(wheels out and dusts off arithmetic CSE pass , C minus: cough cough)
The airspeed needle animation is calibrated in km/hr and 0 km/h is frame 0, 2000 km/h is frame 2000, so for a Tiggie you'll be rotating
airspeed_needle to the 160mph mark at frame 257 (257 km/h). Set the needle for the other calibration marks, don't depend on the scale to be uniform all the way around.
vertical_speed_needle is not terribly obvious, so this from my crib sheet:-
-4000 feet/min (descending...!) at keyframe 80
-3000 fpm at keyframe 85
-2000 fpm at keyframe 90
-1000 fpm at keyframe 95
steady flight 0 fpm at keyframe 100
+1000 fpm (climbing) at keyframe 105
+2000 fpm at keyframe 110
+3000 fpm at keyframe 115
+4000 fpm at keyframe 120
Altimeter animations are pure rotation animations around the needle's Z axis handled by CFS3 itself, one full turn for a hundred, thousand or ten thousand feet depending on which needle you're talking about.
For the turn rate, neutral is at keyframe 100; standard, double, 3x and 4x turns
left are at keyframes 75, 50, 25 and 0 whereas standard, double, 3x and 4x turns
right are at keyframes 125, 150, 175 and 200.
Slip is neutral at keyframe 50, 3 balls
left at 0 and 3 balls
right at 100.
This should give you the idea. I also find the gauge tooltips incredibly useful for checking this in-sim: I name the gauge body by the tooltip name and in CFS3 you can read off what the sim thinks the value is to compare with what the needle is pointing to.
Hope this helps! (and I like the compass bezel - P11 or P4 type?)
A terribly useful prog when working these out is
convert.exe, Milton put me on to this one. Converts from gallons to Hindustani firkins by way of troy ounces, should you so wish.
Convert
OT: Ben Ainslie just lifted his
fourth sailing gold in four Olympics - not bad for a lad!