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denissoliveira

Cockpit.ini list of items and documentation for creating

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I'm starting cockpit construction and need this information if anyone has any documentation, a list of these types.

 

I need this information, the list of These types:

Type = is how many? there list?

MovementType = how many are? there list?

ValueUnit = how many are? there list?

CounterNodeFormat = how many are? there list?

ItemNumber = que this is associated?

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CounterNodeFormat is actually refers to the individual mesh names that are part of a counter instrument - either analog or digital.

The name itself can be anything you give to them, I always try to give names that refer to what instrument or function they serve or for.

These can go with instruments as

MovementType=ANALOG_COUNTER

MovementType=DIGITAL_DISPLAY

 

CounterNodeFormat=Ripint_dig%d

 

Where existing meshes of the counter are the following: Ripint_dig1,Ripint_dig2,Ripint_dig3. 

 

Bellow is a sample of it in linking structure.

 

MFD_L_AGmode [13 polys, 13 verts] 'Arch & Design (mi)_18'
        Light_Ripqty [2 polys, 4 verts] 'Lights'
                  Ripqty_dig1 [2 polys, 4 verts] 'Arch & Design (mi)_19'
                  Ripqty_dig2 [2 polys, 4 verts] 'Arch & Design (mi)_19'
       Light_RipInt [2 polys, 4 verts] 'Lights'
                  Ripint_dig1 [2 polys, 4 verts] 'Arch & Design (mi)_22'
                  Ripint_dig2 [2 polys, 4 verts] 'Arch & Design (mi)_22'
                  Ripint_dig3 [2 polys, 4 verts] 'Arch & Design (mi)_22'
 
_dig1 shows: single number
_dig2 shows: tens
_dig3 shows: hundreds
 
In cockpit.ini the above looks such:
 
[Ripple_Quantity]
Type=RIPPLE_QUANTITY
MovementType=DIGITAL_DISPLAY
CounterNodeFormat=Ripqty_dig%d
 
[Ripple_interval]
Type=RIPPLE_INTERVAL
MovementType=DIGITAL_DISPLAY
CounterNodeFormat=Ripint_dig%d
 
 
Not sure what is the limit. I have digital counters for 5 digit display capability working fine.
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ItemNumber is a bit trickier than the above mentioned one. It can refer to several things, depend on what entry it is used with.

 

A - With engine related instruments/entries (tachometer/fuelflow/temperature/fire,etc) it always refers to the EngineID in the AC_data.ini, as an example:

 

[TachometerL]
Type=TACHOMETER
CounterNodeFormat=RPML_dig%d
MovementType=DIGITAL_DISPLAY
ItemNumber=1   <--- EngineID=1
Scale=100
 
[TachometerR]
Type=TACHOMETER
CounterNodeFormat=RPMR_dig%d
MovementType=DIGITAL_DISPLAY
ItemNumber=2   <--- EngineID=2
Scale=100
 
Max number of it same as the number of engines exist on the aircraft. 
 
 
B  -  When it is part of a Type=WEAPON_TYPE_SELECTOR entry it refers to the following
 
1  - Gun
2  - IRM
3  - Radar guided weapons either SHAM or AHM
4  - Bomb  (unguided)
5  - EO weapons
6  - ARM missiles
7  - Rocket Pods
8  - Laser guided weapons
 
An example:
 
[GUN_Selector]
Type=WEAPON_TYPE_SELECTOR
NodeName=Gun_select
MovementType=LIGHT
ItemNumber=1

 

Maybe there are more of it but these are the 8 I know of.

 

 

C  -  When it is associated with Type=WEAPON_STATION_SELECTOR entry it refers to the StationID= in the AC_Data.ini.

 

Few examples:

 

[iRM_Station1]
Type=WEAPON_STATION_SELECTOR
NodeName=Light_IRM1
MovementType=LIGHT
ItemNumber=10   <--- StationID=10
 
[MRM_Station7]
Type=WEAPON_STATION_SELECTOR
NodeName=Light_MRM7
MovementType=LIGHT
ItemNumber=7   <--- StationID=7
 
[ARM_Station1]
Type=WEAPON_STATION_SELECTOR
NodeName=Light_ARM1
MovementType=LIGHT
ItemNumber=1   <--- StationID=1
 
[RP_Station2]
Type=WEAPON_STATION_SELECTOR
NodeName=Light_RP2
MovementType=LIGHT
ItemNumber=26   <--- StationID=26
 
Max number of it same as max number of weapon stations - 32.
 
