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Thread: Vought RF-8 Crusader project, 2018

  1. #176
    Model: Alphasim Vought Crusader for native FSX Version 2
    P3Dv3: Skyforce + Chaseplane addons
    Lighting: HDR=off DR=Ultra No PTA or enhancements.

    If your using a different model you may have to make adjustments to fit or if using something like PTA you may have to change colors.
    Anyways it's there to be mod anyway one likes.




    "Time is God's way of keeping everything from happening at once"





  2. #177
    Quote Originally Posted by TuFun View Post
    Model: Alphasim Vought Crusader for native FSX Version 2
    P3Dv3: Skyforce + Chaseplane addons
    Lighting: HDR=off DR=Ultra No PTA or enhancements.

    If your using a different model you may have to make adjustments to fit or if using something like PTA you may have to change colors.
    Anyways it's there to be mod anyway one likes.

    Appreciate the feedback.

    Was curious if you looked at my two AB stages and if they looked okay to you.
    Your video looks pretty good. I see that you can go low AB and the flame is orange then'
    kick it in to max and the burner is yellow torch w/flame.

    I am using P3D V3.4 so I would think that I should see same visual results as your video.

    Like I mentioned earlier I had a nice AB that was from the AS CF-105 arrow and in P3D V3, there are what looks like embers
    in the exhaust trail. Don't know how to edit them out or even it they can.



    I did find AB position info and I think I get that. It's actually editing the fx files and making adjustments to the color of the flame i.e. add more orange effect to an already
    yellow flame or making the diameter of the flame ring a little bigger to fit. I know the texturer (bmp) says a lot on profile of the AB ring and flames.

    It a bummer that what I had in FSX got the hickups when loading it to P3D v3. Lost the continuity of the original effect somehow.




  3. #178
    Quote Originally Posted by gray eagle View Post

    Like I mentioned earlier I had a nice AB that was from the AS CF-105 arrow and in P3D V3, there are what looks like embers
    in the exhaust trail. Don't know how to edit them out or even it they can.
    If you know the file name of the sparkles you can isolate the [ParticlAttributes] section one by one to find the sparkles.


    EXAMPLE ONLY:

    [ParticleAttributes.31]
    Blend Mode=2
    //Texture=fx_fireAdd.bmp
    Bounce=0.00
    Color Start=108, 100, 40, 1
    Color End=18, 10, 2, 0
    Jitter Distance=0.00
    Jitter Time=0.00
    uv1=0.00, 0.00
    uv2=1.00, 1.00
    X Scale Goal=0.00
    Y Scale Goal=0.00
    Z Scale Goal=0.00
    Extrude Length=0.00
    Extrude Pitch Max=0.00
    Extrude Heading Max=0.00

    Sparkles are way out there to adjust them in by lowering this # on the [Emitter].

    EXAMPLE ONLY:

    [Emitter.29]
    Lifetime=0.40, 0.40
    Delay=1.500, 1.500
    Bounce=0.00
    No Interpolate=1
    Rate=1.00, 1.00
    X Emitter Velocity=0.00, 0.00
    Y Emitter Velocity=0.00, 0.00
    Z Emitter Velocity=0.00, 0.00
    Drag=0.00, 0.00
    X Particle Velocity=0.00, 0.00
    Y Particle Velocity=0.00, 0.00
    Z Particle Velocity=0.00, 0.00
    X Rotation=0.00, 0.00
    Y Rotation=0.00, 0.00
    Z Rotation=0.00, 0.00
    X Offset=0.00, 0.00
    Y Offset=0.00 ,0.00
    Z Offset=-8.0, -8.0 to -4.0, -4.0 //Closer to the nozzles.





    "Time is God's way of keeping everything from happening at once"





  4. #179
    Quote Originally Posted by TuFun View Post
    If you know the file name of the sparkles you can isolate the [ParticlAttributes] section one by one to find the sparkles.


    EXAMPLE ONLY:

    [ParticleAttributes.31]
    Blend Mode=2
    //Texture=fx_fireAdd.bmp
    Bounce=0.00
    Color Start=108, 100, 40, 1
    Color End=18, 10, 2, 0
    Jitter Distance=0.00
    Jitter Time=0.00
    uv1=0.00, 0.00
    uv2=1.00, 1.00
    X Scale Goal=0.00
    Y Scale Goal=0.00
    Z Scale Goal=0.00
    Extrude Length=0.00
    Extrude Pitch Max=0.00
    Extrude Heading Max=0.00

    Sparkles are way out there to adjust them in by lowering this # on the [Emitter].

