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F-80 Texture Redux

Ya know, it's about as easy to paint 4 at the same time as it is one as all I had to do was use the same layered file and change the numbers as I went along.
 

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TP update:

Looking at another approach ChrisP used and reported on in the VRS Support Forums - takes functionality from the FSXBA F-18 Hornet and adapts as necessary.

Does anyone know of a tool that can tell us if a specific gauge is running while live in the sim?

Anyone else seeing flickering of gauges on the left side of the VC panel? I'm running in P3Dv3.35.
 
TP update:

Looking at another approach ChrisP used and reported on in the VRS Support Forums - takes functionality from the FSXBA F-18 Hornet and adapts as necessary.

Does anyone know of a tool that can tell us if a specific gauge is running while live in the sim?

Anyone else seeing flickering of gauges on the left side of the VC panel? I'm running in P3Dv3.35.

Yes I have flickering gauges T. Glad I'm not the only one! Not.sure the cause though. Eventually I'll likely substitute a different VC from my collection in its place. Something more detailed and still period. But obviously that's not the solution for everyone. So we'll have to resolve that...if we can...
 
Just had a thought...

The reason TP may not be working is that we have 3 seperate models in the package. B,C, ANG with Fletcher Tanks. Perhaps this is why it's not working? The other TP models are single 3D models with selectable ordinance...ours is 3 models with variable ordinance e and or drop tanks...
 
Might be related to the TP issue or maybe I just screwed it up somehow, but with the Acrojet textures, I tried to alias them first to one of them (FT274), then to the shared textures folder. This was so I didn't have to have multiple copies of the wing and tail textures in there. Each texture folder held it's own fuselage textures as that was the one that was different between the four.

Fired up FSX and went to test and they were all using the fuselage to FT 274 instead of their own fuselage textures. So it apparently it was aliasing to all the textures in the 274 folder and not just ones missing in the others.
 
Just had a thought...

The reason TP may not be working is that we have 3 seperate models in the package. B,C, ANG with Fletcher Tanks. Perhaps this is why it's not working? The other TP models are single 3D models with selectable ordinance...ours is 3 models with variable ordinance e and or drop tanks...

Good thought, but I think I've controlled for that by eliminating all but one model as testing progressed. Also eliminated the "loadout" stations, and stripped out all other gauges. So, it truly is just TP running, and on just one model.

Last night, finally got it working using ChrisP's alternative approach posted on the VRS Support Forum. Drawback is that it's aimed at F-18 function, and need to be scaled way back for the F-80. Being able to fire rockets and guns was a relief, though. Will continue pressing in that direction, though Salty's approach is much cleaner for our purposes.
 
Might be related to the TP issue or maybe I just screwed it up somehow, but with the Acrojet textures, I tried to alias them first to one of them (FT274), then to the shared textures folder. This was so I didn't have to have multiple copies of the wing and tail textures in there. Each texture folder held it's own fuselage textures as that was the one that was different between the four.

Fired up FSX and went to test and they were all using the fuselage to FT 274 instead of their own fuselage textures. So it apparently it was aliasing to all the textures in the 274 folder and not just ones missing in the others.

Did one of you add the weapons/tanks loadout capability to the model? If so, maybe I'll go back to the original and test that with TP to see if the new model might be the source of the TP problems. If we can isolate the issue, it can probably be resolved. I'll press ahead with trying to adapt ChrisP's method, since at least it works.

A bonus: I figured out how to run TP and non-TP options in the same aircraft package, so simmers can choose each flight. It's an option, if you want it as part of the release package.
 
I'm probably in the minority, but I do prefer that an aircraft be integrated with TP capability. I have been following this project and have two questions: 1. Will it be compatible with P3D v3, and 2. is there a projected release date for this fine aircraft?
 
I'm probably in the minority, but I do prefer that an aircraft be integrated with TP capability. I have been following this project and have two questions: 1. Will it be compatible with P3D v3, and 2. is there a projected release date for this fine aircraft?


1. Yes. I use P3Dv3 exclusively. So all my screens are from that sim

2. No. But it is close. Now that we know TP works...we can figure out the quirks that need to be solved. By we I mean primarily Toby and Henk! Since I'm useless in that arena! ...ok not completely useless...
 
