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Native A-20 Havoc for FSX / Prepar3D

Landing light & Taxi Light.

With the landing light switch controlling the extension of both it and the taxi light, you can be left with the taxi light
floating below the wing with no housing.
 
Thank you...
Are the lights meant to be that different in brightness...?

Yes, taxi lights are not as bright as landing lights.

However, with that said, FS does a poor job of the whole taxi light handling tied to landing light switches. And, there is no real taxi light effect with the sim; it uses the landing light effect as that is the only light that lights the ground.

The effect I am using belongs to Lionheart, and it does not hit the ground. Such is life.
 
Yes, taxi lights are not as bright as landing lights.

However, with that said, FS does a poor job of the whole taxi light handling tied to landing light switches. And, there is no real taxi light effect with the sim; it uses the landing light effect as that is the only light that lights the ground.

The effect I am using belongs to Lionheart, and it does not hit the ground. Such is life.


I'm a little confused as from what you can see in GMan's video the landing light looks equally as bright.
 
Gman replaced my FSX light effects with something else. Those are not my primitive lights.

+1 Yep, those look like Shockwave landing lights. I have an Effects folder full of 'em provided by an uploader over Fltsim.com plus
a boatload of fireworks and other questionable stuff.

Just in case anyone wants to check it out.........paa322x.zip at fltsim.com Library. You can even have a laugh at my comment under the download!:censored:
 
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I took a detour from painting the B-26 to play with the A-20 paintkit. Still some stuff to add (anti-glare panels) and I need to
find some stencils for it, then to start to work on the alpha's. Is this model setup to be reflective?

2017-9-30_11-53-41-152.jpg


Joe
 
I took a detour from painting the B-26 to play with the A-20 paintkit. Still some stuff to add (anti-glare panels) and I need to
find some stencils for it, then to start to work on the alpha's. Is this model setup to be reflective?

Joe

Thank you Joe,

The A-20 has specular and bump map place holders in the common texture folder, named as shown in the attachment.

However, the material settings are different than the B-26 so your work will respond differently than on the B-26.

If you need the rest of the material settings, or do not use MCX, I'll post them for you.
 

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Thank you Joe,

The A-20 has specular and bump map place holders in the common texture folder, named as shown in the attachment.

However, the material settings are different than the B-26 so your work will respond differently than on the B-26.

If you need the rest of the material settings, or do not use MCX, I'll post them for you.


Thanks Milton. I have MCX but only use it to check textures I might be working on as it's easier than starting up the sim
to see if things line up or how the texture looks overall. I'm not looking to do a highly polished bird like Rick has done with
his work, I'm after a more used/weathered combat look. If you don't mind posting those settings for the materials I would
be more than grateful.

Joe
 
Thanks Milton. I have MCX but only use it to check textures I might be working on as it's easier than starting up the sim
to see if things line up or how the texture looks overall. I'm not looking to do a highly polished bird like Rick has done with
his work, I'm after a more used/weathered combat look. If you don't mind posting those settings for the materials I would
be more than grateful.

Joe

Happy to do it Joe. The material settings for the fuselage are the same for the wings, engines, and tails. Funny, just noticed I am not using the Fresnel Ramp in these settings. No problem to add if desired.
 

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Hi,
I've been trying to fly with the correct loadout for each variation. Having a different aircraft.cfg for each doesn't seem practical. It seems the best solution is to have all possible station loads available and then choose only those applicable to the chosen model. As each fltsim.x can reference a different kb_reference the correct info could be found there. Or while previewing the aircraft the performance data displayed could show the loadout info for each model and the correct payload could be selected before starting a flight. Any other suggestions?
Jim F.
 
Hi,
I've been trying to fly with the correct loadout for each variation. Having a different aircraft.cfg for each doesn't seem practical. It seems the best solution is to have all possible station loads available and then choose only those applicable to the chosen model. As each fltsim.x can reference a different kb_reference the correct info could be found there. Or while previewing the aircraft the performance data displayed could show the loadout info for each model and the correct payload could be selected before starting a flight. Any other suggestions?
Jim F.

Best intentions and efforts were made.

We have a proper load out sheet in FS9 that is cafeteria style selections for crew, armament, fuel tanks, etc. Adjustments to weight are automatic. That includes gun and ammunition weights that would be depleted when used. (That was a future planned feature with effects.) Note I said :was". Although the FS9 work is not completed, still in test mode, it works well enough to use.

Unfortunately, that great setup done by Spokes2112 was not completed and did not work properly for FSX and he has not been around for a long time to complete his excellent progress on some highly sophisticated internals.

So, I had to pull out everything from the models, xml, panels, aircraft.cfgs, etc. and setup basic functions and models for several variants in each group for FSX.

Not ideal, but I have no panel/gauge programmer to do the load out work.

Yes, a lot more can be done to specify load outs in the selection descriptions, and ensure weight match. But, I assure you that a few hundred or thousand pounds would be barely noticeable in the sim.

So, feel free to change your setup anyway you wish, and share if you like. But, you should await the final release before getting started on that as there are lots of changes coming.

Keep in mind that the panel and sounds are only in the C model and other models alias to that. And some common textures are different by model variant so watch out for those changes if you intend to combine.
There are also aircraft.cfg differences by model. Just a heads up.

Thanks for your interest.
 
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Well...

I couldn't resist doing one skin and a set of bumps for the G Model. The PK was just too irresistible.
WIP, but will be loaded here when I get the detail work refined.



23567532668_09ffdbea1b_o.jpg


37388560172_32a097e6c7_o.jpg
 
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There's one other major problem with this beta; I can't seem to stop flying it! Seriously, I can't believe this is still considered a beta release (Although I do understand the options people would like implemented, Milton included; where's a good gauge programmer when you need one?). But this is such an awesome release, I'm flying it everywhere. It's a lot of fun to fly and it looks and sounds great. Thanks to everyone who made this happen (Edit: and thanks to all of the repainters out there adding more and more paint schemes)!
 
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