    EXAMPLE ONLY:

    [Emitter.29]
    Lifetime=0.40, 0.40
    Delay=1.500, 1.500
    Bounce=0.00
    No Interpolate=1
    Rate=1.00, 1.00
    X Emitter Velocity=0.00, 0.00
    Y Emitter Velocity=0.00, 0.00
    Z Emitter Velocity=0.00, 0.00
    Drag=0.00, 0.00
    X Particle Velocity=0.00, 0.00
    Y Particle Velocity=0.00, 0.00
    Z Particle Velocity=0.00, 0.00
    X Rotation=0.00, 0.00
    Y Rotation=0.00, 0.00
    Z Rotation=0.00, 0.00
    X Offset=0.00, 0.00
    Y Offset=0.00 ,0.00
    Z Offset=-8.0, -8.0 to -4.0, -4.0 //Closer to the nozzles.



    Well, that's a clue and starting point. In fx_ALPHA_CF105_AB.fx file alone there are 43 emitters and most of the Z Offset values are in the +- 20's range some are in the teens.
    Guess I'd have to make a copy of this and trial and error till the embers are not so noticeable. They remind me of the embers from a charcoal grill.

    I think that one file is key to the AB effect you see in the screen shot ^.

    You've been a big help Ted and I appreciate it.

  5. #180
    Quote Originally Posted by gray eagle View Post
    Well, that's a clue and starting point. In fx_ALPHA_CF105_AB.fx file alone there are 43 emitters and most of the Z Offset values are in the +- 20's range some are in the teens.
    Guess I'd have to make a copy of this and trial and error till the embers are not so noticeable. They remind me of the embers from a charcoal grill.

    I think that one file is key to the AB effect you see in the screen shot ^.
    If the embers are at the end then check the Z Offset with the highest #'s and maybe check the X Scale/Y Scale for very small #. That would make them look like dots.

    Also see if the jitter scale #'s are more than zero. That will cause the embers to bounce all over the place.

    EXAMPLE:


    [ParticleAttributes.31]
    Blend Mode=2
    Texture=fx_fireAdd.bmp
    Bounce=0.00
    Color Start=108, 100, 40, 1
    Color End=18, 10, 2, 0
    Jitter Distance=0.00
    Jitter Time=0.00

    uv1=0.00, 0.00
    uv2=1.00, 1.00
    X Scale Goal=0.00
    Y Scale Goal=0.00
    Z Scale Goal=0.00
    Extrude Length=0.00
    Extrude Pitch Max=0.00
    Extrude Heading Max=0.00



    "Time is God's way of keeping everything from happening at once"





  6. #181
    Quote Originally Posted by MrZippy View Post
    Just checking back in to see if I can help. I remembered a great effect on Milton's XF-92 which was for engine glow. I have added it to my
    RF-8 to see the difference it makes. Not too shabby Thanks to Milton and Team!

    I added it to smoke.4

    smoke.4 = -18.60, 0.00, 0.15, xf92a_engine

    That looks great Mr.Zippy!!

  7. #182
    The outer rings need to be added and larger on the tests I've done from the real aircraft pics I've seen. So I will add them.





    My word flame on!!! Full AB!



    There are 2 cylinders within the large tail cone. Larger rings can go in the 2nd cylinder. The 2nd cylinder is not align with the 1st cylinder.
    Attached Thumbnails Attached Thumbnails 2019-9-13_16-11-30-533.jpg  



    "Time is God's way of keeping everything from happening at once"





  8. #183
    Added a few larger rings on the larger cylinder. Better visibility on the center with flames dancing around.


    P3Dv3 tested!
    Attached Thumbnails Attached Thumbnails 2019-9-13_19-13-55-131.jpg  



    "Time is God's way of keeping everything from happening at once"





  9. #184
    Quote Originally Posted by TuFun View Post
    Added a few larger rings on the larger cylinder. Better visibility on the center with flames dancing around.


