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F-80 Texture Redux

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Beautiful, Rick! That dramatic sky is fantastic, as you observed - REX adds great realism.

Smoke: engine smoke doesn't work for me either in the TP version, but works and looks fine in the non-TP ones. I think TP is impeding smoke, due to the "SMOKE_ON" and "SMOKE_OFF" commands associated with the gun. And I need that in there to tie to muzzle flash / tracer effects I'm building in now.

If we can figure out a way to have one smoke effect always playing, and the others controlled by the TP gun control, we'd have everything. I'm sure we can figure this out, just don't know how much more time we have.

For now, I think I need to focus on getting the flash/tracer done, so we can put a bow on this project and release. We can go back with improvements later, maybe as an SP1?
 
Toby, I can implement multiple smoke channels. Example:

smoke.0 = engine smoke
smoke.1 = TP guns flash
smoke.2 = TP guns tracer
etc.

If you can share the xml code which controls the TP effects I can integrate it with the existing engine effects code.

EDIT: Don't worry about it, I found it in the FA-18C.xml file you added to the panel. The gun only needs 1 smoke channel, piece of cake. I will share the updated files later today for testing.
 
You can control multiple smoke effects individually. I'm not at my PC at the moment but I'll check on the correct syntax when I get home.

Edit: looks like it's already in hand.
 
You can control multiple smoke effects individually. I'm not at my PC at the moment but I'll check on the correct syntax when I get home.

Edit: looks like it's already in hand.

DaveWG, your input is much appreciated. It might be good to look at your approach, as it may prove useful yet in this project, or may be useful in the future.
 
DaveWG, your input is much appreciated. It might be good to look at your approach, as it may prove useful yet in this project, or may be useful in the future.

Toby if I understand correctly, I believe that what Henk posted is what/how Dave was.suggesting to.proceed.

By the way. For.those that want every model in this pack TP enabled, all you'll have to do is change the panel callout in the aircraft.cfg. Very handy. Thanks Toby and Henk!
 
Toby if I understand correctly, I believe that what Henk posted is what/how Dave was.suggesting to.proceed.

By the way. For.those that want every model in this pack TP enabled, all you'll have to do is change the panel callout in the aircraft.cfg. Very handy. Thanks Toby and Henk!

You're right, Rick - just had a quick PM back-and-forth with Henk, and he had modified both sides of code (I thought it was just aircraft.cfg, and we might still hit snags with the TP side). He's ahead of me, and all is on track. Once we verify his approach works, I'll just plug in the muzzle flash/tracer effect where he's currently using smoke as a placeholder, and we'll be done with that part.

I have two of the six machine gun effects in place, lined up. Four to go, it's a little tedious... I'm glad you pushed for it, adds a lot to the visual experience.
 
Love the large squadron insignia, Rick. Let's not forget to fly these things - more fun than working on them, and this model is probably sweet in formation (and at the gunnery range).
 
Looking good there Rick. And I can scratch that one off the list!

I think for the next few Shooting Stars, I'm going to go back to 1944-45. I'm more into the pre-Korea ones anyway.
 
STATUS:Here's what's left to do before we can release it.

1. Toby is aligning the gun muzzle effects and tracers to the guns.

2. Henk is competing the code for gun smoke and engine smoke for Tacpack use.

3. Write a brief usage text and Readme file.

3a. Test it! To make sure it works!

4. Compile the paintkit (which can happen later).
 
Soon?????????????????
LMAO, that's always a good one Willy. Also just wondering. I'm "Pro-Simple Aircraft", so as far as this TP thing. . .will the airplane be released as an "either/or", or is it just TP and that's it?
 
It's both. Willy and Henk don't have TP. So it's able to use it if you have it. If you don't the TP features simply won't work. Model still has drop tanks and bombs selectable via hard point weight.
 
Ed, I'm with you on the simple thing. One reason I like the early jets. They hadn't learned how to hang all the extra stuff on them yet. That said, watch Toby work with TacPack and learning about it's features, I'm probably going to get it.

But I will say one thing. I've learned (and still learning) quite a bit about FSX aircraft design during this project.
 
Ed, I think we're all with you. The goal with TP is to have it there in the background, passive, doing its job only when a simmer activates it. That said, it is a real hoot to go to the gunnery range with these old jets, hitting panels and bullseyes using the old-school methods. Even better, multiplayer with a wingman or two, in the gunnery range pattern, watching your buddy's run and grading his performance on the radio. Then form back up and RTB in these beautiful machines. Just one more dimension to what is already a fantastic experience in FSX or P3D.

We've kept the TP implementation very simple on this model - minimal BS, maximum fun.
 
Ed, I think we're all with you. The goal with TP is to have it there in the background, passive, doing its job only when a simmer activates it. That said, it is a real hoot to go to the gunnery range with these old jets, hitting panels and bullseyes using the old-school methods. Even better, multiplayer with a wingman or two, in the gunnery range pattern, watching your buddy's run and grading his performance on the radio. Then form back up and RTB in these beautiful machines. Just one more dimension to what is already a fantastic experience in FSX or P3D.

We've kept the TP implementation very simple on this model - minimal BS, maximum fun.
Great, looking forward to it. Thanks
 
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