AS F-4 Phantom

I've bummed the ones off the Iris F-4M/GR ....

dl

I've just checked Iris and it says D/L coming soon Also I'm fiddling with the AB Effects as the 65% effect seems a little out of place. can anyone tell me which of these values I have to tweak to alter the height?

light.7 = 2, -12.50, -2.20, -0.75, fx_JAFO_St1 // 65% throttle ring
light.8 = 2, -12.50, 2.20, -0.75, fx_JAFO_St1 // 65% throttle ring

Cheers

Hooky
 
I've just checked Iris and it says D/L coming soon Also I'm fiddling with the AB Effects as the 65% effect seems a little out of place. can anyone tell me which of these values I have to tweak to alter the height?

light.7 = 2, -12.50, -2.20, -0.75, fx_JAFO_St1 // 65% throttle ring
light.8 = 2, -12.50, 2.20, -0.75, fx_JAFO_St1 // 65% throttle ring

Cheers

Hooky


syntax on the effects goes HORIZONTAL (fwd/back), LATERAL (left/right), VERTICAL (up/down). So the red ones are the ones you want to edit vertical height - if I understand you correctly about where to relocate them ...

dl
 
syntax on the effects goes HORIZONTAL (fwd/back), LATERAL (left/right), VERTICAL (up/down). So the red ones are the ones you want to edit vertical height - if I understand you correctly about where to relocate them ...

dl

thanks mate that should be fine

Cheers Hooky
 
Works excellent right out of the box Jafo, two scopes and all! :)

One tiny issue, in the VC is a thin black line across the top of the front canopy, hope you can see it on my screenshot:
View attachment 9103
Ah....I had that at one stage....then it seemed to just 'go away'. It'll be a drawing issue [by FSX] of the VC 'overlay' panel [called VC-RF4-E.bmp] in the panel.RF4E folder. I'll try to get it back again and see if reducing the colour depth of the bmp eradicates it. [some 2D drawing issues are caused by components NOT being in 8bit but 16 or 24, etc.
What possibly affects it is panning in and/or out - resizing the 'panel' image...;)
 
Penz....
Yep, I have it 'back'...it's a one pixel black 'edge' to the top of what is VC-RF4E.bmp ...the VC 'overlay' used to repaint the VC. I'll see if a change of colour depth convinces it NOT to appear [it's 0,0,0 - so 'shouldn't'].

Meanwhile....taking a closer look at the VC... I 'cleverly' transposed numbering of 3 gauges which are 'critical' to bug-free 'draw ordering'.
2 ways to fix it....in the panel.RF4E panel.cfg - in the [Vcockpit01] section....
EITHER replace...
draw_order03=gauge19, gauge20, gauge21, gauge60, gauge61, gauge62 // RADAR Mask - left
with
draw_order03=gauge19, gauge20, gauge21, gauge62, gauge61, gauge60 // RADAR Mask - left

OR [to be neat]...

gauge60=Phantom IIRF-E!Radar Main Switch, 473,528,42,42 // Main ARS4 RADAR panel switch
gauge61=Phantom IIRF-E!Radar Left Switch, 290,525,42,42 // Generic RADAR v1 panel switch
gauge62=Phantom IIRF-E!GenericRadar-SW, 247,366,245,170 // Generic RADAR v1 'power switch'
with
gauge60=Phantom IIRF-E!GenericRadar-SW, 247,366,245,170 // Generic RADAR v1 'power switch'
gauge61=Phantom IIRF-E!Radar Main Switch, 473,528,42,42 // Main ARS4 RADAR panel switch
gauge62=Phantom IIRF-E!Radar Left Switch, 290,525,42,42 // Generic RADAR v1 panel switch

Convincing stuff to 'look right', particularly with VCs can get a little anal, especially when the 'power switch' is actually a 'mask'...;)
 
Not sure what I was smoking...but the AB effects didn't match Pack 3's models at all....

These work for me...;)

// Afterburner effects which work correctly....with 3 stage burner toggle.
light.7 = 2, -9.30, -2.50, -0.74, fx_JAFO_St1 // 65% throttle ring
light.8 = 2, -9.30, 2.20, -0.74, fx_JAFO_St1 // 65% throttle ring
light.9 = 1, -9.30, -2.50, -0.74, fx_JAFO_St2 // 75% throttle burner
light.10 = 1, -9.30, 2.20, -0.74, fx_JAFO_St2 // 75% throttle burner
light.11 = 9, -6.30, -2.50, -0.44, fx_F4E_C9AB // 90% AB flame trail
light.12 = 9, -6.30, 2.20, -0.44, fx_F4E_C9AB // 90% AB flame trail
light.13 = 10, 18.00, 0.00, 0.00, fx_RCB_machenvlop,1 // SonicBoom effect

Stage 1

View attachment 9133

Stage 2

View attachment 9134

Stage 3 [full AB]

View attachment 9135

Needless to say I'll need to rejig the co-ords for the other 2 packs when they're done...;)
 
I'm wondering if the AB effect co-ordinates are now correct for both the RF-4E/F-4J and the FG1/FGR2 models.
This was one reason why I separated out the British FG1/FGR2s into their own pack (in FS9).

