PatchPack 1.2 for Virtavia FS9 Phantom II (FSX/P3D all versions).zip

Found a good video of the J79 - I guess what I was looking at was a fixed non rotating section of the J79- directly behind are the rotating compressor fan blades which are not animated in
the AS F-4

 
I don't see the intake rotors spinning when the J79's are spooled up - A wisp of smoke emanates from the turkey feathers. (P3D V3)
Those rotor blades should certainly spin up and down gray eagle.

Could you please help me troubleshoot by providing the following info:

1: Do you use version 1.2 of the PatchPack?
If not, that's why the fan blades don't spin.

2: Which specific model is it, where you observe the issue?
This information is really crucial in order for me to investigate.

We'll get them blades of yours a'spinnin' in no time, Sir! :)

Cheers,
JP
 
Capture.jpg
Great shot! :ernaehrung004:
 
Fabulous.

As in "fabulous; I'm on conference calls all day and I can't download this until tonight!" :biggrin-new:

Re the AB effects, yes, some updated ones would be ideal, and shouldn't be too hard to sort. I recall vaguely back in the FSX / portover days that I had added effects like those that Postbaer has. I think the solution was to move them further forward - I'm pretty sure it was fixable. I think another issue was that they "bled" or "leaked" light outside the fuselage. I'll have to look into this tonight or tomorrow.

Another thing I'd like to start tinkering with is both acceleration, top speed, and roll rate, all of which I always believed was excessive. Obviously, that's no reflection on PJ's great work, but it might be worth having a chat about that.

Finally, and I admit my ignorance here, since I tend to focus on the naval and reconnaissance variants, but is that F-4G Wild Weasel a stock paint in the pack or a repaint? It looks great.

JP et al - thanks for your great work.

dl
 
Those rotor blades should certainly spin up and down gray eagle.

Could you please help me troubleshoot by providing the following info:

1: Do you use version 1.2 of the PatchPack?
If not, that's why the fan blades don't spin.

I was using PP1 but now have upped to V1.2 and the
fan blades do spin. :encouragement:



2: Which specific model is it, where you observe the issue?
This information is really crucial in order for me to investigate.

It was in Pack 1 where the VX-4 bird is.

We'll get them blades of yours a'spinnin' in no time, Sir! :)

Cheers,
JP

Thanks, I wonder how/if the engines can be shut off other then CTRL + Shift + F1?
It takes a while for those fan blades to stop spinning.

Thanks :wavey:
 
Fabulous.

As in "fabulous; I'm on conference calls all day and I can't download this until tonight!" :biggrin-new:

Re the AB effects, yes, some updated ones would be ideal, and shouldn't be too hard to sort. I recall vaguely back in the FSX / portover days that I had added effects like those that Postbaer has. I think the solution was to move them further forward - I'm pretty sure it was fixable. I think another issue was that they "bled" or "leaked" light outside the fuselage. I'll have to look into this tonight or tomorrow.

Another thing I'd like to start tinkering with is both acceleration, top speed, and roll rate, all of which I always believed was excessive. Obviously, that's no reflection on PJ's great work, but it might be worth having a chat about that.

Finally, and I admit my ignorance here, since I tend to focus on the naval and reconnaissance variants, but is that F-4G Wild Weasel a stock paint in the pack or a repaint? It looks great.

JP et al - thanks for your great work.

dl

Hi dl,

The AB effect will be something to look forward to. As an aside, I think you remember how Ted (Tunfun) managed to fix the burner effect for P3D V3 - it was a challange
for him look in his post #287 and his comments.

http://www.sim-outhouse.com/sohforums/showthread.php/109858-Vought-RF-8-Crusader-project-2018/page12


 
Here is the list of models and loadouts, for those who really can't be bothered with the readme:

Pack 1
0: F-4J with 2 sparrows, 2 sidewinders, 6 bombs and center tank.
1: F-4J with 2 sparrows, 2 sidewinders, 6 bombs and center tank, alternate configuration.
2: F-4B with 4 sparrows and 2 sidewinders.
3: F-4B with 4 sidewinders.
4: Extra model F-4D in a configuration similar to this: https://commons.wikimedia.org/wiki/...4D_Phantom_II_'67-554_-_FY'_(11523333803).jpg
5: Extra model F-4J, clean configuration.
6: Extra model F-4J with 2 sparrows, 2 sidewinders and center tank (request).


Pack2
0: F-4C with wing tanks.
1: F-4D, same configuration as model 4 in pack 1.
2: F-4E with 4 sparrows, 2 sidewinders and wing tanks.
3: F-4E with slatted wings. 2 sparrows, 2 sidewinders, wing tanks and what appears to be some kind of jamming pod(?).
4: F-4F with wing tanks.
5: F-4EJ with wing tanks.
6: F-4G with AGM-88 HARM, AGM-45 Shrike, ALQ-119 ECM pod and wing tanks.


