F-80 Texture Redux - Page 6
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Thread: F-80 Texture Redux

  1. #126

    Update

    Update:

    Henk and Toby have been working hard on allowing a TacPack model to coexist with the standard models. They've succeeded! Henk has really outdone himself. Many additional features. Just a simple screen showing manual ripple release.

    Getting closer gents...

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  2. #127
    Coming along mighty fine! Thank you gentlemen!

  3. #128
    Tested latest updates and gunsight works great in VC, Henk! We appear to have full function in all other gauges too, so we've avoided creating conflicts in the system.

    I see the trim wheel has been relocated down at bottom of panel. I plan to put a mark on it for takeoff trim, as the model is significantly nose heavy otherwise. We want this model to rotate easily at the correct speed, and setting trim will help.

    It's probably a good time to lock in our improvements with a new package. I'll combine Henk's recent improvements with my changes / streamlining of TP-related code, and get it out to the test team via PM.

    I'll repeat a question I asked about rocket type earlier: the 5" rocket generates twin flame/smoke trails when launched, which to me looks silly. Should we replace with the 2.75" rocket, which looks better? I think TP models damage differently, and it appears that the F-80 used the 5" in combat, but that twin trail looks weird from the cockpit. Check Checkers and Dischem Specials. Should we deviate from reality on the ordnance in order to achieve a more real-looking flame/smoke trail?

    Toby

  4. #129
    TacPack update: trimmed away more unused code. In process of adding audio confirmation of weapons selection and safe mode. "Gun selected", "Rocket selected", etc. Also will add rocket launch and bomb drop sound effects.

  5. #130
    Senior Administrator Willy's Avatar
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    Thought I'd add a little more Lockheed porn to this. Just finished this one less than an hour ago.
    Attached Thumbnails Attached Thumbnails thumbnail.jpg  
    Let Being Helpful Be More Important Than Being Right.

  6. #131
    Beautiful, Willy! Would be so great to get in formation with you guys in MP with these incredible paint schemes. I guess we need a good smoke effect for the demo teams?

  7. #132
    Senior Administrator Willy's Avatar
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    I've been using the exhaust smoke for R. Richardson's Sea Venom. Nice dark early jet engine smoke. Just like they used to do.
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  8. #133
    Current smoke effect for our P-80 looks thin and wispy in P3Dv3. It's there, but probably not the more robust, realistic effect you guys are seeing in FSX.

  9. #134
    Quote Originally Posted by mig21bis View Post
    Current smoke effect for our P-80 looks thin and wispy in P3Dv3. It's there, but probably not the more robust, realistic effect you guys are seeing in FSX.
    Toby, try this:
    Attached Files Attached Files

  10. #135

    Lightbulb

    Thanks, will replace with this smoke and see how it looks. Rick, you're running P3Dv3 too, see what you think about this smoke versus the one currently used.

    Willy suggested we look at other gun/tracer effects out there, and see how they're done. I can see, for example, that Tim Conrad used a smoke effect technique on his Skyraider to create muzzle flashes - can try that approach, unless Rick finds something more promising in his search.

  11. #136
    This is fantastic Gentlemen. Toby, all TP features now work flawlessly for me in P3Dv3. With our extensive beta testing TP for other aircraft, I think it's fair to say in all likelihood it should be code 1 in FSX? I will indeed look for a solution for muzzle flash effects and tracers.
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  12. #137
    Rick, I retained FSX with TP, will test to verify Code 1 on that, good thinking to nail that down.

  13. #138
    I confirmed, TP function is perfect in FSX/A.

  14. #139
    Quote Originally Posted by hschuit View Post
    Toby, try this:
    Henk, that new smoke looks better in P3Dv3 - thicker/larger diameter that seems to match the tailpipe, not thin like previous.

  15. #140
    Toby, I can't get the smoke to work...can you enlighten me?


    All, here's a beautiful update set of screenshots...Willy has outdone himself. Some of these I thought looked like a real picture at the time when I was taking the screen capture...P3D looks so good with REX!







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  16. #141




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  17. #142
    Senior Administrator Willy's Avatar
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    Now that's better than porn!
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  18. #143
    Beautiful, Rick! That dramatic sky is fantastic, as you observed - REX adds great realism.

    Smoke: engine smoke doesn't work for me either in the TP version, but works and looks fine in the non-TP ones. I think TP is impeding smoke, due to the "SMOKE_ON" and "SMOKE_OFF" commands associated with the gun. And I need that in there to tie to muzzle flash / tracer effects I'm building in now.

    If we can figure out a way to have one smoke effect always playing, and the others controlled by the TP gun control, we'd have everything. I'm sure we can figure this out, just don't know how much more time we have.

    For now, I think I need to focus on getting the flash/tracer done, so we can put a bow on this project and release. We can go back with improvements later, maybe as an SP1?

  19. #144
    Toby, I can implement multiple smoke channels. Example:

    smoke.0 = engine smoke
    smoke.1 = TP guns flash
    smoke.2 = TP guns tracer
    etc.

    If you can share the xml code which controls the TP effects I can integrate it with the existing engine effects code.

    EDIT: Don't worry about it, I found it in the FA-18C.xml file you added to the panel. The gun only needs 1 smoke channel, piece of cake. I will share the updated files later today for testing.

  20. #145
    You can control multiple smoke effects individually. I'm not at my PC at the moment but I'll check on the correct syntax when I get home.

    Edit: looks like it's already in hand.

  21. #146
    Quote Originally Posted by DaveWG View Post
    You can control multiple smoke effects individually. I'm not at my PC at the moment but I'll check on the correct syntax when I get home.

    Edit: looks like it's already in hand.
    DaveWG, your input is much appreciated. It might be good to look at your approach, as it may prove useful yet in this project, or may be useful in the future.

  22. #147
    Quote Originally Posted by mig21bis View Post
    DaveWG, your input is much appreciated. It might be good to look at your approach, as it may prove useful yet in this project, or may be useful in the future.
    Toby if I understand correctly, I believe that what Henk posted is what/how Dave was.suggesting to.proceed.

    By the way. For.those that want every model in this pack TP enabled, all you'll have to do is change the panel callout in the aircraft.cfg. Very handy. Thanks Toby and Henk!
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  23. #148
    Quote Originally Posted by 000rick000 View Post
    Toby if I understand correctly, I believe that what Henk posted is what/how Dave was.suggesting to.proceed.

    By the way. For.those that want every model in this pack TP enabled, all you'll have to do is change the panel callout in the aircraft.cfg. Very handy. Thanks Toby and Henk!
    You're right, Rick - just had a quick PM back-and-forth with Henk, and he had modified both sides of code (I thought it was just aircraft.cfg, and we might still hit snags with the TP side). He's ahead of me, and all is on track. Once we verify his approach works, I'll just plug in the muzzle flash/tracer effect where he's currently using smoke as a placeholder, and we'll be done with that part.

    I have two of the six machine gun effects in place, lined up. Four to go, it's a little tedious... I'm glad you pushed for it, adds a lot to the visual experience.

  24. #149

    61st Fighter Squadron

    One I started today...

    For post release.

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  25. #150
    Senior Administrator PRB's Avatar
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    That's beautiful. New life for a classic!
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