Dave
 
I'm wondering if the AB effect co-ordinates are now correct for both the RF-4E/F-4J and the FG1/FGR2 models.
This was one reason why I separated out the British FG1/FGR2s into their own pack (in FS9).

Dave

The pics are of a Pack3 RF4C [model.4] and look OK with those posted co-ords. It's curious how they need to be laterally offset from the Datum, but I've noticed that with some aircraft models in the past.

I loaded the same co-ords into a Pack2 plane - an F4D.mdl [model.1] and they look OK there too.

I next need to check whether they'll match for the Pack1 vers as well...;)
 
....and the answer is....almost.

Here's a Pack1 F4J [model.1] - F4J.mdl with the same co-ords...except not with a lat offset...

// Afterburner effects which work correctly....with 3 stage burner toggle.
light.7 = 2, -9.30, -2.20, -0.74, fx_JAFO_St1 // 65% throttle ring
light.8 = 2, -9.30, 2.20, -0.74, fx_JAFO_St1 // 65% throttle ring
light.9 = 1, -9.30, -2.20, -0.74, fx_JAFO_St2 // 75% throttle burner
light.10 = 1, -9.30, 2.20, -0.74, fx_JAFO_St2 // 75% throttle burner
light.11 = 9, -6.30, -2.20, -0.44, fx_F4E_C9AB // 90% AB flame trail
light.12 = 9, -6.30, 2.20, -0.44, fx_F4E_C9AB // 90% AB flame trail

View attachment 9136
 
Meanwhile....taking a closer look at the VC... I 'cleverly' transposed numbering of 3 gauges which are 'critical' to bug-free 'draw ordering'.
2 ways to fix it....in the panel.RF4E panel.cfg - in the [Vcockpit01] section....

Made these latest changes but continue to get these anomalies when I cycle the cockpit views (there is one VC and 2 2D it seems) - in one of the 2d panels. VC is good. Is there a way to eliminate one or both 2d panels? Also have no working engine starter switches or beacons.


picture host
 
VciKp.jpg


MD03a.jpg


The pics are of a Pack3 RF4C [model.4] and look OK with those posted co-ords. It's curious how they need to be laterally offset from the Datum, but I've noticed that with some aircraft models in the past.

I loaded the same co-ords into a Pack2 plane - an F4D.mdl [model.1] and they look OK there too.

I next need to check whether they'll match for the Pack1 vers as well...;)

The co-ords look fine for the J79-engined models, but I'm not sure about how they look with the Spey-engine models - which is why I'm asking.

Does everyone know that there were three 'extra' models issued for Pack 3 - models 10, 11 and 12?
Those of you who don't have them can find them as a part of the Pack 3 paint kit on the Virtavia freeware site.

Model 10 is for the FGR2 with the early tail (pre-RWR). That's it, above. The TACAN aerials on the tail shouldn't be there - but you can't have everything.
Model 11 is for an early RF-4B.
Model 12 is for a late RF-4B/C.

Dave
 
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Made these latest changes but continue to get these anomalies when I cycle the cockpit views (there is one VC and 2 2D it seems) - in one of the 2d panels. VC is good. Is there a way to eliminate one or both 2d panels? Also have no working engine starter switches or beacons.picture host

Expat....
There are only 2 actual 'panels'....a 2D and a VC.
However...
The 2D is comprised of SEVERAL LAYERS via [WindowXX] configs in the panel.cfg....so if you attempt to cycle through expecting to find autopilots, radios, etc you'll get some interesting 'effects' as you lose/gain window alphas...gauge alphas...panel...masks...etc.

In my 'original' trek through the vagaries of 2D pit panels [The Thud] I ended up with 39 'windows' enabling all sorts of weird goings-on....including deliberately inserting 'dummies' into the first 9 windows to prevent unfortunate results that way...shift/2.....shift/3....etc.... all did nothing. The only way to access wanted 'popups' was by specifically coded switches [or more boringly...by those typical 'SimIcons1024' for maps, etc.].

Anyway...I was 'hoping' I wouldn't need to get so extreme....as long as peeps realised what was happening they'd use the simicon option...;)

The use of several layers can be an issue when not running full-screen. Perhaps there's a way to actually LOCK images to prevent their relative movement/dislodging....but I haven't found it- yet....I've only been messing with skinning in FSX for about 5 years or so...;)

Even my xml coding is self-taught [guesswork]....when I went to school the computer coding 'language' required punch-cards...;)

Edit...forgot to add....
The 2D is designed for widescreen...1680x1050 [it's my own native res]...whereas by 'definition' the VC will work in 'any' screen res.
I'd suspect if you run a different res profile....eg. 16x9...16x10...4x3....etc....results may be less than ideal...;)
 
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The co-ords look fine for the J79-engined models, but I'm not sure about how they look with the Spey-engine models - which is why I'm asking.

