UPLOADED: Spitfire Mk.II Package

Looks like the same to me also. we always had to make sure a current one was in the aircraft after compass swings
 
I'm curious to see what you come up with for your help document James. Being a pilot, when I write the supplemental manual I am coming from a place of perhaps being too familiar, and I might assume some bits of knowledge on the part of the player without realizing it, that shouldn't be assumed. I'm interested to see what you and others come up with as important things to note that I may have missed pointing out.

Anybody up and flying yet?
 
Very soon!:wiggle: Just sorting out my X56 and keystrokes plus a quick start menu. I will work on a slightly more detailed instructions but shorter than the pdfs afterwards. I holding on the Fw180 til after that.
 
Still trying to sort out the controls here with my X56 Stick and Throttle.

I take it that the Spitfire MK II Module.xca in the main CFS3 folder sets up the equivalent in the Appdata folder through which one can see the Spitfire MK II control and keyboard setting in the in-game Control Options?

Now the Spitfire MK II Module.xca starts with ( bold by me)

<!-- The generic joystick node must be the first one -->
<Device Type="Generic Joystick">
<GameMode Name="Player">
<Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
<Axis ID="Throttle" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ELEV_TRIM_DN" RepCnt="2"/>
<Button ID="4" Action="ELEV_TRIM_UP" RepCnt="3"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="GEAR_TOGGLE"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>


I need to know if that is essential because it is causing issues with what I have for my X56 Controls which is

<GameMode Name="M3DViewer">
<Key ID="Up" Action="HeadPitchUp"/>
<Key ID="Down" Action="HeadPitchDown"/>
<Key ID="Left" Action="HeadRotLeft"/>
<Key ID="Right" Action="HeadRotRight"/>
<Key ID="Up" Mod="Shift" Action="HeadPitchUp"/>
<Key ID="Down" Mod="Shift" Action="HeadPitchDown"/>
<Key ID="Left" Mod="Shift" Action="HeadRotLeft"/>
<Key ID="Right" Mod="Shift" Action="HeadRotRight"/>
<Key ID="Up" Mod="Control" Action="HeadPitchUp"/>
<Key ID="Down" Mod="Control" Action="HeadPitchDown"/>
<Key ID="Left" Mod="Control" Action="HeadRotLeft"/>
<Key ID="Right" Mod="Control" Action="HeadRotRight"/>
<Key ID="Space" Action="HeadReset"/>
<Key ID="O" Action="HeadReset"/>
</GameMode>
</Device>
<Device Type="X56 H.O.T.A.S. Throttle">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>
<Device Type="X56 H.O.T.A.S. Stick">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_AILERONS_SET" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="AXIS_ELEVATOR_SET" Scale="64" Nullzone="36"/>
<Axis ID="Rudder" Action="AXIS_RUDDER_SET" Scale="64" Nullzone="36"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>


At the moment if I use my Default X56 xca I get controls, but of course not those in cockpit, while if I use the Spitfire MK II Module.xca, with or without the X56 lines added in (not instead of the generic Joystick), I get in pit controls but no X56 or keyboard controls.

Any idea if I just renamed the "Generic Joystick" to "X56 H.O.T.A.S. Stick" but kept the generic settings, plus added

<Device Type="X56 H.O.T.A.S. Throttle">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
(plus some more??)

would that do it?
 
Well I may have solved it but we shall see in further testing as just trying to go through all the stages for take off in order to make clear Instructions; for myself at least!

So
1. Deleted the Spitfire MK II Module.xca in AppData
2. Changed the beginning of the Spitfire MK II Module.xca in CFS3 main folder to:-

Mappings>
<!-- The generic joystick node must be the first one -->
<Device Type="X56 H.O.T.A.S. Stick">
<GameMode Name="Player">
<Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ELEV_TRIM_DN" RepCnt="2"/>
<Button ID="4" Action="ELEV_TRIM_UP" RepCnt="3"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="GEAR_TOGGLE"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>
<Device Type="X56 H.O.T.A.S. Throttle">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>
<Device Type="Keyboard"> etc etc


Then I checked the Spitfire MK II Module.xca in the AppData folder which read

to start.......

