+russouk2004 Posted July 16, 2020 Posted July 16, 2020 Anyone managed to get a plane skin texture to show on a cockpit...my stumbling block is canopy and nose needs one of the textures from planes folder...so engine cowl uses planes colour...say for instance red camo also canopy framing uses red scheme... my prob is then if you fly a blue skin,the cockpit framing and engine cowl still shows as red .. any ideas how to get cockpit to recognise different texturesets if possible...? TIA Quote
+Dels Posted July 16, 2020 Posted July 16, 2020 Hi Russ, I have also tried this in the past and was unable to have different texture sets for the cockpit model. The way I got around it was to build the detailed cockpit component into the external model and use the open cockpit=true function - this way it will use the aircraft texture. It's a bit fiddly getting it to work and you'll have the issues associated with the open cockpit, but I think it will get you what you want. Dels Quote
+russouk2004 Posted July 16, 2020 Author Posted July 16, 2020 yeah tried few things...until w get textureset compatability with pits will try your way or just paint parts seen as basic pit texture...its not that much of a biggie....just detail...lol.. thnx m8 Quote
+russouk2004 Posted July 17, 2020 Author Posted July 17, 2020 (edited) anyone know if possible to have lights as fuel reading instead of dials and needles...ie light with 60litres lit until down to 50litres then that comes on and 60 goes out.? Edited July 17, 2020 by russouk2004 Quote
+guuruu Posted July 17, 2020 Posted July 17, 2020 Looks like yes, but you must experiment ;-) 1 Quote
+logan4 Posted July 17, 2020 Posted July 17, 2020 It is possible, but you will need separate entry for each light set. [Light_fuel120] Type=INTERNAL_FUEL_QUANTITY_INDICATOR NodeName=Light_120 MovementType=LIGHT ValueUnit=KG Set[01].Position=0.0 Set[01].Value=100.0 Set[02].Position=1.0 Set[02].Value=100.1 [Light_fuel100] Type=INTERNAL_FUEL_QUANTITY_INDICATOR NodeName=Light_100 MovementType=LIGHT ValueUnit=KG Set[01].Position=0.0 Set[01].Value=90.0 Set[02].Position=1.0 Set[02].Value=90.1 [Light_fuel90] Type=INTERNAL_FUEL_QUANTITY_INDICATOR NodeName=Light_90 MovementType=LIGHT ValueUnit=KG Set[01].Position=0.0 Set[01].Value=80.0 Set[02].Position=1.0 Set[02].Value=80.1 The "range" is depend on your needs, the above examples will be lit when levels are correct and turn off when amount goes under a preset value. In place of "INTERNAL_" you can use also "TOTAL_" as type. ValueUnit can be set as required. 1 1 Quote
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