mongoose
SOH-CM-2023
OK I have moved on to the Hurricane MkI's as represented by JF,FS,3gb,BoB, and ETO versions, to try and update them as much as I can. Why, one might ask? There are a lot of different stand alones representing different squadrons so it would be a pity to waste them; even if I suppose one could make ai's of the lot!
Now the job of changing the Virtual cockpits is not difficult as I have shown with the Bf109E4's elsewhere, but the trouble stars with trying to change some parts of the xdps.
It is easy to add pilot views, although my first attempt to add the BoB <Station Name="mirror_view" Type="pilot_station" View="1" MaxFOV="20"/> was not successful!
What I have been looking at is the gunstations and effects relating to engines and ejected shells, so far without luck.
<GunStations>
The ETO versions have 8 IDs; for example <GunStation ID="4"></GunStation> while most of the others only have 2; ID 0 and 1. Can someone explain why.
Shells effects
This then continues with the effect type where ETO's have 8 Shells Types but the others only 0 and 1; e.g.
ETO <Effect Type="Shells2" EffectName="fx_shells_s" Location="emitter_shell_l_2"></Effect>
Other <Effect Type="Shells1" EffectName="fx_shells_m" Location="gun_grp1b0"/> this is also differnt in other respects; effect name and location.
Engine effects
ETO has 6 emitters; one for each of the 6 exhaust outlets, while the others only 2??
So what exactly is the difference for the ETO version compared with the others? Is it solely related to the model and if so which files?
Also here again it would be nice to update the FMs
Now the job of changing the Virtual cockpits is not difficult as I have shown with the Bf109E4's elsewhere, but the trouble stars with trying to change some parts of the xdps.
It is easy to add pilot views, although my first attempt to add the BoB <Station Name="mirror_view" Type="pilot_station" View="1" MaxFOV="20"/> was not successful!
What I have been looking at is the gunstations and effects relating to engines and ejected shells, so far without luck.
<GunStations>
The ETO versions have 8 IDs; for example <GunStation ID="4"></GunStation> while most of the others only have 2; ID 0 and 1. Can someone explain why.
Shells effects
This then continues with the effect type where ETO's have 8 Shells Types but the others only 0 and 1; e.g.
ETO <Effect Type="Shells2" EffectName="fx_shells_s" Location="emitter_shell_l_2"></Effect>
Other <Effect Type="Shells1" EffectName="fx_shells_m" Location="gun_grp1b0"/> this is also differnt in other respects; effect name and location.
Engine effects
ETO has 6 emitters; one for each of the 6 exhaust outlets, while the others only 2??
So what exactly is the difference for the ETO version compared with the others? Is it solely related to the model and if so which files?
Also here again it would be nice to update the FMs