Spitfire Mks.VII and VIII are out!

EDIT - and one more about the gauges. Both variants have 146 gallons (mouse hover figure) when fully fueled but the Mk VII fuel gauge is showing full tanks, the Mk VIII isn't

got it. another scaling issue
 
Correction for the ones that start on line 990 the texture references are offset by one. Use this pattern instead.

FF FF FF FF FF FF FF FF 00 00 FF 00 FF FF FF FF 00 00 00 FF 33 33 33 FF 00 00 7E 43 00 00 FF FF 01 00 FF FF
 
got it. another scaling issue

Found another one for you, the Mk VIII airspeed indicator. Reading 170 mph at 200 mph, 210 mph at 250 mph, 250 at 300 - I'd guess scaling again.

The rest of the instruments are OK, I checked them all so they can all be fixed at once. But what's the "nose up / nose down" thing on the lower left? I have no idea what it should do but noticable is that it doesn't do the same thing in Mk VII and Mk VIII.
 
... But what's the "nose up / nose down" thing on the lower left? I have no idea what it should do but noticable is that it doesn't do the same thing in Mk VII and Mk VIII.

Some sort of variometer / climb/descent gauge? It does say 'nose up' in the one of the new Spits I just parked at ALG A-2 (SJE_spitfire_m7_HF_PB_44), which seems correct for a taildragger :biggrin-new:.
But while we 're on this subject, the texture left of/behind the throttle quadrant (the cockpit wall) seems mirrored by the looks of the warning placards etc.

And I got a question too: I parked the Spit with a coolant temperature of 120°C after taxiing, switched everything off but still the coolant temperature slowly rose until the max. Also, the oil temperature remained steady at 17°. This last thing I can imagine to be the outside/normal temperature (didn't know CFS3 modelled that, but okay - it seems more logical than the 0°C most aircraft start with). But I definitely expected the coolant temp. to drop after a while with a dead engine. Isn't it supposed to do that? Otherwise it becomes pretty darn difficult to take off again (I tried to start an overheated engine the flight before and it wouldn't do a thing).


But what a job, guys!! My new favourite mount to chase Huns around with!
 
If it's really a trim gauge it's definitely not working as it should. The one in the Mk VIII does nothing except has the needle pointed slightly below zero all the time and the one in the Mk VII shows nearly maximum values on the ground (as also experienced by Frosty) and in the air it has something to do with the attitude of the aircraft. "Something" because I have very little idea what - in level flight it behaves as on the ground, only in a steep dive the needle begins to come down but as soon as the nose gets anywhere near the horizon it's back in the nearly maximum value. Actual elevator trim settings do nothing to change it, tried the entire range from -100.00 to 100.00.
 
its a trim gauge which don't work in cfs3 AFAIKT. the moving needle is a leftover from an older aircraft and was suppose to be removed or disabled.
 
Found another one, this time in the new gun sounds. When editing the existing sounds.xml according to the instructions a new gun sound section "csj303_browning" is created. However, no sound is heard because the SJ_gb_gun_303cal_gun_trigger.xdp calls for "csj303" that doesn't exist. Nothing that a simple edit can't fix but for the less tech savvy it can be a tough one to do.

A quick look at the supplied sounds.xml reveals the same thing so I assume that it's the gun xdp that has an error in it as the sound files match.

Hi Greycap,

good catch, it is indeed the SJ_gb_gun_303cal_gun_trigger.xdp that was calling for the wrong thing in the sound file.

For people who dont know how to change it (and cant wait LOL) I have attached the fix here, just drop the two files in to your main games guns folder and allow them to overwrite existing files.

There will be a update_patch for the Spitfires coming out soon that will fix the cockpit issues, FM changes and this fix for the guns as well. Steve has already fixed the VC issues, but it will take me a few days to edit the files into all 22 aircraft making sure I get the texture sheets called for correctly etc. (most would not notice but if you look at the oil temp gauge the cover changes colour across blue, red, yellow on various planes.)

The update will be for people who have already downloaded the spitfire set, I will have the main spitfire set updated as well and re-upload to SOH so people in the future will not need to download the patch just the two main Spitfire package files.

regards Rob.
 

Attachments

  • Spitfire_guns_updated.rar
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Frosty, Dan is away for a few days. He may have the best answer to your coolant issues.

No probs, I mostly fly QC anyway :untroubled:

its a trim gauge which don't work in cfs3 AFAIKT. the moving needle is a leftover from an older aircraft and was suppose to be removed or disabled.

Out of curiosity: What does it react to then? I thought that animations that are mentioned in the SDK but not implemented in the final product really did nothing at all in the sim (like that beautifully animated - if I may say so myself :playful: - parking brake lever in my Chevy M6) and not 'just something else'. It must be coded as another, working gauge, for it surely reacts to lowering or raising the nose of the aircraft I just flew (only very slowly - I think I was diving at more than 50° before the needle swung below 'level').

Still another question: How much of the dynamic reticle should be visible from the standard, non-adjusted pilot view? I use TrackIR and noticed that I can see the 'pipper', some part of the 'range circle' depending on how I hold my head but nothing of the 'crosshairs' that can be found on the outside of the circle when I reviewed the .dds file. Is this recticle adjustable in flight? If so, I must have overlooked in the ReadMe how to adjust it.
 
Has anybody noticed the boost gauge on MT634, which is the only one I've flown so far? It's 180 degrees or so off, in that it indicates maximum boost when it's actually minimum. 0 psi is pointing straight down according to the mouse reading.

On a positive note, the sounds and effects are excellent, as are the visual models and skins. Great job!
 
Coolant: yes, the temps will continue to climb - it was a workaround to allow it to over temp at all, and I didn't anticipate many people wanting to restart their engine after landing. The idea was to make you think and fly a little more like a real pilot and watch those gauges, but it does have its limitations.

The dynamic reticle is set up to be the correct mil size, so that it can be used for ranging (117 mil) iirc. This does mean it is a bit big for the glass until you lean in a bit. The ring itself is not adjustable, but the horizontal bar is.
 
Thanks

Thanks to modellers, skinners, Rob, Gecko and all who worked their magic on this package. :applause:

The bar is incredibly high here.
 
Hi All,

The patch for the original set has been uploaded for people who downloaded the original set. And an updated complete package has also been uploaded for people who have not got the Spitfires yet.

There under CFS3 aircraft- British.

There will be another upload soon, with some new aircraft for the SAAF, set up for MAW.

regards Rob.
 
There will be another upload soon, with some new aircraft for the SAAF, set up for MAW.

regards Rob.


d040.gif
 
Just to let you know, there's a chassis lock warning label on the left wall of the cockpit that has it's text mirror imaged (reused texture patch from the right wall). I don't know if it's a new issue with the just released patch, or has always been like that.

Also, I had to add an all black spitfire_M8_c1.+sr.dds file to the SJ_spits_shared folder to prevent the dash panel from being overly reflective with AnKor's shaders turned on.
 
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