F-94B Starfire

Why "I" key? Are the tracer effect not working from using the brake key once off of the ground?

The AB flames is where I first go them from. I need to see your aircraft.cfg Something dose not match. I have long a flame.

Afterburner ignition sound (Foom or Whump) only plays in the 2d or VC. That or we go back to where the L key will play Foom or Whump.
 
If you need it, I have an invisible gauge that activates the smoke when the brakes are applied and the plane is off the ground. I use it for crop dusting, but if you have a tracer effect tied to the smoke switch, it should work for that too. It was written for me by Rob Barendregt many years ago.

Edit: That thread is still here with the original code:
http://www.sim-outhouse.com/sohforums/showthread.php/23800
 
Why "I" key? Are the tracer effect not working from using the brake key once off of the ground?

The AB flames is where I first go them from. I need to see your aircraft.cfg Something dose not match. I have long a flame.

Afterburner ignition sound (Foom or Whump) only plays in the 2d or VC. That or we go back to where the L key will play Foom or Whump.

Ah, I didn't try the brake key last night, just the smoke key. It seems that either of them does it, and I think I must have used the brakes on the ground while taxiing to the runway, so I guess the brakes don't do anything on the ground except activate the brakes. Given that either of them does the job, I'd rather use the smoke key and forget about the brake key - except for using the brakes. That way everything stays independent of everything else, as they should. At least that's how I prefer it. And I like the guns on the smoke key because that's where I have the guns on other planes that I've added guns to, so it's my habit to expect them there. I know that after some time passes, I'd never remember that there are guns connected to the brake keys and they only fire in the air.

I must not have activated the afterburner in panel or VC view. I was watching to see how it looked in spot view. It never occured to me that it would be different in the different views.

Anyhooo.. I've done a little tweakage after reading your comments, and I now have everything exactly as I like it. Maybe not exactly as you prefer or intended, but perfect to me:

Ir's all possible because you managed to get the lights, afterburner, guns and brakes all working independently, which I'd been convinced was impossible. Great job !!! OK, the brakes shoot the guns when airborne, so they're not completely independent, but that's OK because I doubt that I'd ever hit the brakes while airborne, so effectively they are independent.

With some minor editing, I've moved the afterburner flames five feet back towards the tail, so now they stick out the tailpipe when the AB is lit. They may stick out a little further than a real plane of that vintage - three or four feet might have been more realistic - but they look great.

I made the afterburner go Whump! when it lights up in all views.

I added tracers to the smoke section, so the guns have tracers when fired with that key. I didn't bother with the muzzle flash, since I thought the tracers would be enough, but I might add the muzzle flash later on. It would be easy enough.

I am completely satisfied and happy as the proverbial pig... - well, this is a family web site, but we know what that happy pig was in.

I can't thank you enough for your efforts and patience!


:ernaehrung004:

FYI, this is what my lights and smoke sections look like now (not all that different from yours):

[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 8=Wings 9=Logo, 10=Cabin
light.0= 3, -2.829, -20.761, -0.493, fx_navred
light.1= 3, -2.829, 20.761, -0.493, fx_navgre
light.2= 3, -20.701, 0, 1.724, fx_navwhi
light.3= 1, -7.815, 0, 2.589, fx_beacon
light.4= 1, -8.107, 0, -2.536, fx_beacon
light.5= 4, 7.27, 0, 1.44, fx_vclight
light.6= 4, 3.46, 0, 1.44, fx_vclight
light.7= 9, -20.00, 0, -0
, fx_afterburner - - - (That's the old Whump! sound. I like it better than the newer Crack! sound.)
light.8= 9,
-25.00, 0, -0, fx_afterburnerflame - - - (Increased from -20. I may move it forward to -23 or -24.)
light.9 = 8, 15.537, 1.253, -0.318, fx_GunFlash
light.10 = 8, 15.537, -1.253, -0.318, fx_Tracer
light.11 = 8, 15.537, 1.00, -0.921, fx_GunFlash
light.12 = 8, 15.537, -1.00, -0.921, fx_Tracer
light.13 = 8, 15.537, 1.253, -0.318, fx_Tracer
light.14 = 8, 15.537, -1.253, -0.318, fx_GunFlash
light.15 = 8, 15.537, 1.00, -0.921, fx_Tracer
light.16 = 8, 15.537, -1.00, -0.921, fx_GunFlash

