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EE Lightning?

Attached the complete set of F2A panel bitmap fixes for the "see through when switching a light on" issue:

Unpack & drop into the ALPHA EE Lightning_F2A\Panel.F2A folder.
 
Thank you for the T.5 VC textures! A pitty with the gunsight.

Two shots of my Kuwaiti T.55 repaint. Compared to the RAF T.5s, the T.55 was fully combat capable with among many things the large ventral tank with cannons and the wings from the F.6/F.53.
 
Got the manual startup/shutdown working, but I'm still not happy with the sound - it doesn't seem to be in sync. Can you confirm this on your setups.

View attachment 34012

I should mention that you need to follow the following procedure;

Battery on
Fuel valve on
Engine start master on
Engine start isolator on
Press engine start
At above 20% rpm - Fuel pump switch on *

* unless you want to do it below 20% for a convincing wet start - keep the brakes on!
 
Chris, brilliant work fixing the startup procedure :salute: , very happy with this!

With your new gauges, I encountered an issue with the startup smoke puffs staying on forever. Then I found out I do not need the XML gauges and the [lights] channels anymore to control the startup effect. All you need is this line in the [EFFECTS] section:

startup= fx_EELightning_engstrt


About the sound: I think the soundset causes problems. I have several issues, some of those I already had in FS9:

1. After spooling down, the engine sounds do not go quiet even when both engines are at zero RPM.

2. The sound transition from idle power to shutdown is not fluent, the volume settings of the WAV's does not seem to match very well.

3. With the updated gauges when I cut the engines, a weird stuttering noise is heard for a few secs. This same noise occurred before the fix when I pushed a start button (and then everything got stuck).

The good news is when I alias the sounds to a proper soundset, everything is fine :jump:
Until I find some time to try fix the original soundset, I use the Canberra sounds from Steven Beeny's recent Flying stations Canberra packs.
 
All you need is this line in the [EFFECTS] section:

startup= fx_EELightning_engstrt

That's great, thanks. I hadn't even noticed that.

About the sound: I think the soundset causes problems. I have several issues, some of those I already had in FS9:

1. After spooling down, the engine sounds do not go quiet even when both engines are at zero RPM.

2. The sound transition from idle power to shutdown is not fluent, the volume settings of the WAV's does not seem to match very well.

3. With the updated gauges when I cut the engines, a weird stuttering noise is heard for a few secs. This same noise occurred before the fix when I pushed a start button (and then everything got stuck).

The good news is when I alias the sounds to a proper soundset, everything is fine :jump:
Until I find some time to try fix the original soundset, I use the Canberra sounds from Steven Beeny's recent Flying stations Canberra packs.

I'm working on the sound now ....
Yes, I had it linked to the 737-800 whilst I was trying to understand how sound works in FSX.
 
Playing with the F3 I find Pump2 switch permanently on.
I then remembered that I'd changed this in the F6 some time back;

[fuel]
.
.
number_of_tank_selectors = 2
 
Guys, where can i find the 2 seats version? or it was never released as freeware? (i bought one package back in the day, but it all got lost in time)
Best regards

Prowler
 
I don't know if you've noticed, but the Fuel Cutoff Switches and the Fuel Pump Switches are the wrong way round. I've changed them as below for the F2A/F3/F6.

For the F3/F6;
[Vcockpit20]
.
.
gauge00=EELightning(2)!Eng1_FuelCutoff, 0,229,55,55
gauge01=EELightning(2)!Eng2_FuelCutoff, 78,229,55,55
gauge02=EELightning(2)!Eng1_Fuel, 0,126,55,55
gauge03=EELightning(2)!Eng2_Fuel, 74,124,55,55
.

For the F2A;
[Vcockpit07]
.
.
gauge15=EELightning(2)!Eng1_Fuel, 17,584,40,40
gauge16=EELightning(2)!Eng2_Fuel, 70,584,40,40
gauge17=EELightning(2)!Eng1_FuelCutoff, 32,507,40,40
gauge18=EELightning(2)!Eng2_FuelCutoff, 97,507,40,40
.

The stuttering on shutdown is caused by the starter not disengaging until below 25% as per Starter_Cutoutn.xml, I'm still thinking about this...
 
Chris, thank you for the updated shutdown XML :salute:, it works perfect for me. About the fuel gauges: It eludes me what these gauges exactly do, in the CAB file there are several versions all related to fuel tanks, mixture, pumps and valves:

These 2 are used in the F.6 [Vcockpit20] start panel (engine 1):
Eng1_Fuel.xml tank selector (in panel as "FUEL1", does not respond)
Eng1_FuelCutoff.xml mixture lever (in panel as "PUMP1")

These are not used in the F.6:
Eng1_FuelPump.xml
Eng1_FuelValve.xml

(a similar set is also available for engine 2 of course)
 
Chris, thank you for the updated shutdown XML :salute:, it works perfect for me. About the fuel gauges: It eludes me what these gauges exactly do, in the CAB file there are several versions all related to fuel tanks, mixture, pumps and valves:

These 2 are used in the F.6 [Vcockpit20] start panel (engine 1):
Eng1_Fuel.xml tank selector (in panel as "FUEL1", does not respond)

Mine does. Have you changed this yet, and swapped the Fuel/Pump positions as per post #131?

[FUEL]
number_of_tank_selectors = 2

Eng1_FuelCutoff.xml mixture lever (in panel as "PUMP1")

These are not used in the F.6:
Eng1_FuelPump.xml
Eng1_FuelValve.xml

(a similar set is also available for engine 2 of course)

You're right, not in the F2A or F3 either.

Eng1_FuelValve.xml is used in the F1/F1A/F2 (which uses EElightning.cab, which does tell us that when EELightning(2).cab was being done, they started with EElightning.cab)

I can't find "Eng1_FuelPump.xml" anywhere, maybe it was left in from the days when it was being worked on before release.

Eng1_Fuel.xml actually selects the fuel tank but mimics the fuel shutoff valve.
Eng1_FuelCutoff.xml sets mixture rich or lean but mimics the fuel pump.
It's possible that in FS9, what we would think of as the obvious "GENERAL ENG FUEL PUMP ON:index" for use didn't exist, I know zero about the SDK in FS9 (and not much more in FSX).
But since all the sim variables in the model are fixed, there's not a lot we can do about it.
 
Chris, thank you for explaining it! And yes, I did swap the switches as per your advise yesterday so this is what I use now:

View attachment 34077

The AWP "PUMP1" and "PUMP2" lights confirm this is the right setup. Anyway, the non reponding "FUEL1" / "FUEL2" switches are not a big deal, I can crank up those engines with this so I am happy:jump:
 
That's strange, the only way I can simulate your problem is by having

number_of_tank_selectors = 3 or above

if number_of_tank_selectors = 1 or 0 (or the line is remarked out) then Fuel 2 is permanently on but Fuel 1 is ok.

Are you sure you've got number_of_tank_selectors = 2 ?
 
Chris you won't believe this, guess it was OK all along but I misjudged the clickzones...:redf: They have to be clicked different than the PUMP switches, in order to switch them off you really need to put the cursor in the lower part of the switch.
 
That's good news - I thought there was another problem to add to the list :jump:

Whilst I was zoomed in taking those screen shots above I noticed the state of the Pitot Heat & De-Ice lamps - not good.

Apply this and it won't look like it's been in the hanger to change the lamp and the sparkys didn't have the correct part.

View attachment 34088
 
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