• Warbirds Library V4 (Resources for now) How to


    We just posted part one of the how to on uploading new files to the Library. Part 1 covers adding new files. Part 2 will cover making changes to your the uploads you own.


    Questions or comments please post them in the regular forums. Which forum is that... Well it is the one you spend the most time in.

    Thanks the Staff

    Library How to

Vought RF-8 Crusader project, 2018

Just checking back in to see if I can help. I remembered a great effect on Milton's XF-92 which was for engine glow. I have added it to my
RF-8 to see the difference it makes. Not too shabby:encouragement: Thanks to Milton and Team!

I added it to smoke.4

smoke.4 = -18.60, 0.00, 0.15, xf92a_engine

attachment.php

Sounds promising! Just sitting back here, and being appreciative of everyone's contributions towards improving the Crusader!
 
Just checking back in to see if I can help. I remembered a great effect on Milton's XF-92 which was for engine glow. I have added it to my
RF-8 to see the difference it makes. Not too shabby:encouragement: Thanks to Milton and Team!

I added it to smoke.4

smoke.4 = -18.60, 0.00, 0.15, xf92a_engine

attachment.php

I like that! Now I have to find the XF-92 and borrow the appropriate effect(s).


What about Henk's entries in the .cfg file - do you keep the smokesystem intact?
Just add the one extra line to the lights or just you one light entry?

What changed from the original .cfg file? Just added the smoke entry? Kept the Lights entry?
 
Not too shabby. Would of liked a little more cowbell (orange) blended in.



Capture.jpg



Capture1.jpg


I like seeing the flames from fuel injector nozzles and the orange color of the exhaust. I think this effect is part due to the bmp textures under the effects

exhaust.jpg



Capture3.jpg


Been thinking about moving the burner ring a little closer to the rear of the engine and see what that looks like. If I only knew how to edit out the sprites (twinkles).
 
I like that! Now I have to find the XF-92 and borrow the appropriate effect(s).


What about Henk's entries in the .cfg file - do you keep the smokesystem intact?
Just add the one extra line to the lights or just you one light entry?

What changed from the original .cfg file? Just added the smoke entry? Kept the Lights entry?

Did nothing to the [lights] section. This is my [smokesystem] entry:

[smokesystem]
smoke.0 = -17.55, 0.00, 0.15, fx_ALPHA_F8_TF_AB
smoke.1 = -22.00, 0.00, 0.00, fx_HeatShimmerDCB
smoke.2 = -11.46, -17.55, 1.33, fx_fueldump
smoke.3 = -11.46, 17.55, 1.33, fx_fueldump
smoke.4 = -18.60, 0.00, 0.15, xf92a_engine
 
Tinkered with the early stages of the AB in P3Dv3 for ya! Flaming tail part give that a go Butch.



AB file...
View attachment 71413

[smokesystem]
smoke.2 = -17.60, 0.00, 0.10, fx_ALPHA_F8_AB //RED: Centers rings in tube.

Rings fit in the tube...
 

Attachments

  • AB FIRE.jpg
    AB FIRE.jpg
    52 KB · Views: 5
Last edited:
Added another element to the mix... nice blowtorch! Notice the difference of the cruise flame effects (size).

Burn baby burn!!! Can you FEEL the HEAT! :biggrin-new:

P3Dv3
 
Little update on the cruise or low AB effects. Timing is off so will work on that later today. Old AB zip file is not revelant any longer. (POST#165)

 
Little update on the cruise or low AB effects. Timing is off so will work on that later today. Old AB zip file is not revelant any longer. (POST#165)


That's is awesome Ted!:encouragement: Looking less of a flashlight and has more realistic colors. :biggrin-new:

What I'd like to know is will the line that goes into the aircraft.cfg (Lights section) from this effect be added to Henks' lights section or
exactly what will be the changes made? The ab effect I used was from the old AS AVRO-CF105 and there were sprites (clinkers) coming out the tailpipe. Don't know what caused that. How did ya make the ring larger to fit?

Your low AB test looks like perhaps multistage AB effect i.e., low orange flame to a bright yellow flame. I like it.. :applause:

Ted: It's been awhile and I forgot some of the techniques you showed me to edit within the appropriate effect files, but interested in (relearning) remedial training. Send me a training PM please.
Thank you much, I do appreciate it. :wavey:




Edit: smoke.2 = -17.60, 0.00, 0.10, fx_ALPHA_F8_AB //RED: Centers rings in tube.
Original entry: smoke.2 = -17.60, 0.00, 0.25, fx_ALPHA_F8_AB


Back in the day, the old AB effect from AS CF-105 worked good in FSX but for some reason not so good in P3D V3. See below,

Capture1.jpg



Thanks
Butch
 
Last edited:
Tinkered with the early stages of the AB in P3Dv3 for ya! Flaming tail part give that a go Butch.