[SmokeSystem]
Smoke.0=0.00, 0.00, 0.00, fx_50cals_sound
Smoke.1=0.0, 2.00, 1.175, fx_Tracer
Smoke.2=0.0, 2.00, -1.175, fx_Tracer


Since we're on the aircraft.cfg, I have one suggestion. As was noted early in the thread, those wing tip tanks make the plane wallow something awful in the pattern at landing speeds. Maybe a real F-94 was like that, or maybe F-94 pilots just made sure to empty their tip tanks before the end of their flights. Anyway, the plane handles beautifully if you just empty those tip tanks in the Fuel section. At the cost of some reduction in authenticity, I went a step further and replaced the Fuel section with the one from the original T-33. I think I can guess why Piglet didn't put the tip tanks in there.

I am beyond happy with my F-94 !!!


:redfire:
 
Opinions Solicited - Skins

I have a question for the couple dozen of you early adapters who downloaded the skins from my A-Drive site.

First, I must tell you that you'll want to download the final versions when they appear in the library. There are three reasons for that: they all include the alpha channel fix that removes the silver paint from the nose wheel tire; a few of them include fixes or enhancements; and there are a few new skins in there that weren't in the original packages.

Anyway, here's my question: are some of the skins too shiny?

I made the Air Guard and active duty Air Force skins shinier than the Korean War ones, and now I wonder if they might be a little too shiny, especially the Air Guard planes, which were not brand new when the Guard got them. It would be a simple, one-click change to the alpha channels to adjust the shinyness, so I'm thinking of turning it down a notch to match the Korea skins. Maybe all of them, or maybe just the Air Guard ones.

What do you think?
 
I think some of the paints are a bit on the bright side, IMO... the F-94's in this series were painted as "in service" jets and they should all have the "not so shiny" look. Think of the countless times a bit of fuel may have been spilled on those wings, or the grubby hands that opened and closed the gun access panels on the nose. Not to mention engine maintenance that over time would have dulled the shine just a bit.

I'm glad you got it all sorted with the AB effect, the guns, the sounds and all that, Mick. I haven't done all those conversions yet but I have the F-94B in the hangar now, getting ready to put all that together. This has certainly been a labor of love for the aircraft, as well as FS9.:gameon:

BB686:US-flag:
 
Change back to the fx_afterburner means your going to get the Whump! sound any time your turn the lights on. The fx_afterburner will play amb_aexp1a.wav, amb_aexp1b.wav or amb_aexp1c.wav. They are in your main Sound folder. Find the one you like and attach it. I than can set it up on gauge so you don't get the Whump! sound when you turn the lights on.

Moving the afterburner flames seems to have had the opposite effect.

AB_Flame.jpg
 
Somehow I didn't notice the "Whump!" when I turned on the lights. Odd - you'd think I'd notice something like that! Especially since I was looking for things like that. Duh!!

I could've lived with that, as it only goes on for a fraction of a second and it's over before the flight even gets started. But if you can fix it that easily I will gladly take you up on it.

Those three sound files you listed all sound exactly the same to me. They have a good sound but they seem a bit loud to me; I hope they won't be too loud. I have no idea whether you have control over that. I'll attach a copy of the "c" version of the wav file.

I'm not quite sure what you have in mind, so when you do this please be sure to tell me what to do with the resulting file(s).

Yeah, I moved the afterburner flame too far back. It started at -20 feet behind the model's center, and I could barely see it from even a slight angle off the six o'clock position. It was definitely too far back at -25; very dramatic but too far back. I changed it to -22 feet and it looks perfect, with the violet flame right at the tailpipe and the red/Orange/Yellow flames shooting out behind the violet. It's not as dramatic but I think it's more believable this way.
 
I think some of the paints are a bit on the bright side, IMO... the F-94's in this series were painted as "in service" jets and they should all have the "not so shiny" look. Think of the countless times a bit of fuel may have been spilled on those wings, or the grubby hands that opened and closed the gun access panels on the nose. Not to mention engine maintenance that over time would have dulled the shine just a bit.
BB686:US-flag:

Yeah, I think so too, which is what precipitated the question. I'm going to change some of them.