<Mappings>
<!-- The generic joystick node must be the first one -->
<Device Type="Keyboard">
<GameMode Name="Player">
<Key ID="F11" Action="ShowHelp"/> etc etc

and ended

</GameMode>
<GameMode Name="M3DViewer">
<Key ID="Up" Action="HeadPitchUp"/>
<Key ID="Down" Action="HeadPitchDown"/>
<Key ID="Left" Action="HeadRotLeft"/>
<Key ID="Right" Action="HeadRotRight"/>
<Key ID="Up" Mod="Shift" Action="HeadPitchUp"/>
<Key ID="Down" Mod="Shift" Action="HeadPitchDown"/>
<Key ID="Left" Mod="Shift" Action="HeadRotLeft"/>
<Key ID="Right" Mod="Shift" Action="HeadRotRight"/>
<Key ID="Up" Mod="Control" Action="HeadPitchUp"/>
<Key ID="Down" Mod="Control" Action="HeadPitchDown"/>
<Key ID="Left" Mod="Control" Action="HeadRotLeft"/>
<Key ID="Right" Mod="Control" Action="HeadRotRight"/>
<Key ID="Space" Action="HeadReset"/>
<Key ID="O" Action="HeadReset"/>
</GameMode>
</Device>
<Device Type="X56 H.O.T.A.S. Throttle">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ReleaseFireWeapon"/>
<Button ID="4" Action="SelectNextWeapon"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="TogglePadlock"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>
<Device Type="X56 H.O.T.A.S. Stick">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_AILERONS_SET" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="AXIS_ELEVATOR_SET" Scale="64" Nullzone="36"/>
<Axis ID="Rudder" Action="AXIS_RUDDER_SET" Scale="64" Nullzone="36"/>
<Button ID="1" Action="Fire_Guns"/>
<Button ID="2" Action="FireCannonsOnly"/>
<Button ID="3" Action="ELEV_TRIM_DN" RepCnt="2"/>
<Button ID="4" Action="ELEV_TRIM_UP" RepCnt="3"/>
<Button ID="5" Action="FLAPS_INCR"/>
<Button ID="6" Action="FLAPS_DECR"/>
<Button ID="7" Action="NextTarget"/>
<Pov ID="1" Action="HeadPov"/>
<Button ID="8" Action="GEAR_TOGGLE"/>
</GameMode>
<GameMode Name="M3DViewer">
<Pov ID="1" Action="HeadPov"/>
<Button ID="3" Action="ZoomIn" RepCnt="1"/>
<Button ID="4" Action="ZoomOut" RepCnt="1"/>
</GameMode>
<GameMode Name="Gunner">
<Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
<Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
</GameMode>
</Device>
</Mappings>


So somehow reversed the position of the X56 info!:dizzy: In any case it seems to work so far.

Now I actually have no real idea as to the importance of all the GameMode settings as the buttons don't bear any real relationship to my X56 buttons and I'm not even sure whether all those entries are even relevant.:dizzy:
 
Hi James, not ignoring your problem, just short on time. I hope to be able to answer properly in the next couple of days. Meanwhile, can you help me understand what exactly you're trying to do? Editing xca files shouldn't be necessary, and I think you're making it harder than it needs to be. At any rate, I don't know much about the ins and outs of those files, so I'm afraid I won't be of much help in that department.
 
Just going to repost a portion of my reply to James' other thread here for clarification:

To others who may be following along here, unless you have a Saitek X55 or X56 joystick, editing of xca files is unnecessary. Just use the in-game key configuration menu like normal. Apparently the X55 and X56 don't play right with CFS3 in general, and require the manual editing of xca files for some reason. This is a problem these sticks have with CFS3, not something introduced by the Spitfire add-on or the Real Systems Module.
 
