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Revisiting the Cloud 9 Phantom porting issue..

That's with the Shared Texture folder out side of my main C9 folder. My install is copied over from fs9,
I have a lot of paints installed from when I first picked up the Phantom back when it was first released. And it could be that I haven't converted any of the textures from bmp's to dds files yet.


Joe

Hey Joe,

You can combine converted and non-converted textures easily. That doesn't interfere with the functioning of the model at all. I have a mix of bmp and dds textures, and this is the way my only aircraft folder looks like:

Capture.jpg

Take care,

Dumonceau
 
Kkmhsyk.jpg
 
B., the trick is in the "model=" entry and the names of the model folders. You need to assign individual names to each model folder like:

model.AA
model.Clean
model.LR
etc.

Then, make sure you use the same names for your repaint "model=" entries like:
model=AA or model=Clean
etc.

Attached a screenshot of my Phantom folder structure to give you some idea. No need to use the same names as I did, the possibilities are endless, just be consistent.

Hi
Fearing to be abusive...think I'm going mad with my unability to undersand what to do...have several c9 phantom folders. AA AG LR bombs etc.Tried to rename Model on aircraft folders and repaints like suggested and still they won't appear. What puzzles me is that Clean version works nicely with the C9_Phantom_X_Kit_V100. Did exactly the same for all.in AA version i have this folder content

model
panel
sound
texture
texture.HAF_ghost
texture.HAF_SEA
texture.JBG36_3841
texture.JG71_3811
texture.Ritchie
texture.USAFE_52TFW
texture.USAFE_86TFW
Aircraft.cfg
C9_F4F_check.htm
C9_F4F_ref.htm
C9F4_AA.airold
C9F4_QRAv2.air

with this first "block on aircraft.cfg

[fltsim.0]
title=AA configuration
sim=C9F4_QRAv2
model=
panel=x
sound=
texture=
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - AA configuration
ui_variation=Germany 38+68
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3868
atc_airline=Air Force
atc_flight_number=3868
atc_parking_types=MIL_CARGO,MIL_COMBAT


Model is blank after I tried many variations...

in Clean version

[fltsim.0]
title=CLEAN version
sim=C9F4v2
model=
panel=x
sound=
texture=
kb_checklists=C9_F4F_check
kb_reference=C9_F4F_ref
description=McDonnell F4 Phantom\n\nCopyrights @2006-07 cloud9 sas
ui_manufacturer=McDonnell-Douglas
ui_typerole=Twin Engine Jet
ui_type=F-4F Phantom - Clean configuration
ui_variation=Germany 38+68
atc_id_color=0x00000000
atc_heavy=0
atc_id_font=Verdana,-11,1,600,0
visual_damage=0
atc_id=3868
atc_airline=Air Force
atc_flight_number=3868
atc_parking_types=MIL_CARGO,MIL_COMBAT

Model is just model in aircraft folder

So, what am I doing wrong? I'm not a quitter but this one is over my mind...I'm able to understand your folder structure but really have no idea what to do to get there with all repaints from original C9 file and how to organize aircraft.cfg. Hope I was able to make myself clear...perhaps this will be usefull for some other fellowsimmer with a similar problema. Meanwhile I will "fly" Clean version (made all thumbnails), wondering why this version is functional...
Again, much obliged for your kind cooperation
 
Got my serial number - what next?

Hi Guys,

A question please: now that I have my serial number (from Virtuali), how do I get the "trail period" turned off? I'm still in fs9, pending getting this done.

Thanks,

Bill
 
It would be nice vapor effects
Can anyone made it?

I'm trying to work out which lights are not hard-coded into the model....looks like several are...unless I've lost the plot it looks like the only switchable 'effect' is the logo - that handles the AB.
On several planes I've setup wing-glove effects via 'wing lights' [7] but with this one the vapour is permanently on...looks like the aircrew are heavy smokers...;)

The Mach effect [10] switches OK ...so that's 2 lights that are alterable...;)
 
I'm trying to work out which lights are not hard-coded into the model....looks like several are...unless I've lost the plot it looks like the only switchable 'effect' is the logo - that handles the AB.
On several planes I've setup wing-glove effects via 'wing lights' [7] but with this one the vapour is permanently on...looks like the aircrew are heavy smokers...;)

The Mach effect [10] switches OK ...so that's 2 lights that are alterable...;)

Sounds good!
Unfortunately,the nose gear light stays lit, after indentation
Can be a solution?
Thanks for the effort

Zsolt
 
Night Lighting ... ideas?