Right now I have one level of gray in the alpha channel for the Korea planes and another, shinier, for everything else. The Korea planes all have weathering and all the others are clean. I can't change that part without reworking every skin, and I'm not feeling at all compelled to do that!

I'll leave the Korea planes as they are, weathered and not so shiny, and I'll leave the regular Air Force planes looking very new and shiny,as they were early in their service lives. I'm going to reduce the reflectivity of the Air Guard planes to where the Korea planes are, so they will be clean but not as shiny as they were when they were new and freshly delivered to the active duty forces. The Air Guard planes I recall seeing in those long ago days before camouflage no longer looked brand new shiny, but they were usually spiffy clean and still fairly shiny.

It won't be a big change, but worthwhile for the small effort involved.

Thanks for your comments!
 
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I really hope this is the last one. The preview has everything but the Piglet's T-33A gauges.

Effects.jpg

Guns can be done by Smoke key or Brakes. I use brakes as in my MS Sidewinder by has the brakes assigned to the trigger by default.

View attachment 50039
 
I really hope this is the last one. The preview has everything but the Piglet's T-33A gauges.
Guns can be done by Smoke key or Brakes. I use brakes as in my MS Sidewinder by has the brakes assigned to the trigger by default.
View attachment 50039

Sounds very promising! I will check it out later today and post my results.

I use an old MS Sidewinder too! I've had it since I started with FS about fifteen years ago, and I think they've been out of production for a long time.

I use the trigger key to cycle through the views quickly without moving my right hand or using the left at all. I use two of the buttons on the base for brakes, left and right; I need both because some FS planes don't have nose wheel or tail wheel steering and have to be steered with differential brakes. I just use the keyboard key for smoke. I don't have it on the stick because I don't have that much use for it in FS, where I've only got a few planes armed with smoke, rockets or bombs. Mainly I just use the smoke system for smoke, like air show smoke, or for things like fire retardant or paratroopers, and I don't have that many planes that use those effects either.

It seems that you've got the F-94 just the way I've been trying for. I'll let you know soon how it goes in the sim.
 
OK, I've done some testing on the ramp and in the air, and I found no flaws. Everything works as it should and nothing interferes with anything else.

There is one item, not a flaw but a matter of personal preference. The afterburner ignition sound doesn't come on in the external views, Spot or Fly-By (nee` "Tower" as FS will always know it ) and I would like it to be audible in all views. I see that the AB_Sound file intentionally shuts it off in Spot and Tower views. I would edit that out of my personal copy, but I don't understand the format or syntax, so I don't know what lines to delete.

If it would really be just a matter of deleting some lines, could I induce you to make me a copy of that file with the AB ignition sound audible in all views?
 
I have the same issue with the AB sounds in the spot view, as well as the gun sounds, I can't hear them but the can still lights up on throttle demand and the gun tracers can be seen when the brakes are applied in flight. Also noticed that the "I" key activates the gun effect.

The engine sounds are superb and fit the throttle range perfectly, the jet handles very well in so long as you don't try to "over stick" the plane when there's a full fuel compliment on board... even so, an experienced pilot will know to keep her straight and level when crossing the fence.

I sharpened up the gauges in the VC view by changing the pixel size from 512 to 1024. Piglets gauges have always been very smooth and clear and that little trick really sharpens them up nicely. Now if I can just figure out what the deal is with the sounds..... :dizzy:

BB686:US-flag:
 
Mick
Afterburner ignition sound not playing in the external views was done as the dsd_xml_sound3.gau dosen't bind the sound to the source. This means no matter how close or far way the plane is from the cam the dsd_xml_sound3.gau would play the sound at full volume.

Blackbird686
"as well as the gun sounds, I can't hear them but the can still lights up on throttle demand"

What?

If your missing gun sound sounds on the external views. I know why. I messed up with the preview.zip Drop the xgun50.wav into your main Sound folder.

View attachment 50071
 
Blackbird686
"as well as the gun sounds, I can't hear them but the can still lights up on throttle demand"

What?
View attachment 50071


Sorry Allen -- I aged myself there because I've been around some of those old "kerosene burners" in my youth and even still to this day. A "Can" is a slang term for a jet engine. When one "Lights up the can, or cans" it means going to afterburner. I knew an Air Force Colonel that always referenced the jet engines on the B-66 Destroyer as "cans". Sorry for the confusion... :biggrin-new:

BB686:US-flag:
 
Mick
Afterburner ignition sound not playing in the external views was done as the dsd_xml_sound3.gau dosen't bind the sound to the source. This means no matter how close or far way the plane is from the cam the dsd_xml_sound3.gau would play the sound at full volume...

