's AB effects:
So for now, I am unable to get that AB effect back.
http://www.sim-outhouse.com/sohforum...d=117&id=18834
Time flies....did a widescreen 2D panel for the Alpha F8 5 years ago, with the AB effects included....tho at that time via the light section...which is not ideal as it conflicts with actual lights....if you are going to have beacons, strobes et al.
Here's a pic of the panel...
What the AB looks like as was uploaded...
If the light controlling gauge is done "properly" it will make no difference whatsoever.
My apologies. I should have looked at the controlling gauges closer.
Full of syntax errors & some not so good coding causing runaway. ( All fixed now in the kit below )
The control of the recognition light circuit didn't work at all.
Morning coffee, a download of the F-8 to give me the needed effects and a little gauge coding fixed it all.
Proof is in the pudding. A 3.5 minute video is here from spot view & using FSUIPC tools to monitor what is going on.
The fix kit is here.
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