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Revisiting the Cloud 9 Phantom porting issue..

Need Help, please

Hi
Trying to use CLOUD9 PHANTOM FSX PORTOVER KIT *** V1.00 - May 17, 2014.

Got "clean" configuration flying perfectly with this
Aircraft.cfg
[fltsim.0]
title=CLEAN version
sim=C9F4v2
model=
panel=x
sound=
texture=
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - Clean configuration
ui_variation=Germany 38+68
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3868
atc_airline=Air Force
atc_flight_number=3868
atc_parking_types=MIL_CARGO,MIL_COMBAT
[fltsim.1]
title=CLEAN version-3786
sim=C9F4v2
model=
panel=x
sound=
texture=3786
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas\nRepaint: Sebastian Hecker
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - Clean configuration
ui_variation=Germany 37+86
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3786
atc_airline=Air Force
atc_flight_number=3786
atc_parking_types=MIL_CARGO,MIL_COMBAT

No change in "Model" name.
Other configurations won't show...tried some variants with aircraft.config and Model.name with no joy Sure I'me doing something wrong, can´t figure what, would someone help me with aircraft.config on other variations?
What is wrong with this? AA configuration

[fltsim.0]
title=QRA configuration
sim=C9F4_QRAv2
model=QRAv2
panel=x
sound=
texture=
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - AA configuration
ui_variation=Germany 38+68
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3868
atc_airline=Air Force
atc_flight_number=3868
atc_parking_types=MIL_CARGO,MIL_COMBAT
[fltsim.1]
title=QRA configuration - JG71 38+11
sim=C9F4_QRAv2
model=QRAv2
panel=x
sound=
texture=JG71_3811
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas\nRepaint: Dag Roger Stangeland
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - AA configuration
ui_variation=Germany JG71 38+11
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3811
atc_airline=Air Force
atc_flight_number=3811
atc_parking_types=MIL_CARGO,MIL_COMBAT

Thanks...best regards
 
Try this:

;RADAR OPTION 3: Eric Marciano radar
;gauge41=Phantom_X!Radar_Mode_switch_F16, 646,369,55,55
;gauge42=Phantom_X!Radar_Range_switch_F16, 723,312,41,36
;gauge43=Radar!Circular Green, 402,224,197,196
;gauge44=RadarControl!Transp Horizontal Mode Switch, 646,369,55,55
;gauge45=RadarControl!Transp Horizontal Range Switch, 723,312,41,36

Anyone got a working parking brake?

Dave
Thanks. It's a good start.

I changed it to the amber colored screen, and added a popup panel. Still waiting for my registration, but here is what it looks like.

2014-5-19_16-47-38-409_zpsdfe7a07a.jpg


2014-5-19_16-48-7-379_zps39032db2.jpg


You cannot select targets off the screen in the VC, so that is why the Popup panel is needed. I positioned the GPS as shown, but need to make it a more permanent position so it doesn't overlap the Tacon coding list or the startup panel.
 
[fltsim.0]
title=F4F CLEAN configuration RAAF A69-7212
sim=C9F4_QRAv2
model=
panel=X

sound=
texture=shared
description=
ui_manufacturer=McDonnell Douglas
ui_type=F-4F Phantom II - Clean
ui_variation=RAAF A69-7212
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=7212
atc_airline=RAAF
atc_flight_number=7212
[fltsim.1]
title=F4F AA configuration RAAF A69-7212
sim=C9F4_QRAv2
model=AA
panel=X

sound=
texture=AA
description=
ui_manufacturer=McDonnell Douglas
ui_type=F-4F Phantom II - AA
ui_variation=RAAF A69-7212
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=7212
atc_airline=RAAF
atc_flight_number=7212
[fltsim.2]
title=F4F AG configuration RAAF A69-7212
sim=C9F4_QRAv2
model=AG
panel=X

sound=
texture=AG
description=
ui_manufacturer=McDonnell Douglas
ui_type=F-4F Phantom II - AG
ui_variation=RAAF A69-7212
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=7212
atc_airline=RAAF
atc_flight_number=7212

There's the first 3 in my aircraft.cfg... all the loadouts display...with the 'clean' ver texture file named 'shared' and the others to allow individual/different thumbnails with a texture.cfg in each pointing to the shared...;)
 
Last edited:
Just wanted to add my thanks for all the work that is going into this port over. I got it and installed it right away, then added the mods. I'll try for Eric's radar, as that looks pretty close.

My only hiccup so far ha been the afterburners. If I keep the value of 6 (for number of stages) it had super thrust, and jet did funky things. So I went back the value of 1 and all was good. Maybe I didt add all the text from the modified CFO. I don't know. But I love the smoke and the heavy flying beast.

Cheers!
 
Just wanted to add my thanks for all the work that is going into this port over. I got it and installed it right away, then added the mods. I'll try for Eric's radar, as that looks pretty close.

My only hiccup so far ha been the afterburners. If I keep the value of 6 (for number of stages) it had super thrust, and jet did funky things. So I went back the value of 1 and all was good. Maybe I didt add all the text from the modified CFO. I don't know. But I love the smoke and the heavy flying beast.

Cheers!

Yep... without the modded aircraft.cfg it does have super thrust... faster than a speeding built! :biggrin-new:
 
To Beaufighter: The "model=" line is wrong. It doesn't match the model name.

