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Re: HMS Victorious circa 1960

Posted: 17 Dec 2013, 15:40
by DaveB
That's how I understand it Andy.. it's taken a while :lol:

More progress of sorts with the release mdl. Using the same techinique as above.. I flew to Vic in the 206B using RFN4.1. The ship was cold and dark but for the dim bridge config lights and the red waveoff's. Landed on and saved the flight. Restarted the sim and selected the saved flight and there are the deck lights and FLOLS (helo lights too incidentally). I was unable to retune the 4.1 gauge as the S1 hasn't had it installed yet. Retuning is always essential (I've found) in order to get the gauge to work correctly although the lights will still show as below..
Image

As I noted over at FStns.. although the red waveoff's always work at first encounter (and are perfectly sized in the projector).. they don't appear to work in the saved flight. I've no idea why this is. I've seen them always 'on' (as in some daylight shots) or they don't come on. This may well be a vaguery of the gauge :)
ATB
DaveB B)smk

Re: HMS Victorious circa 1960

Posted: 17 Dec 2013, 16:01
by spatialpro
Hi All,

Rather than repeating it here, please see some more observations I made over at Flying Stations

Image

Andy

Re: HMS Victorious circa 1960

Posted: 17 Dec 2013, 16:44
by DaveB
An addendum to my last..

Image

This from my saved flight and zoomed in to the 'nth degree. The red waveoffs are coming on but they're overpowered by the greens/yellow at normal zoom. I'm wondering if there isn't something lurking in RFN4.1 that isn't helping Vic59 you know *-)

ATB
DaveB B)smk

Re: HMS Victorious circa 1960

Posted: 17 Dec 2013, 16:49
by SkippyBing
Airtrooper wrote:
SkippyBing wrote: The voices are from the Carrier Approach Tutorial in FSX, you have to copy them across to P3D2 if you don't want a warning message coming up every time you tune into the carrier.

The Nimitz and Ark lights aren't showing in P3D2 because the required effect doesn't seem to be included by LM, the RFN_Gauge has no effect on them whatsoever.
Regarding the first point, how come they are still called by the RFN Gauge in P3D2? As far as I can tell from the XML for the gauge never uses the "drifting left/right" sounds... but please do check (I couldn't have mis-read). It may be completely unrelated, but it just struck me as odd given there is no Carrier Tutorial in P3D2, the RFN Gauge doesn't use these two sounds anyhow, and the the "drifting right" sound is heard when you're on the left side... Somehow, somewhere these sounds are being called and it happens when the aircraft is in the wrong place (left vs. right).

Regarding the second point... I think I'm understanding how this is put together now Phil. Would I be correct in saying that your created your own lights for the Vic, independent of FSX, P3D or RFN... but you use the RFN Gauge to "drive" the animation of these lights according to the glideslope info etc.?

Andy
I'm not totally sure on the RFN_Gauge as there are multiple parts, some of which are compiled DLLs so I can't interpret the code. However the gauge does throw an error if the 5 sound files it uses aren't where it expects to find them when you tune to an active carrier. One of the RFN XML files lets you redirect the gauge to some sound files of your choice so you could record your own. Not sure about the left/right thing, I may try landing on something in French to see if it does the same thing, it may just be accidentally using the same recording for both corrections.

For the second bit, yes. The reason they're so big is that it's the only way I could get them to show up at a decent range, I think if I play around with effect controllers I may be able to get them to scale with range but I was getting f***d of trying to get that to work on the wake so I gave up in disgust rather than delay the release for a few months!

Dave, I'm not totally sure what causes the wave off lights to come on! However the RFN Gauge only controls their visibility, not that of the other lights.

Re: HMS Victorious circa 1960

Posted: 17 Dec 2013, 17:02
by DaveB
Hi Skip

Not a problem. I understand the need to get the lights visible at distance too. With the FLOLS (green/yellow) out.. the double red waveoff's on either side look a treat but you have to be in close enough to be waved off in the first place! :lol: If the greens/yellows were of a similar 'visible' proportion and density.. they may not be much cop for using. To be honest.. the 'moon sized' ones aren't a barrel of laughs to 'fly by' (now I see them working).. a combination of the RFN in ILS mode and the Mk1 eyeball looking at the ship works best for me. I can barely tell if I'm high, low or otherwise using the FLOLS :lol:

You're drifting right also works whether you're drifting right or left. I'd sooner not hear it to be honest as it's off-putting :|

ATB
DaveB B)smk

Re: HMS Victorious circa 1960

Posted: 18 Dec 2013, 01:09
by TSR2
Just a thought chaps, but I have REX installed and I know this played havoc with lights on the Rapide. Could it be causing problems with the ships lighting too? *-)

Re: HMS Victorious circa 1960

Posted: 18 Dec 2013, 08:36
by DaveB
That had crossed my mind too Ben but I don't have it on this rig.

ATB
DaveB B)smk

Re: HMS Victorious circa 1960

Posted: 20 Dec 2013, 23:46
by DaveB
Paint can's out! A shameless re-hash (with some adjustments) to Brian's HAS3 representing HMS Norfolk(D21) flight. I know we don't have HMS Norfolk so someone had better make one :lol:

Image

ATB
DaveB B)smk

Re: HMS Victorious circa 1960

Posted: 29 Dec 2013, 15:51
by dhasdell
Strange indeed. As shown on my screenie on Facebook I hadn't seen any lights, and hadn't expected to without installing the RFN gauge etc, but now suddenly I am, and without downloading or adding anything different.

Re: HMS Victorious circa 1960

Posted: 29 Dec 2013, 21:40
by DaveB
:-O

I love flightsim.. it's so predictable 8)

:lol: :lol:

ATB
DaveB B)smk