Does everyone know that there were three 'extra' models issued for Pack 3 - models 10, 11 and 12?
Those of you who don't have them can find them as a part of the Pack 3 paint kit on the Virtavia freeware site.

Model 10 is for the FGR2 with the early tail (pre-RWR). That's it, above. The TACAN aerials on the tail shouldn't be there - but you can't have everything.
Model 11 is for an early RF-4B.
Model 12 is for a late RF-4B/C.

Dave

Dave....nope...didn't know.
Now I'm guessing there's gonna be even more panel vers.....[hopefully the VC coding isn't too alien from the vers I've been doing so far...and they'll 'fit']...;)

Re the AB co-ords.... if these other models 10-11-12 require different ones to the others in pack3 [to look right] then they'd need an aircraft.cfg of their own...ie...a 'Pack 4' ...;)
 
Just a few questions Firstly has anyone done an FSX overhaul of the FG.1/FGR.2 Flight Dynamics at all I don't know If I'm still using the FS9 Stock Flight Dynamics or a 3rd party or what but anything over 75% throttle the thing goes ballistic and is nigh on uncontrollable.

Secondly The FG.1 model seems to a little heavy on frames compared to some of the others (particularly with sound on) It seems to be the more tanks/missiles displayed on the model the more taxing it is on frames. ( I've heard this can be true of older fs9 port overs due to how the model is complied) but is there anyway to improve/ rectify it or an FG.1 model with clean configuration?

Hooky
 
OK...looking into Pack2....
All 7 models have the same VC 'shape' in that they all are the square-ish shield over the panel...like the one I've been doing below....but 3 of them have an extra gauge on the left side and in those my hud/sight didn't load...so they're a little different.
The ones that 'match' are... 0=F4C, 1=F4D, 3=F4E2, 4=F4F
and the ones with the extra gauge location are... 2=F4E, 5=F4EJ, 6=F4G

So...I 'could' set a second panel for those 3... but overall it seems like a heck of a lot of model vers ending up with much the same panel...basically all the way from 'C' to 'G'....just seems odd.

Here's the one I'm doing...it's been loaded/done while in model.1 [F4D].

View attachment 9158

For the life of me I can't get a gauge to load into the panel on top of the shield at right...and the other 3 have their extra gauge to the left of the hud - and I expect I'll be able to load one there OK though.
The 2D is no drama at all, either way...;)
 
OK...looking into Pack2....
All 7 models have the same VC 'shape' in that they all are the square-ish shield over the panel...like the one I've been doing below....but 3 of them have an extra gauge on the left side and in those my hud/sight didn't load...so they're a little different.
The ones that 'match' are... 0=F4C, 1=F4D, 3=F4E2, 4=F4F
and the ones with the extra gauge location are... 2=F4E, 5=F4EJ, 6=F4G

So...I 'could' set a second panel for those 3... but overall it seems like a heck of a lot of model vers ending up with much the same panel...basically all the way from 'C' to 'G'....just seems odd.

Here's the one I'm doing...it's been loaded/done while in model.1 [F4D].



For the life of me I can't get a gauge to load into the panel on top of the shield at right...and the other 3 have their extra gauge to the left of the hud - and I expect I'll be able to load one there OK though.
The 2D is no drama at all, either way...;)



Jafto,

First of all, let me say that you are doing a bang up good job on those panels. I do wish to take the opportunity to ask about the panel for the Pack 1 (USN) version.
Do you have a WIP image of it to share? I'm only interested in the Pack 1 that I got here http://flyawaysimulation.com/downloads/files/5500/fsx-virtavia-f-4-phantom-ii-update/

I am using the stock panel that was provided in that particular update. Looking forward to it's (Pack 1) release.
BTW, I am interested in that sonic boom effect, what do I need in order to make it happen for me?
 
Dave...
Re the other 3 models...I just loaded '10' into my pack3 and the AB effects look just fine...heading off to the land of nod...but tomorrow will check 11 and 12....;)
 
Gray Eagle....
Yes...seems a bit backward...but I started with pack1...but 'completed' pack 3 first...then 2....

Here's a 'B' from pack 1...;)

I need to polish things so there's less user-error...;)

View attachment 9159 [most of the errors are mine]
 
Dave...
Re the other 3 models...I just loaded '10' into my pack3 and the AB effects look just fine...heading off to the land of nod...but tomorrow will check 11 and 12....;)

I've just checked them, and they're fine.
Model 11 is suitable for those VMCJ-1 or -2 paints, and Model 12 for VMFP-3 or late USAF RF-4Cs.
They have different load-outs from the other models.

Dave
 
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