Pack 3
0: FGR.1 with 2 dummy sparrows(?), 2 sidewinders and wing tanks.
1: RF-4E with center and wing tanks.
2: FG.1 with 4 sparrows, 4 sidewinders, center and wing tanks.
3: FGR.2 with 4 sparrows, 2 sidewinders, gun pod and wing tanks.
4: RF-4C with wing tanks.
5: F.Mk.3 with 2 dummy sparrows(?), 2x2 wing tanks and some kind of device(?) on one of the port wing inner hardpoints.
6: RF-4C with wing tanks.
7: FGR.2 with wing tanks.
8: F-4J(UK) with wing tanks.
9: RF-4E with wing tanks.

If anybody should happen to know exactly what the (?) devices are I would really want to know, for completeness' sake. :)
 
Re the AB effects, yes, some updated ones would be ideal, and shouldn't be too hard to sort. I recall vaguely back in the FSX / portover days that I had added effects like those that Postbaer has. I think the solution was to move them further forward - I'm pretty sure it was fixable. I think another issue was that they "bled" or "leaked" light outside the fuselage. I'll have to look into this tonight or tomorrow.

Another thing I'd like to start tinkering with is both acceleration, top speed, and roll rate, all of which I always believed was excessive. Obviously, that's no reflection on PJ's great work, but it might be worth having a chat about that.

Finally, and I admit my ignorance here, since I tend to focus on the naval and reconnaissance variants, but is that F-4G Wild Weasel a stock paint in the pack or a repaint? It looks great.
Synergy is a such a wonderful thing DL. Nothing makes me happier than to see people take this further. Just look at what Ulrich is doing right now.

AB: Hell yeah. Gimme more and better AB.
Flight model: By all means, go ahead. Not my field of expertise, but I would love to see it improved.
Wild Weasel: Stock. See the list in my post above this one.

Cheers,
JP
 
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That F-4D config. in Pack 1 looks to be the one with AIM-4 Falcon missile racks on the inboard pylons. AIM-4 was the primary armament for the F-102 Delta Dagger. AIM-4 was utilized for a short period over Vietnam but was found to be an abject failure and was quickly withdrawn from use. The aircraft configuration is something of an oddity from that war and, therefore, something of note.
 
That F-4D config. in Pack 1 looks to be the one with AIM-4 Falcon missile racks on the inboard pylons. AIM-4 was the primary armament for the F-102 Delta Dagger. AIM-4 was utilized for a short period over Vietnam but was found to be an abject failure and was quickly withdrawn from use. The aircraft configuration is something of an oddity from that war and, therefore, something of note.
Thank you very much SSI01, that is exactly the kind of info I was looking for! :ernaehrung004:

In other news: Work continues on the "NG" cockpit(s). There will be two, one for the recce models and one for all the others. This will be a small non destructive "drag and drop" addin, with the option of using either original or "NG" cockpit on variant level (set in "aircraft.cfg").

-JP
 
Hi JP,

Can you elaborate on the NG cockpits? NG as in Next Generation? :jump:

Cheers,

priller
 
Thanks, I wonder how/if the engines can be shut off other then CTRL + Shift + F1?
It takes a while for those fan blades to stop spinning.

Thanks :wavey:
Sorry for the late answer, I somehow missed this one.

It takes a long time for them to spin down gray eagle, that's for sure!
I have sat and watched the process in real time more than once to make sure it worked, lol!

You should be able to shut off the engines by shutting the fuel control switches in the cockpit, over towards the rear on the left side. :ernaehrung004:

Cheers,
JP
 
And have made some progress with the afterburners


eVJpNXx.png


8aqdaXB.jpg


5ixiEbV.jpg


I have built-in the afterburner effects to the model and have to
create now the visibility condition settings for modeldef.xml.
 
And have made some progress with the afterburners


eVJpNXx.png


8aqdaXB.jpg


5ixiEbV.jpg


I have built-in the afterburner effects to the model and have to
create now the visibility condition settings for modeldef.xml.


Looks like the AB is getting there. Looks good so far. I like the models from Pack 1 ^ :applause:
 
Nice work PB!

Will your rework of the models include the 6th model JP added for Pack 1?

It’ll be a popular “base” common configuration for many flyers who don’t necessarily want to lug bombs around.

Re the AB effects, if it’s baked into the model, what triggers it? I ask because I’m playing about with some VC combos. Also, could it be shifted forward be a foot or so, to mask that slightly odd initial cylindrical shape at the front end of the effect?

Cheers.

DL
 
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