 
C2  
The same principle can be used with Type=WEAPON_QUANTITY as could be used to show loaded weapon. In modern MFD display environment this is applicable to stations with a dedicated single type weapon station (fueltank/rocketpod,etc) where only that one thing is ever loaded. This solution provides an alternative to the WeaponTypeID system. However you can use it also on old pit variants where there is only a light or simple text that shows loaded/empty state.
An example:
 
[RP_Station4load]
Type=WEAPON_QUANTITY
NodeName=Light_RP4L
MovementType=LIGHT
ItemNumber=28   <--- StationID=28
Set[01].Position=0.0 
Set[01].Value=0.0     <---OFF
Set[02].Position=1.0
Set[02].Value=1.0     <---ON
 
 
C3
If you associate it with Type=WEAPON_TYPE_ID entry to show what type of weapons are loaded/selected, same as the previous two type, it looks for StationID= in AC_data.ini
As an example:
 
[LGB_Station2load]
Type=WEAPON_TYPE_ID
NodeName=Light_LG2L
MovementType=LIGHT
ItemNumber=2   <--- StationID=2
Set[01].Position=0.0   <---OFF
Set[01].Value=60.5
Set[02].Position=1.0   <---ON
Set[02].Value=61.0
Set[03].Position=1.0   <---ON
Set[03].Value=71.0
Set[04].Position=0.0   <---OFF
Set[04].Value=71.5
 
the Value parameter in this example refers to the items listed under the [WeaponTypeID] system entry in the cockpit.ini, relevant section for comparison. 
CBU-24B=57
Rockeye=58
xxxxx=59
xxxxxx=60
//LGs
BGL400=61
BGL1000=62
AS-30L=63
FR GBU-12D=64
FR GBU-16=65
FR GBU-22=66
FR GBU-24=67
GBU-10=68
GBU-12=69
xxxxxxx=70
xxxxxxxx=71
//EOG-CGR
MARTEL_TV=72
AS30=73
 
 
 
D  -  With gear system related instruments/entries (landing gear indicator/break/open/close,etc) it always refers to the gears in the AC_data.ini.
 
ItemNumber=1   <--- nose gear
                      2   <--- left maingear
                      3   <--- right maingear
 
Maybe others but this 3 I use.
 
 
 
E  -  When it is associated with Type=EXTERNAL_ANIMATION_LINK entry it refers to the AnimationID= in the AC_Data.ini.
 
[Canopyhandle]
Type=EXTERNAL_ANIMATION_LINK
NodeName=Canopyhandle
MovementType=ROTATION_X
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=40.0
Set[02].Value=1.0
ItemNumber=8    <--- AnimationID=8
 
Max number can be 10, as only 10 Animation slots exists currently in game's Aircraft models.

 

 

There could be other applications or meanings but the above are what I know and use.

Edited by logan4
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Cockpit movements:

 

ROTATION_X,
ROTATION_Y,
ROTATION_Z,
POSITION_X,
POSITION_Y,
POSITION_Z,
ANIMATION,
TEXTURE_U,
TEXTURE_V,
ORIENTATION,
ATTITUDE,
STICK_ORIENTATION,
ANALOG_COUNTER,
DIGITAL_DISPLAY,
LIGHT

 

