no sound yet, and the smoke seems too low, but we'll get there...
See my post on page 2.
Glad you got it working, too!
Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
no sound yet, and the smoke seems too low, but we'll get there...
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.
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