    P3Dv3 tested!
    Wow...That looks better. If only I knew how to add a little orange/blue to the burner flame, that would of been nice.
    I like seeing the fuel nozzles aflame with JP. How do you view that cross section of the fire disk? Is that a close up/zoom in?
    Would like to try that effect when you have it completed.

    Thanks
    Last edited by gray eagle; September 14th, 2019 at 05:04.

  10. #185
    Quote Originally Posted by gray eagle View Post
    How do you view that cross section of the fire disk? Is that a close up/zoom in?
    I use Chaseplane to clip the fuselage to see the internal parts by moving the camera.

    Custom-fit for this aircraft AB tubes! Just getting the internal elements together next timing adjustments.

    Now when adding the AB flame the is view would be obstructed somewhat in direct view. In this case, it's a very clear view.




    "Time is God's way of keeping everything from happening at once"





  11. #186
    Quote Originally Posted by TuFun View Post
    I use Chaseplane to clip the fuselage to see the internal parts by moving the camera.

    Custom-fit for this aircraft AB tubes! Just getting the internal elements together next timing adjustments.

    Now when adding the AB flame the is view would be obstructed somewhat in direct view. In this case, it's a very clear view.


    Wow! That is really a nice flame effect. Thanks for explaining the Chaseplane program

    Looking forward to trying that out.

    I wonder where I could find info on editing these kind of effect files. Interesting stuff.

    Butch
    Last edited by gray eagle; September 14th, 2019 at 15:27.

  12. #187
    Quote Originally Posted by gray eagle View Post
    Just an FYI, a few years ago, Don "fxsttcb" Bodenstedt put together an eclectic collection of files for the F-8 Crusader
    and it included your AB effect files (fx_ALPHA_F8_TF_AB.fx).

    This was the lights entry back then:

    [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, -18.00, 0.15, 0.15, fx_ALPHA_F8_TF_AB //Logo Lights <<<< this looks like your (Ted) exhaust effect in lights section.
    light.4 = 7, -0.01, 0.01,-0.01, fx_F8_fueldump_Dual //Reco Lights
    //light.5= 10, -1.00, 0.00, 0.00, fx_RCB_machenvlop,1 //Cabin Lights, SonicBoom visual effect
    //USED IN MODEL: 3=navigation, 5=landing, 8=wing light(Wing Triggered by Nav Light Switch in Panel)
    //USED IN PANEL: 2=strobe, 4=cockpit, 6=taxi light, 7=recognition light, 9=logo light,
    //AVAILABLE: 1=beacon, 10=Cabin Light


    Only one entry in the smoke section back then:
    [smokesystem]
    smoke.0 = 0.00, -22.00, 0.00, fx_eng_exhaust_gry
    So the (fx_ALPHA_F8_TF_AB.fx) file works as designed only in FSX not for P3Dv3.

    Did a little digging and looks like P3Dv2.4+ and P3Dv3 have no light effects for AB since it doesn't work. Coding was changed causing the AB texture to be smaller in size compare to FSX.

    And the AB rings will rotate and will not lock in place. Not a problem in FSX. So something is afoot in P3Dv3.

    [Emitter.0]
    Lifetime=0.30, 0.30
    Delay=0.20, 0.20
    Bounce=0.00
    Light=0
    No Interpolate=1
    Rate=110.00, 110.00
    X Emitter Velocity=0.00, 0.00
    Y Emitter Velocity=0.00, 0.00
    Z Emitter Velocity=0.00, 0.00
    Drag=0.00, 0.00
    X Particle Velocity=0.00, 0.00
    Y Particle Velocity=0.00, 0.00
    Z Particle Velocity=0.00, 0.00
    X Rotation=3.00, 3.00
    Y Rotation=0.00, 0.00
    Z Rotation=0.00, 0.00
    X Offset=0.00, 0.00
    Y Offset=0.0, 0.0
    Z Offset=-0.05, -0.05
    Pitch=0, 0
    Bank=0,0
    ---------- These have no effect and will not hold the rings in place.
    Heading=0,0


    I did a FSX test with MilViz F-100 and the AB effects work fine, but in P3Dv3 all messed up. Bummer.
    Last edited by TuFun; September 15th, 2019 at 00:20.