gauges:
AIRSPEED_INDICATOR,
TRUE_AIRSPEED_INDICATOR,
GROUND_SPEED_INDICATOR,
MACH_NUMBER_INDICATOR,
SIDESLIP_VELOCITY_INDICATOR,
TURN_INDICATOR,
PRESSURE_ALTIMETER,
PRESSURE_ALTIMETER_1,
PRESSURE_ALTIMETER_2,
PRESSURE_ALTIMETER_3,
RADAR_ALTIMETER,
LOW_ALT_WARNING_LIGHT,
VERTICAL_VELOCITY_INDICATOR,
ACCELEROMETER,
ANGLE_OF_ATTACK_INDICATOR,
ANGLE_OF_ATTACK_INDEXER,
ATTITUDE_DIRECTOR_INDICATOR,
BANK_INDICATOR,
BEARING_MARKER,
HEADING_MARKER,
COURSE_ARROW,
COURSE_DEVIATION,
MAGNETIC_COMPASS,
GYRO_COMPASS,
RANGE_INDICATOR,
TACHOMETER,
MANIFOLD_PRESSURE,
INETERNAL_FUEL_QUANTITY_INDICATOR,
EXTERNAL_FUEL_QUANTITY_INDICATOR,
TOTAL_FUEL_QUANTITY_INDICATOR,
FUEL_FLOW_INDICATOR,
INLET_TEMPERATURE_INDICATOR,
EXHAUST_GAS_TEMPERATURE_INDICATOR,
NOZZLE_POSITION_INDICATOR,
OIL_PRESSURE_INDICATOR,
HYDRAULIC_PRESSURE_INDICATOR,
PNEUMATIC_PRESSURE_INDICATOR,
THREAT_AIR_INTERCEPT_WARNING_LIGHT,
THREAT_GROUND_RADAR_WARNING_LIGHT,
THREAT_LAUNCH_WARNING_LIGHT,
MASTER_CAUTION_LIGHT,
LANDING_GEAR_WARNING_LIGHT,
INLET_TEMPERATURE_WARNING,
ENGINE_OVERHEAT_WARNING_LIGHT,
ENGINE_FIRE_WARNING_LIGHT,
HUD_MODE_INDIDCATOR,
WEAPON_TYPE_SELECTOR,
AIR_TO_AIR_MODE_INDICATOR,
AIR_TO_GROUND_MODE_INDICATOR,
GUN_ROUNDS_INDICATOR,
GUNSIGHT_DEPRESSION_INDICATOR,
GUN_GROUP_INDICATOR,
RADAR_MODE_SELECTOR,
WEAPON_STATION_SELECTOR,
MASTER_ARM_INDICATOR,
RADAR_IN_RANGE_INDICATOR,
EXTERNAL_TANK_INDICATOR,
CONTROL_STICK,
CONTROL_STICK_PITCH,
CONTROL_STICK_ROLL,
RUDDER_PEDAL,
THROTTLE_CONTROL,
THRUST_VECTOR_CONTROL,
LANDING_GEAR_INDICATOR,
AIR_BRAKE_INDICATOR,
WHEEL_BRAKE_INDICATOR,
FLAPS_CONTROL_HANDLE,
ARRESTING_HOOK_INDICATOR,
RADAR_SCOPE,
RWR,TV_SCOPE,
MOVING_MAP,
THREAT_INDICATOR,
MULTI_FUNCTION_DISPLAY,
CLOCK_SECOND,
CLOCK_MINUTE,
CLOCK_HOUR,
HUD,
REFLECTION,
MIRROR,
ECM,
PITCH_INDICATOR,
ROLL_INDICATOR,
GUN_FIRE_ANIMATION,
GUN_RELOAD_ANIMATION,
MAX_G,
CAGED,
AA,
AG,
6TO12,
3TO9

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SF2 has few more:

 

BINGO_FUEL_INDICATOR

MISSION_TIMER

INTERNAL_FUEL_QUANTITY_INDICATOR  -   the same in SF1 is:  INETERNAL_FUEL_QUANTITY_INDICATOR

EXTERNAL_ANIMATION_LINK

AFTERBURNER_INDICATOR

WEAPON_SHOOT_CUE

RADAR_BREAK_X

WEAPON_QUANTITY

RIPPLE_QUANTITY

RIPPLE_INTERVAL

WEAPON_TYPE_ID

CHAFF_COUNTER

FLARE_COUNTER

AUTO_PILOT

ILS_TOGGLE

GLIDE_SLOPE_INDICATOR

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This thread is looking like it is a contender for the Knowledge Base.

Edited by KJakker

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Thank you very much !!!

I will use the existing cockpit to find out more!

Sorry for the topic in the wrong place.

as to

POSITION_XYZ - the first define what position? position 0 and position 1 (with distacia value of the initial position?)

  and ANIMATION - use animation in the cockpit and set the start trigger button?

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The bellow is an example of a rudder pedal moving linear way
 
[LeftRudder]
Type=RUDDER_PEDAL
NodeName=PedalL
MovementType=POSITION_Y
Set[01].Position=0.05   <---- moved 5cm forward
Set[01].Value=-1.0       <---- right max input
Set[02].Position=0.0    <---- original position
Set[02].Value=0.0        <---- no input on rudders
Set[03].Position=-0.05   <---- moved 5cm back (toward pilot)
Set[03].Value=1.0         <----- left max input

 

Game will move only according the input level you apply on the game control.

 

Set(%d)Position always equals the amount you want to move the object 0.001 is 1mm, as in above 0,05 is 5cm 

Set(%d)Value always the movement's "triggering" parameter.

