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Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 15:43
by nazca_steve
Hi Rich,

cart starts work properly off a 100% cold and dark start. i.e. RPM at 0, smoke systems and all lights turned off. When you start the engines, there are dummy gauges in the 2D cockpit that will kick start the effects files off the smoke and lights systems in turn as the engines start. I did not rig them to startup effects, as they would only kick on actual combustion, several seconds into the start, rather than fire first to start the engines spooling. All else failing, you can just hit your smoke or beacon/strobe key to manually do it!

There is no real need to delete the shockwave set up, as it was commented-out; it's simply there for users who have shockwave to activate. However, if the lines of code annoy you - have at it mate!

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 16:00
by DarrenL
Just had a look at noticed that, I have shockwave so will be removing the \\

thanks again :)

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 16:09
by nazca_steve
Deffo a lot cooler with shockwave. Once you go volumetric, you never go back :lol:

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 16:22
by DarrenL
Just tried, I can't seem to get them to work correctly. I usually use shockwave lights when available so know how to uncomment them, although it might just be the cockpit/instrument lights that aren't working as my cockpit is dark. Even after going to the 2d panel and making sure the switch was on. I have it on with all other aircraft and normally see the effect of the landing lights, but they don't show either.

Rich, have you got your's working?


Steve, this is what my lights section currently looks like for the Canberra verison I have tested and edited (it is the right one I am testing at night as well, I triple checked that :lol: )
I have Shockwave Redux.



[LIGHTS]

//coords go: y, x, z, with negative meaning left or behind the datum point.
//SHOCKWAVE CONFIG - uncomment as needed
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing 6=taxi 7=recognition 8=wing 9=logo 10=cabin
// tailcone light
light.1=3, -36.8, 0, 2, fx_shockwave_navwhi
//wingtip lights
light.2=3, 2.1, -31.9, 1.25, fx_shockwave_navred
light.3=3, 2.1, 31.9, 1.25, fx_shockwave_navgre
//cockpit
light.4=4, 16.6, -0.3, 2.1, fx_shockwave_vclight_r
light.5=4, 19.8, 0, 2.1, fx_shockwave_vclight_r
//nose cone
light.6=4, 25.9, 0.2, -0.5, fx_shockwave_vclight_r
//landing
light.7=5, 0.75, -17'4, -0.7, fx_shockwave_navwhi
light.8=5, 0.75, -17'4, -0.7, fx_shockwave_landing_light_narrow_down
//port cart start
light.9=2, 8.8, -10, 0.1, fx_canb_start
//vc lighting
//lamp0
light.10=4, 20.9, -0.5, 1.9, fx_shockwave_vclight_r
//lamp1
light.11=4, 20.9, -0.2, 1.9, fx_shockwave_vclight_r
//lamp2
light.12=4, 20.6, 1.4, 1.4, fx_shockwave_vclight_r
//lamp3
light.13=4, 20.9, -1.8, 1.1, fx_shockwave_vclight_r

//NORMAL CONFIG
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing 6=taxi 7=recognition 8=wing 9=logo 10=cabin
// tailcone light
//light.1=3, -36.8, 0, 2, fx_navwhi
//wingtip lights
//light.2=2, 2.1, -31.9, 0.9, fx_navredm
//light.3=2, 2.1, 31.9, 0.9, fx_navgrem
//cockpit
//light.4=4, 16.6, -0.3, 2.1, fx_navredc
//light.5=4, 19.8, 0, 2.1, fx_navredc
//nose cone
//light.6=4, 25.9, 0.2, -0.5, fx_navredc
//landing
//light.7=5, 0.75, -17'4, -0.7, fx_navwhi
//light.8=5, 0.75, -17'4, -0.7, fx_Shockwave_landing_light_low
//port cart start
//light.9=2, 8.8, -10, 0.1, fx_canb_start

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 18:42
by nazca_steve
Really strange, as your code looks spot-on to me. That's what I have running and am fine. Let me see if I get the same as you copying that code block over exactly.

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 18:49
by DarrenL
I might have found the only non-FSX compliant bit, which for something developed for FS9 isn't bad going if I may say so myself. :)

I'll have another go later and try a few experiments and check other aircraft cfgs that use shockwave and other FS9 aircraft I have running in FSX and see if I have missed anything.

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 18:54
by nazca_steve
Grrrr Darren! That's what you get for messing with the Dark side on an FS9 model! Lol, I did just double-check your code block in the sim (FS9 that is) and all worked fine. Come back over, the water's lovely.

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 19:28
by nazca_steve
To add further insult to injury, it turns out there were two missing parts from the gauges- the G-meter needle and altimeter_10000 ft needle - both are available in a zip to download here http://flyingstations.com/canberra-pack-b2.html and drop in to the SB_CAN folder in your main gauges folder. The main download pack has also been updated accordingly. Sorry about this chaps, it's been a bit of a bugger on this release, but a lot learned!

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 19:32
by DarrenL
Didn't even miss the missing needles, but then I was only do straight up and downs to try it out so G wasn't an issue and I had Shift+Z altitude on screen display. :)

:)

Re: New FS2004 Canberra WIP thread

Posted: 28 Oct 2010, 23:52
by nazca_steve
Good on you, Darren, where there's a will, there's a way. Here's one catch of my own - not a biggie, but if you see a mystery T.17 showing up, it's a leftover from testing the new model, but you won't find it in the pack! :$ Just delete that one accordingly chaps if it's causing clutter.