    "Time is God's way of keeping everything from happening at once"





  13. #188
    If you have a word with 'wingman5' over at the Aerosoft forum, he might be able to put you straight. He's done the AB effects for the Lightning, right up to and including P3Dv4.5.

    Dave

  14. #189
    Quote Originally Posted by TuFun View Post
    So the (fx_ALPHA_F8_TF_AB.fx) file works as designed only in FSX not for P3Dv3.

    Did a little digging and looks like P3Dv2.4+ and P3Dv3 have no light effects for AB since it doesn't work. Coding was changed causing the AB texture to be smaller in size compare to FSX.

    And the AB rings will rotate and will not lock in place. Not a problem in FSX. So something is afoot in P3Dv3.

    [Emitter.0]
    Lifetime=0.30, 0.30
    Delay=0.20, 0.20
    Bounce=0.00
    Light=0
    No Interpolate=1
    Rate=110.00, 110.00
    X Emitter Velocity=0.00, 0.00
    Y Emitter Velocity=0.00, 0.00
    Z Emitter Velocity=0.00, 0.00
    Drag=0.00, 0.00
    X Particle Velocity=0.00, 0.00
    Y Particle Velocity=0.00, 0.00
    Z Particle Velocity=0.00, 0.00
    X Rotation=3.00, 3.00
    Y Rotation=0.00, 0.00
    Z Rotation=0.00, 0.00
    X Offset=0.00, 0.00
    Y Offset=0.0, 0.0
    Z Offset=-0.05, -0.05
    Pitch=0, 0
    Bank=0,0
    ---------- These have no effect and will not hold the rings in place.
    Heading=0,0


    I did a FSX test with MilViz F-100 and the AB effects work fine, but in P3Dv3 all messed up. Bummer.
    How does the AB effect hold up in P3D V4; i.e. does it work there?
    It did work fine in FSX and I could not figure out why there were issues with this in P3D V3.
    Any chance of a work around for P3D V3 or is this a dead horse? What sim was you using for your AB demos?
    This effect was once added to the Lights section and now to the Smokesytem section. What's the difference?
    Sounds like the basic contents of this AB effect are not holding up to other then FSX sims for what ever reason.

    Edit: I noticed that your videos say P3D V3 tested and they seem to work ok? I'm confused.
    Last edited by gray eagle; September 15th, 2019 at 04:45.

  15. #190
    Quote Originally Posted by dhazelgrove View Post
    If you have a word with 'wingman5' over at the Aerosoft forum, he might be able to put you straight. He's done the AB effects for the Lightning, right up to and including P3Dv4.5.

    Dave
    Not having any expertise on these matters such as Ted has, I wouldn't know what to say or ask of "Wingman5" about this.

  16. #191
    Quote Originally Posted by TuFun View Post
    So the (fx_ALPHA_F8_TF_AB.fx) file works as designed only in FSX not for P3Dv3.

    Did a little digging and looks like P3Dv2.4+ and P3Dv3 have no light effects for AB since it doesn't work. Coding was changed causing the AB texture to be smaller in size compare to FSX.

    And the AB rings will rotate and will not lock in place. Not a problem in FSX. So something is afoot in P3Dv3.

    [Emitter.0]
    Lifetime=0.30, 0.30
    Delay=0.20, 0.20
    Bounce=0.00
    Light=0
    No Interpolate=1
    Rate=110.00, 110.00
    X Emitter Velocity=0.00, 0.00
    Y Emitter Velocity=0.00, 0.00
    Z Emitter Velocity=0.00, 0.00
    Drag=0.00, 0.00
    X Particle Velocity=0.00, 0.00
    Y Particle Velocity=0.00, 0.00
    Z Particle Velocity=0.00, 0.00
    X Rotation=3.00, 3.00
    Y Rotation=0.00, 0.00
    Z Rotation=0.00, 0.00
    X Offset=0.00, 0.00
    Y Offset=0.0, 0.0
    Z Offset=-0.05, -0.05
    Pitch=0, 0
    Bank=0,0
    ---------- These have no effect and will not hold the rings in place.
    Heading=0,0


    I did a FSX test with MilViz F-100 and the AB effects work fine, but in P3Dv3 all messed up. Bummer.
    Yet we can get AB effects such at this in P3D V3 - I know it's a different A/C - But some stellar effects will work in P3D V3 - I just don't understand.