 

You can set multiple ones for a single object, all depends on the movements you want to generate. Only rule is, they always go in pairs, meaning you can not have a set(x)position without a matching set(x)value entry.

 

How ever you can use other Value= than 1, if you want an earlier or several response from a switch object, range is 0.001-1.000.

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Might be not all of valueunits..

 

NM

FEET

LB

KG

KM

METERS

DEG

KNOTS

KMPH

MPS

FPM

 

 

My last post above (nr8) about set(x)position/value parameters only reflect the Position_x/z/y as that was the question.

If you have Rotation_X/Z/Y or Light then the range can depend on the instrument you try to make.

 

[Light_Bingosys]
Type=BINGO_FUEL_INDICATOR
NodeName=Light_Bingosys
MovementType=Light
ValueUnit=KG
Set[01].Position=1.0
Set[01].Value=0.0
Set[02].Position=1.0
Set[02].Value=550.0
Set[03].Position=0.0
Set[03].Value=600.0
Set[04].Position=0.0
Set[04].Value=9000.0
 
[VelocIndA]
Type=AIRSPEED_INDICATOR
NodeName=VelocidadIndicada
MovementType=ROTATION_Z
ValueUnit=KMPH
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=1080.0
Set[02].Value=3000
 
 

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This does not work, it does not move

 

[gearBotao]

Type=LANDING_GEAR_INDICATOR

NodeName=GearLever

MovementType=ROTATION_X

ItemNumber=1

Set[01].Position=0.0

Set[01].Value=0

Set[02].Position=35

Set[02].Value=1

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It could be because the instrument list is incorrect :

 

Instrument[001]=ClockMinute
Instrument[002]=AirspeedIndicator
Instrument[003]=VerticalVelocityIndicator
Instrument[004]=OilPressureGauge
Instrument[005]=Altimeter
Instrument[006]=Tachometer
Instrument[008]=gearBotao
 
but that still would work :
 
Instrument[001]=ClockMinute
Instrument[002]=AirspeedIndicator
Instrument[003]=VerticalVelocityIndicator
Instrument[004]=OilPressureGauge
Instrument[005]=Altimeter
Instrument[006]=Tachometer
Instrument[007]=
Instrument[008]=gearBotao
 
-------------------------------------------------------------
it could be because the mesh name is incorrect :
 
[gearBotao]
Type=LANDING_GEAR_INDICATOR
NodeName=GearLever
MovementType=ROTATION_X
ItemNumber=1
Set[01].Position=0.0
Set[01].Value=0
Set[02].Position=35
Set[02].Value=1
 
Check with the Mue's LOD viewer, or in the OUT file of the cockpit that "GearLever" is the correct name.
 
-------------------------------------------------------------
It could be that the lever is actually moving but you can't see it because you chose the wrong axis and it rotates around its length axis.
Try "MovementType=ROTATION_Y" and "MovementType=ROTATION_Z"
 
-------------------------------------------------------------
(And it may have been because the position settings 1,2,3,... of the rotation are not decreasing or increasing in the same direction for all the values. Not the case here.)
 
-------------------------------------------------------------
It could be because there's another instrument that already uses the "GearLever" mesh with the same MovementType.
The same mesh could appear in several instruments but only for one and only movement type of each kind
(ex : one for a rotation + one for a position, or one for a position + one for a light)
 
 
If "it does not move" it's because you did something wrong. Other than that everything can move (maybe not the way you want, but it will move)
Edited by Cliff7600
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Denis,

you do not need to use the itemnumber=1 in that statement. Yes, I know might be confusing, but sometimes you can get away with things like this.

 

I use the bellow way and works OK. Depend on how you have the lever in the pit model, you sometimes need to flip values in the cockpit.ini

 

[LandingGearLever]
Type=LANDING_GEAR_INDICATOR
NodeName=Gearlever
MovementType=ROTATION_X
Set[01].Position=-45.0
Set[01].Value=0
Set[02].Position=0.0
Set[02].Value=1
 
Other things can be as Cliff7600 wrote.

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Need help,
I need an altimeter with 10000, 1000, 100 and 10,
use digit ALTI_dig_%d,%d equal to 3.2 and 1, if I put a %d equal to 4 and put the Set [02] .Value = 100.0 with the value 10.0 will work?
 
example: the display digit appears 1/1/1/89 (11189 ft),%d = 4/3/2/1

 

alt.jpg

 

And FUEL_FLOW_INDICATOR with four digits

Edited by denissoliveira

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I have problem in rotation with the selection of weapons, it does not rotate on the same axis, this is in degrees or meters.
And problem with instruments with 4 digits.
 
