• Warbirds Library V4 (Resources for now) How to


    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 to

JP (and co)'s Alphasim/Virtavia F-4 Revival for FSX/P3D

Good news, for those FSX simmers interrested:

My plan is to release a V1.2, as an addon to JP's V1.1 package, in a few weeks; working on it now with another model designer (@GC, react if you like ...LoL) , to get everything right ...

Added features, as mentioned in earlier posts in this thread:

1. The influence of configured weapons/tanks loadout on the flight-dynamics.
Both in Weight and induced Drag.
Status: now implemented/tested for one model.

2. Proper working of ALL animations in MultiPlayer sessions.
Status: now implemented/tested for one model.

3. An IFLOLS gauge (in a seperate 2D-window) , that helps you in doing precision approaches/traps on (moving) aircraft carriers.
Status: available/working.

Cheers, Rob

Plus:

4. A realistic 'braking' effect when you deploy the drag chute after touchdown ..

5. A new Loadout configurator (same functionality and usage, but new setup/coding), so you can resume with a saved flight with the exact same loadout as when you saved the flight.

Cheers, Rob
 
Plus:

4. A realistic 'braking' effect when you deploy the drag chute after touchdown ..

5. A new Loadout configurator (same functionality and usage, but new setup/coding), so you can resume with a saved flight with the exact same loadout as when you saved the flight.

Cheers, Rob

Sure Rob - make it all exciting and sexy

just increases the pressure on me :untroubled:

Rob has received the Pack12 models for final review and I will start on the next batch soon. The snow has finally thawed in my neck of the woods so flightsimming takes a back seat but I will try to do them as quickly as I can

Gavin
 
Latest news:

V1.2 is in final Beta now.

Thanks to Corrado, it will be fully Tacpack-enabled.
Even better (for non-Tacpack users): it has a functional weapons firing / fuelpod drop system, with working ammo counters (including guns ammo).

Cheers, Rob
 
Hey Rob is there a way to use your non Tacpac weapons system even if you have Tacpac installed?
and thanks to you and all involved for making this.
 
Hey Rob is there a way to use your non Tacpac weapons system even if you have Tacpac installed?
and thanks to you and all involved for making this.
Euhhh ... first, Corrado made this addition; not me.
But to answer your question: No, not if you have Tacpack active (the gauges check for this).

But, as far as I know, you can temporarily de-activate Tacpack while it remains installed; so you CAN use the non-TP firing system.

Which leads to my obvious question ...LoL ... : Why would you want to do this ??

CHeers, Rob
 
For those of you still interrested:

Longer then anticipated (Corrado, Gavin and me couldn't stop adding features and tweaking them ....LoL), the final Beta of V1.2 is now in Test.
To be released in a few days.

Short summary of added functionality in V1.2:
1. The influence of configured weapons/tanks loadout (and dragchute) on the flight-dynamics.
Both in Weight and Drag.
2. Proper working of *ALL* model animations (including loadout) in MultiPlayer sessions.
3. An IFLOLS gauge, that helps you in doing approaches/traps on aircraft carriers.
4. Configured Loadout save/restore when you save/reload a flight.
5. Full TacPack integration.
6. For non-Tacpack users: a Weapons targeting/firing system, including ShootCue and Kill/Miss calculations.
7. Updated VCockpit (weapons system, HUD) and additional 2D-Windows.

See screenshots ....

Cheers, Rob
 

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Looks absolutely grand..... can't wait to see this one and put it on the ramp.. Then off to the carriers....:jump: Rob and company... thank you for all of your efforts.. Anxiously holding our breath..... Blue skies....tp
 
Thanks Guys but I must be doing something wrong as I've installed the update but no longer get drag chute or spoilers on the RAF models
 
Thanks Guys but I must be doing something wrong as I've installed the update but no longer get drag chute or spoilers on the RAF models[/QUOTE

Have you tried the test as described in the ReadmeV1-2.txt ? (section 8: TROUBLE SHOOTING)
If so:
- Does that work as decribed ?
- What happens to value of SpoilerHandlePCT when you give a Togglespoiler command (default key "/" ) ??

Does it work for a Pack12 model ??

Rob
 
Thanks for the quick response
Thanks Guys but I must be doing something wrong as I've installed the update but no longer get drag chute or spoilers on the RAF models[/QUOTE

Have you tried the test as described in the ReadmeV1-2.txt ? (section 8: TROUBLE SHOOTING)
If so:
- Does that work as decribed ? Yes
- What happens to value of SpoilerHandlePCT when you give a Togglespoiler command (default key "/" ) ?? 100.00
Does it work for a Pack12 model ?? Test ok for Pack 12 but no animation of drag chute or spoilers.

Rob
 
It sounds like you haven't overwritten old mdl files with the new ones.

Please check this (using the first Pack12 variation to test it; so uncheck the box "all variations" when your select an F4 via the aircraft menu).
And focus on the SPoiler animation as seen in Spotplane view (Chute maybe another problem).

- Make sure the aircraft.cfg in your ..\SimObjects\Airplanes\Virtavia F-4 Phantom II Pack 12\ folder starts with the line ""// 1-5-2021, Changes by Rob, for Pack12, V1.2 beta4"
So you use the new aircraft.cfg

- Make sure you have copied the file F4B.mdl from my zip file Virtavia F-4 Phantom II Pack 12\model.B\ folder to your \SimObjects\Airplanes\Virtavia F-4 Phantom II Pack 12\model.B\
If unsure, do it again (the file should be overwritten).

Does the Spoiler animation in Spotplane view work now ???

Rob
 
Shiny and Metallic textures

Shiny:

vf154-shiney.jpg


Metallic:
VF-154-Metallic.jpg
 
Lots of hand waxing and buffing on that shiny Phantom, Butch! :wavey:

I use to see em like that (Shiny) when we got them back from overhaul at NARF North Island. I'd have to help the AK's with the acceptance inventory/inspection. They sure did a nice
paint job on them back in in the day.
 
Which version uses the metallic and shiny textures? With all the patches and updates, I've lost track were those two textures originally came from.
 
So where is Jens Pedersen's V1.1 F4 package, named 'Virtavia_Phantom_Reloaded_V11.zip located that is required for the rcbF4v1-2.zip? That file is not in the library here.

It is ...

http://www.sim-outhouse.com/sohforums/local_links.php?catid=38&linkid=26770

And Yes, it IS confusing; sorry...
Quite a few designers have been involved in this rework of the original Virtavia FS9 Phantom II (now: freeware) addon.
Me being one of them, as uploader/creator of the V1.2 update to Jens' V1.1 package ..

To understand the history, you have to work your way through this thread, starting with the original post.
Unfortunately, the used terminology on versions mentioned in this thread isn't consistant. Sorry, I can't help that.

Regards, Rob

PS: The reason why such a 'community' project tends to get out of control and gets confusing, is that designers and users have their own interrest in flightsimming; and use different sim versions (FSX/P3D)
Like I'm not interrested in shiny/metallic textures , PBR models for P3Dv4.3+ , numerous liveries, etc etc .
My focus for rcbF4v1-2.zip was on enhancing loadout-dependant flightmodels (accurate weight/drag), animations in Multiplayer, weapons system and hud/radar (including Tacpack integration) , etc ... As described in my Readme's.
Using Jens' V1.1 download as a starting point.
There simply is no way in pleasing everyone by creating one package that includes every single interrest and detail possible, for any used sim version.
Hope everyone understands that.
 
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