AB file...
View attachment 71413

[smokesystem]
smoke.2 = -17.60, 0.00, 0.10, fx_ALPHA_F8_AB //RED: Centers rings in tube.

Rings fit in the tube...


Ted,
That file seems to contain an afterburner boom effect.

A few years ago you made this one that was your AB effect in FSX

https://www.mediafire.com/file/ff6mvxq7wstbx06/Alpha_F-8_Afterburner_Effects.zip


light.x = 9, -42.80, 0.00, 0.15, fx_ALPHA_F8_TFF_AB
 
Added another element to the mix... nice blowtorch! Notice the difference of the cruise flame effects (size).

Burn baby burn!!! Can you FEEL the HEAT! :biggrin-new:

P3Dv3

Just an FYI, a few years ago, Don "fxsttcb" Bodenstedt put together an eclectic collection of files for the F-8 crusader
and it included your AB effect files (fx_ALPHA_F8_TF_AB.fx). But you already knew that right?

https://flyawaysimulation.com/downloads/files/23241/fsx-alphasim-virtavia-f-8-crusader/

This was the lights entry back then:

[lights]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing, 6=taxi light, 7=recognition light, 8=wing light, 9=logo light, 10=Cabin Light
light.0 = 4, 21.55, 0.00, 0.85, fx_vclight //Cockpit/Panel, Bright VC
light.1 = 2, 21.50, 0.00, 0.80, fx_vclightDR //Strobe, Dim Reddish VC
light.2 = 6, -22.00, 0.00, 0.00, fx_HeatShimmerDCB //Taxi Lights
light.3 = 9, -18.00, 0.15, 0.15, fx_ALPHA_F8_TF_AB //Logo Lights <<<< this looks like your (Ted) exhaust effect in lights section.
light.4 = 7, -0.01, 0.01,-0.01, fx_F8_fueldump_Dual //Reco Lights
//light.5= 10, -1.00, 0.00, 0.00, fx_RCB_machenvlop,1 //Cabin Lights, SonicBoom visual effect
//USED IN MODEL: 3=navigation, 5=landing, 8=wing light(Wing Triggered by Nav Light Switch in Panel)
//USED IN PANEL: 2=strobe, 4=cockpit, 6=taxi light, 7=recognition light, 9=logo light,
//AVAILABLE: 1=beacon, 10=Cabin Light


Only one entry in the smoke section back then:
[smokesystem]
smoke.0 = 0.00, -22.00, 0.00, fx_eng_exhaust_gry
 
I have also switched over to Ted's burner effect (Thanks!:encouragement:) I got rid of the Heat shimmer effect and used another one that eliminates all of the smoke and added a MACH envelope effect.

Burner
burner.jpg


MACH Envelope
MACH.jpg
 
What I'd like to know is will the line that goes into the aircraft.cfg (Lights section) from this effect be added to Henks' lights section or
exactly what will be the changes made? The ab effect I used was from the old AS AVRO-CF105 and there were sprites (clinkers) coming out the tailpipe. Don't know what caused that. How did ya make the ring larger to fit?

As for the [lights] section I made no changes or add anything.

X & Y Scale changes the size of the sprites.

[Particle.0]
Lifetime=0.00, 0.00
Type=19
X Scale=0.40, 0.40
Y Scale=0.40, 0.40

Z Scale=0.00, 0.00
X Scale Rate=0.00, 0.00
Y Scale Rate=0.00, 0.00
Z Scale Rate=0.00, 0.00
Drag=0.00, 0.00
Color Rate=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0.70, 0.70
Fade Out=0.7, 0.7
Rotation=0.00, 0.00
Static=1
Face=0, 0, 0


smoke.2 = -17.60=+forward or -backward, 0.00=+right to -left, 0.10=+up or -down

Edit: smoke.2 = -17.60, 0.00, 0.10, fx_ALPHA_F8_AB //RED: Centers rings in tube.
Original entry: smoke.2 = -17.60, 0.00, 0.25, fx_ALPHA_F8_AB

All lines cross at 0.00.
 

Attachments

  • Datum.jpg
    Datum.jpg
    70.6 KB · Views: 4
Update to the AB files and didn't mod the AB exhaust flames. Give you guys something to do! :adoration: Mod away!!!

Have great weekend!

View attachment 71429

Thanks for the files. :encouragement:

This is what it looks like with your new effect files.

Stage one

Capture.jpg



Max smoke:
Capture1.jpg



Is this the way it should look in P3D V3?
Screen one with about half throttle shows a change in burner effect.
Screen two IMHO looks to be the same as before. I wish I knew how to make that CF-105 burner work in P3D.

Thanks again Ted.
 
Model: Alphasim Vought Crusader for native FSX Version 2
P3Dv3: Skyforce + Chaseplane addons
Lighting: HDR=off DR=Ultra No PTA or enhancements.