[FuelFlowIndicator]
Type=FUEL_FLOW_INDICATOR
CounterNodeFormat=counter_FF_%d
MovementType=ANALOG_COUNTER
ValueUnit=KG
SmoothCounter=TRUE
 
[Altimeter2]
Type=PRESSURE_ALTIMETER_3
NodeName=NeedleAlti100
CounterNodeFormat=ALTI_dig_%d
MovementType=ROTATION_X
ValueUnit=FEET
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=360.0
Set[02].Value=10.0
SmoothCounter=TRUE
 
 

 

ETworkgauges.jpg

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for analog altimeter try this:

 

[RadarAlt]
Type=RADAR_ALTIMETER
CounterNodeFormat=alt_dig%d
MovementType=ANALOG_COUNTER
ValueUnit=FEET

 

no need to putthis:

Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=360.0
Set[02].Value=10.0
SmoothCounter=TRUE
 
MovementType=ROTATION_X

 

and make seperate entry for clock type altimeter

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If you use a dial type of instrument then rotation axis is mostly _Y not X - unless you turn its pivot.

 

If you use a dual digit (tens) for the "single" analog counter node then use "Scale=10" otherwise would not count properly.

 

As Yakarov showed do not put underline in the format dig_% it is only dig%.

 

For a weapon type selector you have on the pic, use something like the bellow example. You might have to fiddle with the degrees value depend on if you use a needle or the plate to move. on a dial like instrument/rotating object the position part is always in degree, the value section in this instruments relate to weapon types as listed in post#3 sectionB

 

[WPSelector]
Type=WEAPON_TYPE_SELECTOR
NodeName=WPselect
MovementType=ROTATION_Y
Set[01].Position=-90.0
Set[01].Value=1.0
Set[02].Position=-90.0
Set[02].Value=2.0
Set[03].Position=-90.0
Set[03].Value=3.0
Set[04].Position=90.0
Set[04].Value=4.0
Set[05].Position=0.0
Set[05].Value=5.0
Set[06].Position=0.0
Set[06].Value=6.0
Set[07].Position=0.0
Set[07].Value=7.0
Set[08].Position=90.0
Set[08].Value=8.0
 

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Thanks, these work now.

 

to the altimeter, created a second with different scale, only 3 digits, 4 not works.
 
[Altimeter](ALTI_dig_3,2, 1 and needle , for 10000, 1000, 100 Feet)
Type=PRESSURE_ALTIMETER_3
NodeName=NeedleAlti100
CounterNodeFormat=ALTI_dig_%d
MovementType=ROTATION_X
ValueUnit=FEET
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=360.0
Set[02].Value=100.0
SmoothCounter=FALSE
 
[Altimeter2] (and ALTI_dig2_1, for 10 FEET)
Type=PRESSURE_ALTIMETER_3
CounterNodeFormat=ALTI_dig2_%d
MovementType=ROTATION_X
ValueUnit=FEET
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=360.0
Set[02].Value=10.0
SmoothCounter=TRUE
 
so it works well!
 
 
Now, the FUEL_FLOW_INDICATOR does not work, my unit is in KG
 
[FuelFlowIndicator]
Type=FUEL_FLOW_INDICATOR
CounterNodeFormat=counter_FF_%d
MovementType=ANALOG_COUNTER
ValueUnit=KG
SmoothCounter=TRUE

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not sure but for

Type=FUEL_FLOW_INDICATOR

should be set: value 0 and max value of "flow"

so not sure if analog counter will work here since it shows diferent values depending on engine throttle.

 

but you can st analog counter for fuel quantity.

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This ?

 

[FuelFlowIndicator]

Type = FUEL_FLOW_INDICATOR

CounterNodeFormat = counter_FF_% d

MovementType = ANALOG_COUNTER

ValueUnit = KG

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=360.0

Set[02].Value=1.0

SmoothCounter = TRUE

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I think with the analog altimeter the main issue was that you used Type=Pressure_Altimeter_3.   And my bad on the scaling parameter instead of Scale=10 should be Scale=0.1

 

I normally only use the simple Type=Pressure_Altimeter  without any numbering and works fine with 4 or even 5 digit counter.

As you can see it on this pic. I set up 2 analog counters beside my digital counter instrument for comparison. The 4 wheel counter works with 10feet on last digit the one bellow with 5 wheel works on single feet.

