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EE Lightning?

Forgot to say Henk and Chris thanks chaps, been away training this past few days so just caught up, many thanks for these especially the T models! Paul can't wait for your updates too mate!! :salute: :wavey:
 
ONe thing I'm working on is a modified Ejection seat texture, I know its not improtant but I hate that flat green look, so expect that, just need some good photo's and I should have them up soon!
 
AP Panel.
At last!
I feel like running through the snow, naked and screaming... luckily there's no snow.
I have found that the window size needs to be an exact multiple of the numbers bitmap size and I overlooked an error in the panel.cfg in the F3 & F6 packages.

Download this and gaze in wonder at the numerical clarity of the AP panel;

View attachment 34187

Just the shutdown problem now I think (for the F2A/F3/F6) but as it's 0120 in the morning, that's for later.
 
I noticed in the F2A (whilst I was farkling down the left side) that the config panel is also suffering from the light flashing problem, this fixes that;

View attachment 34199

I know it isn't perfect but the same switch is used in the F3/F6 so I don't want to screw with it.

It's gone quiet in here - I hope you guys haven't got a life - that would be terrible. :jump:
 
... It's gone quiet in here - I hope you guys haven't got a life - that would be terrible. :jump:

Chris, don't worry, I hang out on SOH so obviously I got no life:wiggle:. I am trying to do some hopefully nice things in silence LOL. Highest priority for me is trying to get the manual startup working for pack1. I try to understand why the starter does not cut after the engine spools up. Sofar it seems to me that the answer partly lies in the sequence of switching fuel, ignition and starter. Watching what the autostart is doing leads me to think this is the proper sequence:

1. Open fuel valve/pump
2. Keep ignition (mixture) closed
3. Activate starter
4. When reaching 20% RPM, activate ignition
5. When reaching 30% RPM, close starter manually (there should be a way to properly automate that)

Besides that I made a list of every change/fix done sofar. To be continued...
 
... trying to get the manual startup working for pack1.

You've re-written all the gauges in the .gau files!?! or have you done what thunder100 (post #6) has done and substituted other aircraft gauges? I'd be happy with that method if it used the base FSX package aircraft, but I don't have most of the aircraft that thunder100 has.

Without seeing what's happening on the panel I can't even start looking at any starter problems.
 
Chris, I replaced the *gau files with XML ones from EELightning(2).cab and EELightning(3).cab. Attached a quick & dirty portover pack to get the F1/F1A basics working. There are still some issues to solve:

1) F1/F1A/F1TFF VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. Nasty MDL issue.

2) Engine start procedure not finished yet (to ensure proper shutdown you need to click the starter buttons "out" after the engine has spooled up)

View attachment 34210
View attachment 34211
View attachment 34212
View attachment 34213
 
I must admit though I never used it till you made me curious so I had to try it and it works as advertized. The only comment I have is that when you change the AP heading she banks cautiously and slow like an old lady but she gets there in the end.

I agree, try;

[autopilot]
max_bank= 60

now she banks like a breakdancer on crack :jump:
 
Chris, I replaced the *gau files with XML ones from EELightning(2).cab and EELightning(3).cab. Attached a quick & dirty portover pack to get the F1/F1A basics working. There are still some issues to solve:

1) F1/F1A/F1TFF VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. Nasty MDL issue.

2) Engine start procedure not finished yet (to ensure proper shutdown you need to click the starter buttons "out" after the engine has spooled up)

Nice work, you have been busy. I'll have a closer look tomorrow.
 
View attachment 34277
1) F1/F1A/F1TFF VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. Nasty MDL issue.

Certainly an MDL issue. I can't really blame VCplaneRHside1.bmp, if you remove *all* the textures and *all* the bitmaps and gauges you will load a black aircraft with no cockpit details. That right side fuselage wall issue is still there!

