Short Stirling

here you are on the daylight gauges. You have the ...

night lights
 

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  • Gaugemaps.zip
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Thanks for these!

The uv light effects are out of position (too far back) to substitute for the default red cockpit light. This position will let them work as intended.

<Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.575" PosZ="5.5" PosY="1.0" Pitch="120" Heading="20" MinVel="-999999" MaxVel="999999"/>
<Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.575" PosZ="5.5" PosY="1.0" Pitch="120" Heading="-20" MinVel="-999999" MaxVel="999999"/>
 
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So I am interested to know if my failure to have the RPM gauges light up using +nlight is related to that?
 
It does make a necessary difference, but you'll also need this set of +clight files I created that match the rest of the Stirling gauges.

This zip also includes the B Gauge MKV .+clight.dds provided with the original package as well as a uv/radium version of the WELLsite.+nlight for those who are using the alternate TOW_Manchesterxxx bomb sights.

Since WELLsite is an nlight, instead of a clight file, the UV lights should be off when viewing the bombsight (F7), or you'll see the default red cockpit light instead of green.
 

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  • Stirling Clight Files.zip
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Crazy me

My install had it at 5.0 not the 2.5, not sure why the upload was different. Oh well to many irons in the fire. Ok since it has been quite on the model I will upload a new one that has the following fixes:

1. Fixed the bomb bay doors
2. Removed the red artifact
3. Revised xdp to have the proper distance for the lights
4. Changed the textures for the main instruments ( I can here you now) they will use the b_gauges.dds sheet the same one as the Manchester - why the boost warning was incorrect and the letters are more dim on the original. The mk1 max boost was 6.5 lbs so I just replaced to the correct sheet.

I will wait a little bit to see if there are any other little issues with her that folks have seen.

Maybe later today.
 
Well I thought I would check out the gunners to see how autopilot worked, which seemed fine, and also Bomb aimer control worked OK. However in the process of doing this in QC I forgort that I was supposedly on the runway at Kenley but in fact was in the air. That was why initially I had autopilot issues.

It turns out that, in 2 installs, the Stirling will not start on the runway at either Kenley or Bassingbourn, while the Manchesters will. Now I have not checked all the QC runways, but I know Alconbury and Binbrook have no issues. If it was one install and all aircraft .......:dizzy:

So the ? is; is this a runway, qclocations, or an aircraft issue.
 
James

it works for me. no issues. I checked about 10 different bases fighter, coastal and bomber all good.
 
Just downloaded v1.1 but based on the fixes 1.1 was supposed to have, it looks like the download still contains the original. Also, looks like the top and rear turrets are missing textures?

At any rate, this is a really impressive model. The sheer size of it... Love the landing gear animation too.
 
gecko

The turrets are mapped to the main texture and John painted them black. If you are speaking about the interior as long as you have the Manchester you should have all the files you need along with what is supplied. I know it is fixed on my machine and uploaded what I have. If you see otherwise let me know and I will try again.

jeez you had me worried so I just checked and the exterior turrets are in fact mapped to the main texture in black....phew
 
Dan is talking about the mid upper and rear turret interiors Ted, those textures have never shown for me either, probably a naming problem, as you know I have all the Manchester textures!
 
I just downloaded it from the library again, and it is not version 1.1 yet. For example there is still the extra door swinging the wrong way on the bomb bay.
 
Thanks Ted, got the Manchester into that install and it looks like the turret interiors and exteriors are good now. While investigating all this in the external model and found that it called for stirling_vc1.dds and stirling_vc3.dds, and I have no textures by that name. Making a copy of stirling_vc1_t.dds and stirling_vc3_t.dds and renaming them to the missing texture names got most of the external model cockpit textures to show. I suggest either including the called for textures or changing the textures in the external model m3d to match the existing texture names. At this point it looks like it's only the cockpit floor that remains untextured (both interior and exterior models).
 
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