I'm probably in the minority, but I do prefer that an aircraft be integrated with TP capability. I have been following this project and have two questions: 1. Will it be compatible with P3D v3, and 2. is there a projected release date for this fine aircraft?

Me too on P3Dv3, docjohnson. I'm doing all the TP work in that sim, so you'll be good to go when we get it released. I think DierctX12 is the way to go to maximize the incredible "body work" that these texture wizards have put on the revised model - another great reason to use the latest sim version.

Note on Zuni 5" rockets: TP has them leaving a funky dual flame and smoke trail which I'm afraid looks silly. What do you guys think about going with 2.75" rockets instead, which look more like what one would expect when launched?
 
TP update: corrected a path error in the ChrisP code, got gun sound working. Using generic machine gun sound - if anyone has something they think is better, like a battery of 50's, relay to me and we'll plug it in.

So now, gun, rockets, bombs are operating. Rocket launch azimuth/elevation needs correcting.

Next is cleaning up syntax errors in the gauge code itself, positioning weapons so they spawn at the right place on the aircraft, and creating a 2D Window with the key combos to invoke and change weapons.
 
TP update: corrected a path error in the ChrisP code, got gun sound working. Using generic machine gun sound - if anyone has something they think is better, like a battery of 50's, relay to me and we'll plug it in.

So now, gun, rockets, bombs are operating. Rocket launch azimuth/elevation needs correcting.

Next is cleaning up syntax errors in the gauge code itself, positioning weapons so they spawn at the right place on the aircraft, and creating a 2D Window with the key combos to invoke and change weapons.

Corrected rocket elevation. Weapon spawn positions now roughly correct, at mid-wing where the hard point would be. I think I'll add a vocal confirmation sound when selections are made, like "Bomb Selected", etc. Need a positive confirm that you're in each mode, I think.

Willy, internet search "VRS TacPack" and you'll find it fast.
 
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Thanks for the update. And its a fine tribute to the men who flew it in combat and those that kept them flying.
 
I agree, this is a way to honor our brothers who went before us. And any fighter puke you went through Weapons School is going to want one of our new F-80's painted like these, from the very beginning of the Nellis program. With guns, rockets and bombs, we're ready to join the class.

USAF_Fighter_Weapons_School_F-80_44-85182.jpg
 
That shouldn't be that hard of a paint scheme to do.


I agree, this is a way to honor our brothers who went before us. And any fighter puke you went through Weapons School is going to want one of our new F-80's painted like these, from the very beginning of the Nellis program. With guns, rockets and bombs, we're ready to join the class.

USAF_Fighter_Weapons_School_F-80_44-85182.jpg
 
Got most of the TP work done, and it's functional. Got gauges and model loadout stations back in, things are stable. I've set only one axample in the library for TP, and of course we can decide how best to handle that. Just wanted to show you how both TP and non-TP can be part of same package. Let me know how it works on your side.

More enhancements would be nice: visual effects for gunfire, sounds for bombs/rockets. I'll keep dabbling, just wanted to get the basic system in your hands.


There is still a lot of syntax error and extra code that could be trimmed, but return on effort is low unless it needs to happen for function.


Toby

https://drive.google.com/file/d/0B735H-KPtnBURG1TNjU0ZTN2eGs/view?usp=sharing

 
TP Update: cleared up another error tonight, which was causing the SIMCONNECT banner error message in-sim while flying. Got the "Hornet FCS" removed. Will keep chipping away at the extraneous code that results from the ChrisP method outlined on the VRS Support Forum - thanks to him for getting us over the initial hump, though. I was stuck without his initial approach.

Can one of you guys figure out how to put a pipper/reticle on the combining glass?
 
TP Update: cleared up another error tonight, which was causing the SIMCONNECT banner error message in-sim while flying. Got the "Hornet FCS" removed. Will keep chipping away at the extraneous code that results from the ChrisP method outlined on the VRS Support Forum - thanks to him for getting us over the initial hump, though. I was stuck without his initial approach.

Can one of you guys figure out how to put a pipper/reticle on the combining glass?

I do not know anything about TP but assuming the pipper could be added as a gauge in the panel.cfg, the interior model needs to be updated with an extra VC plane on the gunsight glass. When I have more time I will look into it.
 
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