  17. #192
    Flames are not the problem, it's the rings that will tilt or rotate if you change attitude. It doesn't happen in FSX-SE, but will in P3Dv3.

    Does the F-14 use [lights] section?



    "Time is God's way of keeping everything from happening at once"





  18. #193
    Quote Originally Posted by TuFun View Post
    Flames are not the problem, it's the rings that will tilt or rotate if you change attitude. It doesn't happen in FSX-SE, but will in P3Dv3.

    Does the F-14 use [lights] section?
    Yes and no smoke section. The lights are baked into the MDL

    I've scoured the P3D forums re: AB effects and most of the folks say (like you did) that most of the effect would have to be redone.








    https://www.fsdeveloper.com/forum/th...ffects.442117/








    https://forum.aerosoft.com/index.php?/topic/124646-new-fx-for-p3dv4/



    Last edited by gray eagle; September 15th, 2019 at 14:51.

  19. #194
    Quote Originally Posted by gray eagle View Post
    Yes and no smoke section.

    I've scoured the P3D forums re: AB effects and most of the folks say (like you did) that most of the effect would have to be redone.


    https://www.fsdeveloper.com/forum/th...ffects.442117/



    https://forum.aerosoft.com/index.php?/topic/124646-new-fx-for-p3dv4/



    The Aerosoft AB looks good although it says it's not available. Contact wingman5 and see if he can give you the file to work with.



    "Time is God's way of keeping everything from happening at once"





  20. #195
    Did a little testing to lock down the sprites and maybe have an answer. Further testing needed.

    First shows locked and the second part show unlocked and can see sprites rotate. FSX-SE locked is not required and works as designed with no rotation.




    "Time is God's way of keeping everything from happening at once"





  21. #196
    Locked down the ring and you can see it struggles to remain vertical but it does so and not winking at me. Sorta like a gyro effect and right itself.




    "Time is God's way of keeping everything from happening at once"





  22. #197
    Quote Originally Posted by TuFun View Post
    Locked down the ring and you can see it struggles to remain vertical but it does so and not winking at me. Sorta like a gyro effect and right itself.


    Now, I get it. I see what you are talking about. Well Ted, is there a work around or

    is this a sol situation? I know this was an effect you either built from scratch or improved back in the FSX days.

    That drated wobbly disk.... Ya know, I remember seeing the AB disk going sideways when I banked left and right.

    I had wondered what was that all about?

    I am hoping for a solution that will take care of that wobbly disk; if not is there a plan B?

    Thanks

    Butch

  23. #198
    Quote Originally Posted by TuFun View Post
    The Aerosoft AB looks good although it says it's not available. Contact wingman5 and see if he can give you the file to work with.
    You have to have an account to download it. I do have an account and I now have a copy of it.

  24. #199
    Quote Originally Posted by gray eagle View Post
    You have to have an account to download it. I do have an account and I now have a copy of it.
    Cool, if it works that's all that's need correct? Adapt it to the F8 and it's a go.

    Anyways full AB (internal) is all good! Now time to mod the 1st stage burners just to finish the challenge.




    "Time is God's way of keeping everything from happening at once"





  25. #200
    Quote Originally Posted by TuFun View Post
    Cool, if it works that's all that's need correct? Adapt it to the F8 and it's a go.

    Anyways full AB (internal) is all good! Now time to mod the 1st stage burners just to finish the challenge.


    That's the hard part.

    The readme:

    New fx for P3dv4 , should also be suitable for P3D v2+
    Copy and paste the new items into effects folder
    copy and paste the file fx_2l into the effects/texture folder.

    Delete the existing items below from the effects folder .

    fx_lit3_RH1
    fx_lit3_RH2
    fx_lit3_reheat1
    fx_lit3_reheat2

    Four files and a texture. This would be a bear to adopt. I think this was just replacement files for the AS Electric.
    A real jig saw puzzle. I can deduce the RH1 and reheat 1 since I have one engine.
    Looks like it would be putting a square peg in a round hole


    I like your latest video and it looks very promising. Looks like you solved the outer ring wobble.
    Or is there a spinning outer ring?

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