... because at present, when it's night, I'm like Ray Charles in the Louvre .... can't see nuttin'!

thanks,

DL
 
... because at present, when it's night, I'm like Ray Charles in the Louvre .... can't see nuttin'!
thanks,
DL

When I launch a night flight, first thing I do is select "Ready to Start" (shift-1 popup) which turns on the VC night lighting:
 

Attachments

  • C9_F4_Nightlight.jpg
    C9_F4_Nightlight.jpg
    72.8 KB · Views: 7
I'm trying to work out which lights are not hard-coded into the model....looks like several are...unless I've lost the plot it looks like the only switchable 'effect' is the logo - that handles the AB.
On several planes I've setup wing-glove effects via 'wing lights' [7] but with this one the vapour is permanently on...looks like the aircrew are heavy smokers...;)

The Mach effect [10] switches OK ...so that's 2 lights that are alterable...;)

These light channels are already used:
1 - tail red beacon
2 - white beacons
3 - wing nav lights
4 - VC light
5 - Landing light
6 - Taxi light
7 - Steady white nav lights
9 - Afterburner
10 - Afterburner night flame

So, only light 8 (WING) is still free for additional effects.
BTW: You also can add additional FX to the [smokesystem], as many as you want (using smoke.2, smoke.3 etc.) but that requires updating the Engine_FX.xml code.
 
Zsolt...your F-4s look superb...!
Thank you for this little gem...

fsscr000_zps34f7f0e6.jpg


fsscr004_zps73c0b3a9.jpg


fsscr003_zps9b3d006e.jpg


fsscr002_zps10d0339e.jpg


Thank you, Zsolt...amd my regards to Frank!
 
Anyone else having this issue? The taxi / landing light should go out when gear retracts.

The Shockwave light system will do this for you, if you have the package.
It means adding a line to your panel.cfg, to implement.
It looks like this:

gaugeXX=shockwave_lights!SW Lights_gear, 1,1,1,1 //shockwave light

Add the above to the [VCOCKPIT01] section, and number accordingly.

Dave
 
These light channels are already used:
1 - tail red beacon
2 - white beacons
3 - wing nav lights
4 - VC light
5 - Landing light
6 - Taxi light
7 - Steady white nav lights
9 - Afterburner
10 - Afterburner night flame

So, only light 8 (WING) is still free for additional effects.
BTW: You also can add additional FX to the [smokesystem], as many as you want (using smoke.2, smoke.3 etc.) but that requires updating the Engine_FX.xml code.

I killed 'Engine_FX' so I also have 9 and 10 to assign.....but hadn't found 8 as 'free' so maybe I'll point that to a burner...or wing glove.
I still have 9 as the AB switch....10 does the Mach effects as usual...and currently I have '1' as the burner stage...which does show it...just doesn't switch off...so that'll become 8 then...;)
 
Nope....8 isn't 'free' either....fails to toggle off at <50% throttle as my xml requests...;)

Edit...
Here I am puttering along at idle...about to stall...using light 8 [wing]...

View attachment 8490
 
The Shockwave light system will do this for you, if you have the package.
It means adding a line to your panel.cfg, to implement.
It looks like this:

gaugeXX=shockwave_lights!SW Lights_gear, 1,1,1,1 //shockwave light

Add the above to the [VCOCKPIT01] section, and number accordingly.

Dave

Just a mention - I could not get a shockwave landing light to work in this model. (I've done it in other models, so I think I did the additions correctly.)
 
The Shockwave light system will do this for you, if you have the package.
It means adding a line to your panel.cfg, to implement.
It looks like this:

gaugeXX=shockwave_lights!SW Lights_gear, 1,1,1,1 //shockwave light

Add the above to the [VCOCKPIT01] section, and number accordingly.

Dave

The Shockwave controller will not work because the taxi/landing lights are switched by lvars which are coded in the model. They cannot be switched using the FSX key commands. Panel line gauge38=Phantom_X!VC_Switches, 10,10,10,10 already takes care of both taxi and landing lights.
 
Just a mention - I could not get a shockwave landing light to work in this model. (I've done it in other models, so I think I did the additions correctly.)

Which shockwave light? I added a shockwave landing light in the [lights] section and it works OK:

light.15 = 5, 14.7, 0.00, -7.20, fx_shockwave_landing_light_small_old
 
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