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 toGoing to take a little while longer before I'm finshed with the weaponized models - I found a couple of things to improve on that I really want to implement.
Not least, I found this diagram describing how the "approach lights" on the front wheel door work, in a RL Phantom document:
In the current 1.2 version I deleted those lights from the models that had them. But now I know how they are supposed to work, I'll have to include them, and make them work correctly, of course!
-JP
Yeah, I'm gonna use the values from the cockpit AoA gauge as a guideline for coding the light visibility conditions. They are considerably lower than the values given in the table I posted. Like I mentioned above, the lights are embedded in some of the original models, so maybe they worked in FS9, I don't know.That's way cool. Will you set them up as repeaters of what the cockpit AoA indicator reads, or vice-versa?
Thank you cdavid!V1.2 is a true classic! Having a bunch of fun enjoying a great Phantom package!
One issue I am noticing is the ground effects (concrete, sparks, or something) stays with the plane after takeoff. So you can see the smoke, etc on the take off role at the wheel level and then when you take off and climb the aircraft the effects are still there but you need to zoom out a bit to see it - the effects follow the model - like a smoke trail that is 50 to 150 feet below the aircraft. This is the case with all 3 packs.
I tried to turn off the effects for this in the CFG file but was not successful.
Any ideas on how to remove this?
Hi - I had a couple people pm me about the Russel Smith RF-4C SEA repaints.
They're on avsim, search for "Russel Smith Alphasim Phantom" - you'll get all his Phantom repaints, including the RF-4s:
https://library.avsim.net/search.ph...h+phantom&Sort=Name&ScanMode=1&Go=Change+View
They're pretty good.
dl
I like the 92sq Phantom. "Are we painting the trim blue on this one sir?" "Trim? Heck, paint the whole thing blue!"@DL
Thanks for the kind words, DL,
As we all know ... anticipation is the greatest joy! Isn't' it?
@ Dave,
Did you mean this ones ?
Cheers
Ulrich
Not sure is a sound effect can be added to go at the same time!
In panel.cfg...
// --------------------------------------------------- SONIC BOOM
gauge07=rcb-miljet!SonicBoomControl, 0,0 // The SonicBoom gauge
gauge08=COP_Sound!dsd_xml_sound3, 0,0,,, ./gauges/rcb-miljet/COP_Sound.ini // Plays sounds
In aircraft.cfg /lights...
light.11 = 10, -10.00, 0.00, 0.00, fx_RCB_machenvlop,1 // SonicBoom effect
[ya gotta have the effects too, obviously]...
Thank you cdavid!
There are no effects embedded in the V1.2 models except for the landing light and the wing tip lights. What you're seeing is probably artifacts from one of the effects tied to the engine, in the [lights] section ("fx_contrail_Virtavia Phantom.fx", "fx_engine_Virtavia Phantom.fx" and "fx_reheat_Virtavia Phantom.fx"). These FS9 effects are not working 100% flawlessly in FSX or P3D. I really ought to find a replacement.
Cheers,
JP
Hi Ulrich,
Just curious, ... what is the name of the scenery that you're using in your post #29 here in this thread ?
http://www.sim-outhouse.com/sohforu...-for-FSX-P3D?p=1216439&viewfull=1#post1216439
I think so.....been using this for so long, and adding it to other A/C that I've lost track where it originated....Is all this from the rcbco-30.zip?