Dave

Yes...the model= line points to the 'suffix' of the model folder....
EG..

model= --------------- points to /model
model=AA -------------- points to /model.AA
model=AG -------------- points to /model.AG

etc.....;)
 
(...) My only hiccup so far ha been the afterburners. If I keep the value of 6 (for number of stages) it had super thrust, and jet did funky things. So I went back the value of 1 and all was good. Maybe I didt add all the text from the modified CFO. I don't know. But I love the smoke and the heavy flying beast. (...)

The portover has a revised FDE which fixes the excessive thrust in FSX. For this to work properly, you need the revised Aircraft.cfg entries and the new C9F4v2.air / C9F4_QRAv2.air files.
As others already pointed out, make sure your repaint section references the correct model, AIR file and panel:

[fltsim.n] n must be a sequential number (0 - 999)
title=QRA configuration - Wolfhounds You can use any name for the title you want as long as it is unique
sim=C9F4_QRAv2 USE "C9F4v2" FOR CLEAN/TRAINING, "C9F4_QRAv2" FOR OTHER LOADOUT CONFIGURATIONS
model=QRA Must match the model.* folder name, in this case it references model.QRA
panel=X Must match the panel.* folder name, in this case it references panel.X
 
The portover has a revised FDE which fixes the excessive thrust in FSX. For this to work properly, you need the revised Aircraft.cfg entries and the new C9F4v2.air / C9F4_QRAv2.air files.

This means that we need two aircraft directories, effectively. One for the clean/training models and the other for all the rest.
We could put them all in one directory, but we'd then have issues with remembering which air file to use for each aircraft entry. Even the best of us occasionally makes mistakes in this area.

I'm starting work on separating out the 'common' textures and converting them all to DDS format. It's long-winded, but not difficult.
I don't think we're going to have bump-mapping on these models, unless someone knows better?

Dave
 
(...) I'm starting work on separating out the 'common' textures and converting them all to DDS format. It's long-winded, but not difficult.
I don't think we're going to have bump-mapping on these models, unless someone knows better?
Dave

FYI: For a list with the common vs unique bitmap files names, see this document which is included with the portover kit: Thumbnails and Texture Aliasing.pdf
I don't think you can add bump/spec maps to an FS9 model without changing the source and recompiling to FSX.
 
This means that we need two aircraft directories, effectively. One for the clean/training models and the other for all the rest.
We could put them all in one directory, but we'd then have issues with remembering which air file to use for each aircraft entry. Even the best of us occasionally makes mistakes in this area.

I'm starting work on separating out the 'common' textures and converting them all to DDS format. It's long-winded, but not difficult.

Dave

You can put both FDE's into one folder, then just make sure that the aircraft cfg file points to the appropriate FDE.

sim=C9F4v2 // Clean and Training

sim=C9F4_QRAv2 // AA, AG, Bomb, Long Range and QRA

I combined all my folders into one folder. In my fs9 install the file size for all was almost 2 gig with added paints,
I got it down to just over 500mb in FSX in one folder.:dizzy:

Joe
 
You can put both FDE's into one folder, then just make sure that the aircraft cfg file points to the appropriate FDE.

sim=C9F4v2 // Clean and Training

sim=C9F4_QRAv2 // AA, AG, Bomb, Long Range and QRA

I combined all my folders into one folder. In my fs9 install the file size for all was almost 2 gig with added paints,
I got it down to just over 500mb in FSX in one folder.:dizzy:

Joe

If you work with a "texture.shared" folder in which all common textures are put and texture.cfg files in each texture folder, you can bring that 500 Mb down dramatically. I'm at 340 Mb now.

Dumonceau
 
Last edited:
Thank you all...

Feeling a "little bit dumb" here.
I have in my sim objects/airplanes folders cloud9 Phantom AA, AG, Bomb, Clean, Long Range, QRA and training, each one with a diferente aircraft.cfg. Running W7 64 and got this files from C9 using Universal Extractor as suggested in this forum
Every panel other than Clean is
alias=cloud9 Phantom CLEAN\Panel.X

Would like to learn how to put everything in one folder as suggested (have no idea, texture shared and texture.cfg ), and exemples of aircraft.cfg and, on each variation and if "model" (first line in aicraft folder ) needs to change name and wich one for each of the models.
Did all the mods as thaught, Clean version is working perfectly with this aircraft.cfg
[fltsim.0]
title=CLEAN version
sim=C9F4v2
model=
panel=x
sound=
texture=
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - Clean configuration
ui_variation=Germany 38+68
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3868
atc_airline=Air Force
atc_flight_number=3868
atc_parking_types=MIL_CARGO,MIL_COMBAT

Other versions won't even show...have no idea about what I'm doing wrong....

Best Regards
 
B., the trick is in the "model=" entry and the names of the model folders. You need to assign individual names to each model folder like:

model.AA
model.Clean
model.LR
etc.

Then, make sure you use the same names for your repaint "model=" entries like:
model=AA or model=Clean
etc.

Attached a screenshot of my Phantom folder structure to give you some idea. No need to use the same names as I did, the possibilities are endless, just be consistent.
 

Attachments

  • C9_F4_folder.jpg
    C9_F4_folder.jpg
    65.8 KB · Views: 7
If you work with a "texture.shared" folder in which all common textures are put and texture.cfg files in each texture folder, you can bring that 500 Mb down dramatically. I'm at 340 Mb now.

Dumonceau

That's with the Shared Texture folder out side of my main C9 folder. My install is copied over from fs9,
I have a lot of paints installed from when I first picked up the Phantom back when it was first released. And it could be that I haven't converted any of the textures from bmp's to dds files yet.


Joe
 
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