+russouk2004 Posted June 10, 2020 Posted June 10, 2020 (edited) Digital counter refuses to work... weird thing is the VS (below the ALT text) wont show either even though its exact same texture as the ALT...in fact they are identical except in name...its been reset etc and pivots are ok...tga works on one but not the other... also the counter mesh...its exact as the mesh in hornet pit for example...and uses the didgitalcounter tga that uses....I linked the ALT meshes to the ALT mesh and called that Digital Alt [Digital Alt] Type=PRESSURE_ALTIMETER CounterNodeFormat=DDI_ALT_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET same for the vert speed which is called Digital speed [Digital Alt] Type=PRESSURE_ALTIMETER CounterNodeFormat=DDI_ALT_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET dig speed is linked to the sperry box and the dig alt to panel... bloody odd...im probably missing the simplest of thing....why nothing ever straight forwards lol... pics show the probs...and the heirachy... Edited June 10, 2020 by russouk2004 Quote
+logan4 Posted June 10, 2020 Posted June 10, 2020 Its either a TypeO or I would check that the "Instrument[xxx]=" call outs have no duplicate or missing number in their sequences and the name matches the one on the list/parameters. Quote
+logan4 Posted June 11, 2020 Posted June 11, 2020 Did some testing.. and have to make some "correction" to the above... When everything is correct you will still have one issue with its operation, if it is set up for "VerticalVelocityIndicator", namely, the counters can not go into "minus" range, so it will show climbing properly, but if you descend then it will stay at 000. Like the bellow pics show (the counter in the upper left corner of the panel - for compare the the lower right climb indicator) . 2 Quote
+russouk2004 Posted June 11, 2020 Author Posted June 11, 2020 yeah...thought about the - issue so set as altimeters unless I fly below sea level should be ok ? remade all the textures redid tga`s in case....and re done the listing so will check in a bit. Quote
+russouk2004 Posted June 11, 2020 Author Posted June 11, 2020 (edited) fed up of this now.... remade em all...what pisses me off is the VS sign is dead same as ALT but wont show... the 2 lower left00 are for show.... lower 000 is the airspeed dig1 2 etc... just a quick Q I assume that each mesh is linked to parent not each other 5 to 4 4 to 3 etc. ? heres the ini and pics... pic 2 also why does sun show thru...opencockpit=true isnt in the cpit ini...will it go if I add opencockpit=false ? gonna do summat else and bin this lol [Altimeter] Type=PRESSURE_ALTIMETER CounterNodeFormat=AltDig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET Scale=1 [AirspeedIndicator] Type=AIRSPEED_INDICATOR CounterNodeFormat=IASDig%d MovementType=DIGITAL_DISPLAY ValueUnit=KNOTS Edited June 11, 2020 by russouk2004 Quote
+logan4 Posted June 11, 2020 Posted June 11, 2020 Yes, correct they linked to parent not to each other. Never run into the sun problem, but the entry might help. With the meshes you can check one more thing, "flipped faces" could cause such symptom, though if the mesh was simply cloned should not have that issue. Quote
+russouk2004 Posted June 11, 2020 Author Posted June 11, 2020 (edited) I check in mues lod viewer after exporting polys are ok....im lost.... heres how each digit mapped....used lod viewer to copy exact size of the mesh (0) as in the f18, etc.... named from right to left Altdig1 to Altdig5 linked to the digital box in picture.and same for the speed digits named IASDig1 to IASDig3..then after copied same data from the f18 pit or f22....used same names for each mesh..(btw I assume I only map the 0 no need for mesh for each digit as game does that as you explained before. I spaced the meshes in pit where the ALT and VS ones you see are so they cant be hidden.... im out of ideas lol... pic of it in 3ds max. I am now going out to hit something lol... Instrument[056]=Altimeter Instrument[057]=AirspeedIndicator [Altimeter] Type=PRESSURE_ALTIMETER CounterNodeFormat=AltDig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET Scale=1 [AirspeedIndicator] Type=AIRSPEED_INDICATOR CounterNodeFormat=IASDig%d MovementType=DIGITAL_DISPLAY ValueUnit=KNOTS Edited June 11, 2020 by russouk2004 Quote
+logan4 Posted June 11, 2020 Posted June 11, 2020 Since you have conventional needles also for speed and altitude on left and right seat is there a name duplicate in the instruments list? Quote
Wilches Posted June 11, 2020 Posted June 11, 2020 Well, I don´t think it so important. It´s a wonderful job the way it is. Quote
+Sundowner Posted June 11, 2020 Posted June 11, 2020 Nothing to do with the "PRESSURE_ALTIMETER_2" or 3 type thing is it?? Quote
+russouk2004 Posted June 11, 2020 Author Posted June 11, 2020 9 hours ago, logan4 said: Since you have conventional needles also for speed and altitude on left and right seat is there a name duplicate in the instruments list? not as far as I can see...needles are named with 01 02 etc. and co for co pilot... about the typre 1 2 0r 3 not sure SD tried most of em lol Quote Well, I don´t think it so important. It´s a wonderful job the way it is. I know m8...but its also for future reference so if I have problem again....im still learning pit making... 2 Quote
+russouk2004 Posted June 11, 2020 Author Posted June 11, 2020 had a thought...maybe its summat to do with the mesh its attached to....so made a quick gauge...re linked and works...names need sorting now....also 2 Quote
+russouk2004 Posted June 12, 2020 Author Posted June 12, 2020 (edited) working perfect now...plus AP light comes on in autopilot.. the sperry box mesh was mapped to a tga...no wonder it wouldnt work...mapped now to proper texture... speed is a split second behind game speed counter by 1knot bottom left...odd...maybe its delay in the signal...happy with that...tho SORTED...lol Edited June 12, 2020 by russouk2004 2 Quote
+russouk2004 Posted June 12, 2020 Author Posted June 12, 2020 Wish the co-pilot of external model would fuck off lol...when in correct position hes always there tried alsorts.. setposition yes and no....opencockpit does nothing... only thing I can think of is move pit forwards and add the props\engine nacelles front to lod...only way ur gonna see them from pit atm....unless theres a fix. Quote
+russouk2004 Posted June 12, 2020 Author Posted June 12, 2020 (edited) I notice that you have pilot figure in cockpit ..of external model he doesnt show up in the virtual cockpit...I moved the view to see whats going on ...only co pilot shows up in the virt pit....there must be a coded entry somewhere to stop him showing...only thing I can think of is to just have pilot in the external model pit...so virtual pit can be in correct position....without the fekkin copilot lurking. unless someone knows a fix.. Edited June 12, 2020 by russouk2004 Quote
+Sundowner Posted June 12, 2020 Posted June 12, 2020 Have you tried changing the Co-Pilot entry of the external model to something that uses the "ShowfromCockpit=False" entry? 1 1 Quote
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