I'd be OK with that. I'd rather have that than no sound. No sound might be better for the release version - that's your call - but for my own copy I'd like the sound, even though it wouldn't lose volume with distance.

When I go into the Panel and open the Afterburner.cab file I find an xml file (a gauge, I suppose) named AB_sound.xml. When I open that in Notepad it looks like what I've patched in at the end of this post. There are two places with Comments:
"AB Sound Kill for Spot" and "AB Sound Kill for Tower" that must keep the sound from sounding in those views. My guess is that simply deleting the lines that those comments refer to would let the sound be heard in those views.

Alas, I can't figure out which lines those comments do and don't apply to, and I'm sure that removing too few or too many lines, or the wrong ones, would make a mess of the gauge. I could experiment for hours and not get it right.

Can you tell me which lines to delete and which ones to leave alone?

This is the gauge as it opens in Notepad:


<Gauge Name="AB_Sound"> Version="1.0">
<Comment>
"AB Sound On Throttle"
</Comment>
<Element>
<Select>
<Value>
(A:GENERAL ENG1 THROTTLE LEVER POSITION,part) 0.98 > (A:ENG1 N1 RPM,percent) 50 > (A:LIGHT LOGO,number) 0 == ; && && if{ 2 (>L:AB_Flame, enum) }
</Value>
</Select>
</Element>
<Comment>
"AB Sound Off Throttle"
</Comment>
<Element>
<Select>
<Value>
(A:ENG1 N1 RPM,percent) 50 < (A:GENERAL ENG1 THROTTLE LEVER POSITION,part) 0.98 < || (A:LIGHT LOGO,number) 1 == ; && if{ 0 (>L:AB_Flame, enum) }
</Value>
</Select>
</Element>
<Comment>
"AB Sound Kill for Tower"
</Comment>
<Keys>
<On Event="VIEW_MODE">
1 (>G:Var1)
</On>
<On Event="VIEW_MODE_REV">
0 (>G:Var1)
</On>
</Keys>
<Element>
<Select>
<Value>
(P:ACTIVE VIEW MODE,enum) 3 ==
if{
(G:Var1)
if{ 0 (>L:AB_Flame, enum) }
els{ 2 (>L:AB_Flame, enum) }
}
</Value>
</Select>
</Element>
<Comment>
"AB Sound Kill for Spot"
</Comment>
<Keys>
<On Event="VIEW_MODE">
1 (>G:Var1)
</On>
<On Event="VIEW_MODE_REV">
0 (>G:Var1)
</On>
</Keys>
<Element>
<Select>
<Value>
(P:ACTIVE VIEW MODE,enum) 4 ==
if{
(G:Var1)
if{ 0 (>L:AB_Flame, enum) }
els{ 2 (>L:AB_Flame, enum) }
}
</Value>
</Select>
</Element>
<Comment>
"AB Start Sound On Throttle"
</Comment>
<Element>
<Select>
<Value>
(A:GENERAL ENG1 THROTTLE LEVER POSITION,part) 0.98 > (A:ENG1 N1 RPM,percent) 50 > (A:LIGHT LOGO,bool) 0 == ; && && if{ 1 (>L:AB_Start, enum) }
</Value>
</Select>
</Element>
<Comment>
"AB Start Sound Kill for Tower"
</Comment>

<Keys>
<On Event="VIEW_MODE">
1 (>G:Var1)
</On>
<On Event="VIEW_MODE_REV">
0 (>G:Var1)
</On>
</Keys>
<Element>
<Select>
<Value>
(P:ACTIVE VIEW MODE,enum) 3 ==
if{
(G:Var1)
if{ 0 (>L:AB_Start, enum) }
els{ 2 (>L:AB_Start, enum) }
}
</Value>
</Select>
</Element>
<Comment>
"AB Start Sound Kill for Spot"

</Comment>
<Keys>
<On Event="VIEW_MODE">
1 (>G:Var1)
</On>
<On Event="VIEW_MODE_REV">
0 (>G:Var1)
</On>
</Keys>
<Element>
<Select>
<Value>
(P:ACTIVE VIEW MODE,enum) 4 ==
if{
(G:Var1)
if{ 0 (>L:AB_Start, enum) }
els{ 2 (>L:AB_Start, enum) }
}
</Value>
</Select>
</Element>
</Gauge>
 
Blackbird686
Did the xgun50.wav fix your lack of gun sounds on the external views?