Also, I know a lot of our community has been updated back to the stone age by microsoft and their infinite wisdom and are having a hard time getting CFS3 running at all. But 100 downloads so far and not one post from anyone saying it's working. It would be nice to know, jus sayin'. And do keep in mind, if you're intimidated by the Real Systems Module stuff (though it is really easy to install), the aircraft can still be flown just fine without it. Would be a shame to miss out unnecessarily on Steve and John's beautiful artwork.
 
... But 100 downloads so far and not one post from anyone saying it's working. It would be nice to know, jus sayin'. ...

Maybe CFS3 is just really old and we're dinosaurs :playful:. I would expect much more downloads because of what the Spit and Ankor's new shaders offer. It really takes CFS3 to a new level (again!) but maybe there are just not enough people left to appreciate it... (Altough 6200+ and 4200+ views for both threads would suggest otherwise; let yourselves be heard, folks!)
 
I am certainly going to get them flying. Just working through issues from my end and also clarifying how to operate all the nice new in cockpit features. Dan is correct in that, to install, there is nothing complicated (other than my X56 issues now solved!:wiggle:) about it and using the CFS3 Real Systems Module - Shortcut in ETO at least makes it all very easy. There is however a lot of careful reading to do; I plead guilty to some extent for not doing so; especially for those not used to in cockpit more realistic use of controls.
Also, as Dan said, one can use the aircraft fine in a non Ankor, non ETO set up and they will still be great and better than anything previous!:applause::ernaehrung004: Lets hear from others at least trying to get these birds in the air.
 
Sad to say but my pc has bit the dust. Won't get a new one for a couple of months. Can't wait to get Ankor's new shaders installed and fly this beautiful Spitfire.My new rig will finally be able to handle it all and then some. Thanks guys for all the hard work. It IS appreciated !
 
I now have set the compatibility of CFS3 to nothing (boxes unchecked) and have set CFS3, TiR and the RS Module to "Run as Administrator". That seemed to do the trick in running CFS3 with the Spit installed and with TiR functionality! But the shaders still make CFS3 crash (even with the latest version you posted). To be continued!

Thanks for the feedback. I was having a similar problem with TrackIR not working if I had the RS Module running. It turns out that on my system all I needed was to have TrackIR running as Admin.

Additionally, I had to set response values, and turn on the Roll degree of freedom in the Combat Flight TrackIR Profile for the new functionality to work. This does not appear to have any negative side effects when running CFS3 without the RS Module.
 
Hi gecko, I will certainly post feedback when I get these birds installed! At the moment, I cannot get cfs3 running at all, even with a complete fresh install of the OS. Will keep trying - the alternative is to find a copy of Win 7 and another complete rebuild :banghead:
 
On the Mk.IIA the guns are set up as cannons. This avoids the bug with guns showing hit effects for only every 5th round or so. Hit effects are shown for every round if they are set up as cannons.

If you are using the RS module, make sure your gun safety is set to fire and if you are at high altitude, that your radiator temperature is high enough and the radiator shutter is in the gun heating position.

EDIT: Also, you won't see tracers on most aircraft, since they fell out of use in RAF fighters during late 1940. DeWilde incendiaries were used instead, which have a bright flash on impact to let you know you are hitting your target. Only the outboard two guns were loaded with DeWilde though, with the other guns being loaded with slugs or armor piercing rounds - neither of which have a visual indication of a hit, unless it's hitting the ground or water.

And yeah, I feel fortunate that I've not been victimized by a rogue windows update. It seems to have taken a toll on our community of late!:banghead: Hope you all can get it figured out!
 
Getting a new gaming rig with Win10. Hope i don't have problems!! Going cold turkey without CFS3 is terrible ! Maybe by the time i get back everything will be worked out...:sentimental:
 
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