We just posted part one of the how to on uploading new files to the Library. Part 1 covers adding new files. Part 2 will cover making changes to your the uploads you own.
Questions or comments please post them in the regular forums. Which forum is that... Well it is the one you spend the most time in.
Thanks the Staff
Library How toPenz and all involved, take your time as long as you need!!! The project is such a nice gift that it is worth waiting for.
We will look into that, thank you for reporting!
Cheers,
JP
Hehe, it's just the stock FS carrier with some 70's aircraft added by me. It makes a pretty good Kitty Hawk.What carrier are you using in your screenie? Looks really nice!
Hi Ulrich, 'Expat',
Oh boy ….
Not sure what happened on this forum, but when trying to edit my long, original post on AB (which crossed with Ulrich's post), the original text got lost. * sigh*
So trying again, with both your reply's in mind:
First, if I read both your replies correctly, you are referrring to two different, and, in MSFS, independant things:
1. The visual effect of AB (Ulrich).
2. The FDE (thrust/speed) effect of AB (user 'Expat')
And what complicates it further: both the FDE effect and visual effect depends on what's possible in FSX/P3D and their versions.
- FS9, FSX-RTM/SP1/SP2 only knows a AB On or Off (FDE wise); although the visual AB effect can be split into two stages: the usual 'blue' lights in the engines exhausts (stage-1), plus the AB flames (stage-2).
Which can be implemented in the visual model itself (as Ulrich explains), or through visual effect files in the Effect folder (using a gauge that auto-controls 'lights').
- FSX-Accel (or 'Gold') , Steam and P3D has a so-called Multi-stage AB (like in the default FA-18 Hornet) , which can be simulated both FDE-wise , and visually, in the model code.
So the question is: are we optimising this (FDE-wise and visually) for FSX-Accel and up, or not ??
On top of that:
The FDE-effect (speed/thrust) of AB is simulated in the .air file: table 1524 ('Turbine Afterburner Thrust vs. Mach no').
So you can make AB thrust depending on Mach speed (which is how it should be); in the current version of the .air file, this is now a flat curve (none, or max). Which could/should be improved.
Which explains the remark made by 'Expat', about full AB accelleration kicking in even at 200 knots or so. This is indeed not correct.
Furthermore, in FSX-Accel and up, in the aircraft.cfg you can define a number of AB-stages: varying from first-stage (at a defined 'min-throttle-%) to n-th stage (at '100%-throttle).
Again, this FDE-effect is independant on how it's visually modelled; either with model-included or external visual .fx effect files.
To model this AB effect (FDE-wise and visually) properly, I would suggest that this F4 project is intented for FSX-Accel as minimum platform requirement.
Not just related to AB, but for some other reasons as well (don't get me started on the mis-conception of many FS users that FSX-Accel is just FSX-SP2 + a few added aircraft … LoL )
Cheers, Rob
it's just the stock FS carrier with some 70's aircraft added by me
I use various AI and old FS9 models that I process in ModelConverterX, then I merge them together (also in ModelConverterX) to form a "deck unit" model that I can add to the carrier formation in AICarriers.Those are rather cool additions! How did you do that? Could they be added to the WombRaider Kitty Hawk or any carrier? Do you have to use the MDX "blender" to combine the statics and carrier models?