The "I" key will have to remain. It is now user choice of Brakes or Smoke for the guns. This is noted in the checklist.

Mick
.cab files are like .zip but much more of a pain in the :censored:. To make a .cab I had to lean the DOS command line for the MakeCab.exe hiding in Windows. For your own F-94 it would prob be easier to just delete the AB_Start.wav and go back to the fx_afterburner.fx that has sound.
 
Blackbird686
Did the xgun50.wav fix your lack of gun sounds on the external views?

The "I" key will have to remain. It is now user choice of Brakes or Smoke for the guns. This is noted in the checklist.

Allen --

Placed the xgun50.wav in the main FS9 sound folder, trying to clean up the textures just a bit. Unfortunately, that's as far as I got. I'll have a go later today and report back. (Real World Issues).

BB686:US-flag:
 
... cab files are like .zip but much more of a pain in the :censored:. To make a .cab I had to lean the DOS command line for the MakeCab.exe hiding in Windows. For your own F-94 it would prob be easier to just delete the AB_Start.wav and go back to the fx_afterburner.fx that has sound.

I'm, not clear on just what you mean by your suggestion, as to what to put or remove from where, but it doesn't matter because - I did it! I edited the gauge and got the afterburner ignition sound audible in all views!

Woo-HOO !!! WHUMP !!!

There's no need to mess with cab files. Gauges work just as well from a simple folder. Some say they work better that way because FS doesn't have to use compressed files from a cab. I can't vouch for that last part, but I know that a folder works at least as well as a cab file. I just tried it and got my F-94 working the way I want it. (One could also just drop the gauges into the panel folder loose, but then it would be necessary to edit the panel.cfg file to make FS look for them there.)

I emptied the files from F98B_Afterburn.cab, put them in a folder named F98B_Afterburn (no suffix) and deleted the cab file.
Then I opened the gauge in Notepad and deleted the sections that shut off the sounds in the external views. Perfect! FOOMP! in all views!

The only tricky parts were that I didn't notice at first that the deletions have to be made in two places,and that I also had to edit the Lights section and replace the effect "AB_Start No Sound" with "AB_Start." Those two things had me scratching my head for a while.
 
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Had no idea that FS04 could read .xml outside of a .cab....

I don't recall where I learned that. I think I may have read it in a post I stumbled onto in the Dark Side forum (FSX).

I did a lot of fiddling about for little accomplished; after all of today's fiddling I've managed to get to where I was yesterday by a slightly different route.

I have the afterburner ignition sound in all four views, which was my main goal, so I'm very happy.

I still hear an initial Whump when I turn on the lights. I thought I'd gotten rid of that Whump but no, it only worked once, apparently by some glitch, and it wasn't replicable. It comes from having the AB effects in the Lights section and can't be avoided without losing the effects completely. I should've realized up front that no amount of fiddling could change that.

That's OK. One of the first things I do is turn on the lights, so the undesired Whump! is over before I really start a flight, and it never returns unless I want it when I light the burner. I have no problem living with with that. It passes readily as just another random airport noise.

It was so long ago that I don't recall if I had a habit of turning the lights on before starting the engine back in my brief time flying real airplanes. I suspect that I may have picked up the habit in FS from watching Capt. A.I. Pilot do it that way; he turns his lights on before he starts his engines. I don't think the Captain is a very good role model - he's very careless and pays little attention to where he's going - his situational awareness is about zilch and he doesn't seem to care. But I think I may have let him influence me in regard to turning on the lights before turning the key.

There's one little tidbit I'm still wondering about. I was concerned that the AB start sound might be too loud in the cockpit views, and in fact it's turned out to be rather soft. Is there a quick, easy way to turn it up? It's not worth a lot of trouble, but if there's a simple way I'll do it.
 
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