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CaptainSim B-52 Exterior model released

here's my smoke problem:
the exhaust fumes are too low, below the condensation contrails..
That can't be right?

a6640.jpg


nice exterior model btw, and those sounds sure sound good too!
 
The problem there is that the smoke is angled downwards. It looks as if they've simply taken the effect from the C-130 which has downward facing exhausts, but the B-52 does not, so that's an error on their part.

However, to alleviate it slightly, you could line up the smoke with the engines properly with this fix (if you haven't already):

smoke.0=-8, -62, -5, cs52_smoke
smoke.4=-8, -57, -5, cs52_smoke
smoke.1= 12, -36, -5, cs52_smoke
smoke.5= 12, -31, -5, cs52_smoke
smoke.2= 12, 31, -5, cs52_smoke
smoke.6= 12, 36, -5, cs52_smoke
smoke.3=-8, 57, -5, cs52_smoke
smoke.7=-8, 62, -5, cs52_smoke
 
The problem there is that the smoke is angled downwards. It looks as if they've simply taken the effect from the C-130 which has downward facing exhausts, but the B-52 does not, so that's an error on their part.

However, to alleviate it slightly, you could line up the smoke with the engines properly with this fix (if you haven't already):

smoke.0=-8, -62, -5, cs52_smoke
smoke.4=-8, -57, -5, cs52_smoke
smoke.1= 12, -36, -5, cs52_smoke
smoke.5= 12, -31, -5, cs52_smoke
smoke.2= 12, 31, -5, cs52_smoke
smoke.6= 12, 36, -5, cs52_smoke
smoke.3=-8, 57, -5, cs52_smoke
smoke.7=-8, 62, -5, cs52_smoke

Hi Tweek,

Having worked on the AlphaSim B-52 for FS9 I remember seeing a headon level photo of a B-52G at low level which had smoke being blown slightly downwards due to the wings AOA being fairly steep. Which happens to also be why the real life Buff cruises nose down at Altitude, and also enables that classic Buff nose down take-off stunt at airshows. I don't have the CS Buff, it sure looks good to me and at that price is a bargain.
 
For those that have it, I've successfully aliased to the Area51-Sim C-5 VC. It's a pretty decent combination if you would really like a military 4-engine cockpit.
 
Never mind JohnC I figured it out, if anyone is interested you can do the following

1 changes the eyepoint in the CS conifig to

[Views]
eyepoint = 84.8, -2.55, 12.4

2 move the area 51 texture folder to the cs sim folder (I renamed it texture.shared.

3 move the area 51 interior mdl in the model folder to the cs model folder and edit the config to say the following

[models]
normal=CS_B52
interior=Area51_Galaxy_interior.MDL
//interior=..\..\b747_400\model\B747_400_interior

4 then rename the cs b52 panel folder to Orig_panel
and copy the area 51 panel to the cs folder

5 then amend the texture config file in Texture.usaf to say the following

[fltsim]
fallback.1=..\texture
fallback.2=..\texture\night
fallback.3=..\texture\spec
fallback.4=..\texture\bump
fallback.5=..\texture.shared
//fallback.5=..\..\b747_400\Texture\

and that should do it

Bill

P.S. the eyepoint is higher than the B52 but thats how it needs to be



I dont think I missed somthing
 
Hi Tweek,

Having worked on the AlphaSim B-52 for FS9 I remember seeing a headon level photo of a B-52G at low level which had smoke being blown slightly downwards due to the wings AOA being fairly steep. Which happens to also be why the real life Buff cruises nose down at Altitude, and also enables that classic Buff nose down take-off stunt at airshows. I don't have the CS Buff, it sure looks good to me and at that price is a bargain.

Hmm, yes, I can sort of see it from that point of view. Probably one of the limitations of flight sim, as you're not always flying with nose down attitude (for example, when climbing), but then they can't implement seperate effects.

Saying that, I've only got the B-52 to fly with nose down attitude - straight and level - if I've extended the flaps. Flaps up and you have to point it very much forward to keep it going straight. Maybe I'm doing something wrong...
 
Here are the shockwave lights, I did not do the wings becouse of wingflex.

light.9 = 5, 27.0, 7.0, -12.00, fx_Shockwave_landing_light_narrow //rtsideflap
light.10 = 5,36.0, -6.5, -11.50, fx_Shockwave_landing_light_narrow //leftsideflap
light.11 = 5,28.1, 4.5, -14.8, fx_Shockwave_landing_light_double_small // gear

Bill
 
I only have smoke whilst holding the 'I' key down. Soon as I let go, the smoke's gone.

Any ideas chaps?
 
As a side note/alternative:

- For modified directories, Rename the new one; Panel becomes Panel.alt

- Then go into the aircraft.cfg and redirect the panel to "alt".

I usually do this with any changes to the sound, panel, or (rarely) model folders or to the .air file. Then, modifications can be saved in a drag and drop state if a future reinstall is needed; plus changes are never made to your modifications during an update, and the only original file you need to back-up is the aircraft.cfg.



Never mind JohnC I figured it out, if anyone is interested you can do the following

1 changes the eyepoint in the CS conifig to

[Views]
eyepoint = 84.8, -2.55, 12.4

2 move the area 51 texture folder to the cs sim folder (I renamed it texture.shared.

3 move the area 51 interior mdl in the model folder to the cs model folder and edit the config to say the following

[models]
normal=CS_B52
interior=Area51_Galaxy_interior.MDL
//interior=..\..\b747_400\model\B747_400_interior

4 then rename the cs b52 panel folder to Orig_panel
and copy the area 51 panel to the cs folder

5 then amend the texture config file in Texture.usaf to say the following

[fltsim]
fallback.1=..\texture
fallback.2=..\texture\night
fallback.3=..\texture\spec
fallback.4=..\texture\bump
fallback.5=..\texture.shared
//fallback.5=..\..\b747_400\Texture\

and that should do it

Bill

P.S. the eyepoint is higher than the B52 but thats how it needs to be



I dont think I missed somthing
 
Thanks JohnC, if you followed how I did it then you will need to correct VC light to as follows

//light.8 = 4, 66, 0, 11.19, fx_vclighth
light.8 = 4, 85, 0.0, 11, fx_vclighth,
light.9 = 4, 75, 0.0, 11, fx_vclighth,

otherwise you will not have interior lighting and continue down to light 10,11,12 and put in correct #'s

Bill
 
Got it, thank you.

Also, if the "C-5" label on the yoke is bothering you, you can find it in Pan5.dds. I'm a talentless hack when it comes to Photoshop, so I simply painted it black.
 
Hello Guys I would like to share this "doubtful" with you

ok great model and texture


















turn a blind eye to the absence of the virtual cockpit:isadizzy::isadizzy:
close the other eye to the absence of sound:isadizzy:


but mistake or there's aileron animation?
:pop4:


 
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