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F-80 Texture Redux

Thanks, hschuit. Would be so great to have a gyro sight for this model, but for this initial release am looking just for a static reticle "painted" on the combining glass. An example would be what SectionF8 did on their old Sabre. Having a reference point will greatly aid aiming.

I am using the base model for TacPack, but that was just by default. Can be changed, if needed.
 
Toby, I added a simple static pipper, it can be toggled with a clickspot in the lower left corner of the gunsight - check your PM.
 

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Outstanding, Henk! Thanks!

I wonder if flickering of gauges on left side of panel might be a setting in P3Dv3? Mip maps, dynamic shading, or the like? i can see the flickering only happens in what appears to be a rectangular area that partially overlays several gauges. Could that be a clue? Maybe an attribute of that plane in the VC model?
 
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Henk, you fixed the flickering! It is no more, great work.

I cannot activate the gunsight/reticle - hovered over all parts of the gunsight assembly in the VC, cannot find anything clickable.
 
Henk, you fixed the flickering! It is no more, great work.

I cannot activate the gunsight/reticle - hovered over all parts of the gunsight assembly in the VC, cannot find anything clickable.

To save time, I used the existing clickable area from the instrument panel plane just outside the gunsight. The gunsight itself does not have a clickable area. I will add an extra clickable area plane on the gunsight model.
 

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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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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
 
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.
 
Thought I'd add a little more Lockheed porn to this. Just finished this one less than an hour ago.
 

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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?
 
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.
 
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.
 
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.
 
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.
 
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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