2) Engine start procedure not finished yet (to ensure proper shutdown you need to click the starter buttons "out" after the engine has spooled up)

I couldn't even get the engines started! Here is my effort;

View attachment 34277

Same game as the F2A/F3/F6, need to switch off the pumps for shutdown. Not happy about the start switches yet and the battery / alternator switch doesn't look right - they shouldn't be connected.
 
Another little update for the pack 1 F1/F1A panel. The engine startup saga continues, think I got it now. A single xml gauge for each engine which controls the starter toggle position and cuts the starter after ignition.

I also tested it using the auto start & auto shutdown keys , sofar it works.

View attachment 34324

View attachment 34323
 
Another little update for the pack 1 F1/F1A panel. The engine startup saga continues, think I got it now. A single xml gauge for each engine which controls the starter toggle position and cuts the starter after ignition.

I also tested it using the auto start & auto shutdown keys , sofar it works.

Damn! I had plans this weekend.:jump:
Ok, I'll have to have a look at this, it's been bugging me for long enough, meanwhile, I've been playing with the F2. I've added a lot of individual dummy switches to help seeing what's where. The backup directional gyro is just a dummy bitmap for now, I may spend some time this weekend extending my knowledge of XM B****y L and make it work. I've left all the comments in the panel.cfg file so that you can see what's been changed. I haven't touched the bitmaps at all, you didn't have plans this weekend did you? :jump:

View attachment 34332
 
Ok, nice one. I like the startup/shutdown.
What are you *not* doing so that I don't duplicate your excellent work...:jump:
I have collected all the xml/bmp files into one cab file, no more (2), (3) or (E1), if you send me your e-mail address I'll send it to you if you want.
 
OK who's going to be the first to release this? Its payware, but were sharing all our updates.... Paul what's your say can we send the updates to friends , not the package but the updates I don't know about you guys but I'm bloody unindated with requests here! can we make a freeware update package for each model???
 
Ok, nice one. I like the startup/shutdown.
What are you *not* doing so that I don't duplicate your excellent work...:jump:
I have collected all the xml/bmp files into one cab file, no more (2), (3) or (E1), if you send me your e-mail address I'll send it to you if you want.

Chris, I will send you a PM.

In summary, this is what is still on my wishlist / to do list:

pack 1 - F1/F1A/F2:
1) F1/F1A VCplaneRHside1.bmp area extends through the right side fuselage wall when a light is switched on. This is an MDL issue. I guess only Paul can fix it.
2) I just found out I need to do some extra work on the F2 standby gyro (the plane is rotating with the digits now, it should be static, always pointing upwards with only the digits rotating LOL).
3) I want to update the exterior F2 19 Sqn textures to make it look more bare metal like.

pack 3 - F2A/F3/F6:
1) Overwing tanks, missiles, refuelling probe configurations not working because Concorde Visor keys do not work in FSX. This is an MDL issue. I guess only Paul can fix it.

pack 3 - T4/T5:
1) Gunsight reticle is solid black, does not respond to switch. The gunsight reticle switch uses the model's secondary exit which does not work in FSX for the T4/T5 MDL files. I guess only Paul can fix it.
2) T4 VC AWP and SWP areas extend through the side fuselage wall when a light is switched on. This is an MDL issue. I guess only Paul can fix it.
3) T4 VC bitmaps need to be fixed for "see through issue when a light is switched on". As the T4 does not high on my priority list I put this on the backburner.

General: I have sorted out the unique vs shared textures, converted them to DDS and repacked/aliased them to save diskspace. I could share a list of which files go where if anyone is interested.

Peter is right, it might be nice if we could do some sort of portover kit for each pack.
 
OK who's going to be the first to release this? Its payware, but were sharing all our updates.... Paul what's your say can we send the updates to friends , not the package but the updates I don't know about you guys but I'm bloody unindated with requests here! can we make a freeware update package for each model???

Well, I should speak to Dave first, but my view is that the package is still officially 'payware' so that would be off limits. However, new textures/tweaks tips etc would be fine to share. So all of them put into a single package for each model would certainly be OK by me. Just dont put anything like the aircraft mdl into any such packages.

Cheers

Paul
 
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