If your using a different model you may have to make adjustments to fit or if using something like PTA you may have to change colors.
Anyways it's there to be mod anyway one likes.

 
Model: Alphasim Vought Crusader for native FSX Version 2
P3Dv3: Skyforce + Chaseplane addons
Lighting: HDR=off DR=Ultra No PTA or enhancements.

If your using a different model you may have to make adjustments to fit or if using something like PTA you may have to change colors.
Anyways it's there to be mod anyway one likes.


Appreciate the feedback.

Was curious if you looked at my two AB stages and if they looked okay to you.
Your video looks pretty good. I see that you can go low AB and the flame is orange then'
kick it in to max and the burner is yellow torch w/flame.

I am using P3D V3.4 so I would think that I should see same visual results as your video.

Like I mentioned earlier I had a nice AB that was from the AS CF-105 arrow and in P3D V3, there are what looks like embers
in the exhaust trail. Don't know how to edit them out or even it they can.

Capture1.jpg


I did find AB position info and I think I get that. It's actually editing the fx files and making adjustments to the color of the flame i.e. add more orange effect to an already
yellow flame or making the diameter of the flame ring a little bigger to fit. I know the texturer (bmp) says a lot on profile of the AB ring and flames.

It a bummer that what I had in FSX got the hickups when loading it to P3D v3. Lost the continuity of the original effect somehow.

Page-3.jpg


Page-4.jpg
 
Like I mentioned earlier I had a nice AB that was from the AS CF-105 arrow and in P3D V3, there are what looks like embers
in the exhaust trail. Don't know how to edit them out or even it they can.

If you know the file name of the sparkles you can isolate the [ParticlAttributes] section one by one to find the sparkles.


EXAMPLE ONLY:

[ParticleAttributes.31]
Blend Mode=2
//Texture=fx_fireAdd.bmp
Bounce=0.00
Color Start=108, 100, 40, 1
Color End=18, 10, 2, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

Sparkles are way out there to adjust them in by lowering this # on the [Emitter].

EXAMPLE ONLY:

[Emitter.29]
Lifetime=0.40, 0.40
Delay=1.500, 1.500
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00 ,0.00
Z Offset=-8.0, -8.0 to -4.0, -4.0 //Closer to the nozzles.


Capture1.jpg
 
If you know the file name of the sparkles you can isolate the [ParticlAttributes] section one by one to find the sparkles.


EXAMPLE ONLY:

[ParticleAttributes.31]
Blend Mode=2
//Texture=fx_fireAdd.bmp
Bounce=0.00
Color Start=108, 100, 40, 1
Color End=18, 10, 2, 0
Jitter Distance=0.00
Jitter Time=0.00
uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00

Sparkles are way out there to adjust them in by lowering this # on the [Emitter].

EXAMPLE ONLY:

[Emitter.29]
Lifetime=0.40, 0.40
Delay=1.500, 1.500
Bounce=0.00
No Interpolate=1
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=0.00, 0.00
Y Particle Velocity=0.00, 0.00
Z Particle Velocity=0.00, 0.00
X Rotation=0.00, 0.00
Y Rotation=0.00, 0.00
Z Rotation=0.00, 0.00
X Offset=0.00, 0.00
Y Offset=0.00 ,0.00
Z Offset=-8.0, -8.0 to -4.0, -4.0 //Closer to the nozzles.


Capture1.jpg


Well, that's a clue and starting point. In fx_ALPHA_CF105_AB.fx file alone there are 43 emitters and most of the Z Offset values are in the +- 20's range some are in the teens.
Guess I'd have to make a copy of this and trial and error till the embers are not so noticeable. They remind me of the embers from a charcoal grill. :biggrin-new:

I think that one file is key to the AB effect you see in the screen shot ^.

You've been a big help Ted and I appreciate it. :encouragement:
 
Well, that's a clue and starting point. In fx_ALPHA_CF105_AB.fx file alone there are 43 emitters and most of the Z Offset values are in the +- 20's range some are in the teens.
Guess I'd have to make a copy of this and trial and error till the embers are not so noticeable. They remind me of the embers from a charcoal grill. :biggrin-new:

I think that one file is key to the AB effect you see in the screen shot ^.

If the embers are at the end then check the Z Offset with the highest #'s and maybe check the X Scale/Y Scale for very small #. That would make them look like dots.

Also see if the jitter scale #'s are more than zero. That will cause the embers to bounce all over the place.

EXAMPLE:


[ParticleAttributes.31]
Blend Mode=2
Texture=fx_fireAdd.bmp
Bounce=0.00
Color Start=108, 100, 40, 1
Color End=18, 10, 2, 0
Jitter Distance=0.00
Jitter Time=0.00

uv1=0.00, 0.00
uv2=1.00, 1.00
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
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