 

post-30564-0-04406400-1471301242_thumb.jpg

 

These are the setting I used for it, no need for anything else with position/value parameter.

 

[AltimeterAn1]
Type=PRESSURE_ALTIMETER
CounterNodeFormat=Altan_dig%d
MovementType=ANALOG_COUNTER
ValueUnit=FEET
Scale=0.1     <----will show 10ft increment
 
[AltimeterAn2]
Type=PRESSURE_ALTIMETER
CounterNodeFormat=Analt_dig%d
MovementType=ANALOG_COUNTER
ValueUnit=FEET
Scale=1

 

Regarding the fuel flow it can be analog counter. As the pic show works fine.The only thin with KG unit is that need to use scale value as not sure if it measures in KG/sec or Kg/min.

As on the pic, it works OK.

 

post-30564-0-65701700-1471301244_thumb.jpg

 

These are the settings for it:

 

[FuelFlowCounter]
Type=FUEL_FLOW_INDICATOR
CounterNodeFormat=FFlow_dig%d
MovementType=ANALOG_COUNTER
ItemNumber=1
ValueUnit=KG
Scale=10
 
 

 

 

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Yes


I added a 4 digit individual 10000feet, works well, thank you.
 
on fuel, I do not know the scale in data.ini, not where you configure. but the instrument put kg. I will test this configuration.
 
About flaps (my last question) as I do so only move on the last stage (landing) and do not move at takeoff?

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In theory should move on both cases. What controller you use for it? FLAPS_CONTROL_HANDLE or FLAP_ANGLE or EXTERNAL_ANIMATION_LINK?

 

Should work with something like this.

 

[FlapLever]
Type=FLAPS_CONTROL_HANDLE
NodeName=Flap_Lever
MovementType=ROTATION_X
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=25.0
Set[02].Value=1.0
Set[03].Position=45.0
Set[03].Value=2.0
Edited by logan4

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The flaps are animation, decided to increase the angle and only displaying the last stage. Solved

The fuelflow, there were 2 instruments, for this reason he did not work, now it's ok!

Question, the fuelflow is in hours minutes of consumption?

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      Hello everyone,

      I am  re-creating the posts after hte ideas came up about the name of proejcts and what it is about.  This project is to be known as  SF2 Avionics Community Pack (SF2:ACP for short), because the purpose of this projects is to create the assets for anyone to usse  for our mods, as well for customizing our SF2 installation.  You will need to put them into aircraft folder and customize the .ini   files, in order, for them to appear in-game.

      This is what I find so enjoayble and I noticed that not many simulation does this.  This s project aims to bring the realistic, immersive expereicnes in cockpits with actual textures for radar scope, RWR, HUD, and any avionics that is currently moddable in SF2 and aircraft mods.

      I will exlpain the limitation of SF2 engine, so we can get better pictures of what we can and can't do for now.  I said "for now, is becauuse I have the hope htat someday, somehow, someone manage to make it possible to make avioincs further moddable in SF2.

      1) Texture issues:  What can be done is chan ging radar scope texture.  But the problem is that, the radar symbols / lines colors can not be changed.  We are stuck with default green SF2 radar symbosl /lines / circles.  And eve with new textures, the radar lines / symbols/ shapes will be applied on top of it.  So it mean, if you have 'black line' on top of radar scope like A-4s as an exampe, the radar still overlap it.  

      Another issues is that, most of SF2 default aircraft does not have texture-able radar scope for 'turned off' radar, so it seem strange how CRT (texture) would suddenly show up when turnig radar on. I wished that the radar scope woudl be texture-able, so that it seem taht only radar lines / symbols / shapes would appear, therefore preserving the immersive experiences.

      2) Lighting, after attempting to use the actual colors of radar scope based on the pictures, as an example,  they usually show upup too bright comnpared ot another instructments / avionics in cockpit. So they need to be darken, in order to blend naturall in cockpits.  And another issue is radar colors of green, it need to be readable, therefore further darken the texture.  So they might will appear  darker compared to the photo.  (I am currenlty wokring on this part on both F-89s and A-4s radar scope and RWR new textures).

      3) Avionics DLLs, there are only two DLLs I believe, that we can use either one of Avionics DLL for early and modern aircraft.  But I still have the hope.  The reason why I have hope is because, I am part of the community that is modding Jane's series simulation.  That simulation is almost 30 years old and people still mods it.  It amazes me, therefore gives me hopes.

      Besides the lmitation, it does not stop us from wanting to create the mods that would improve the experiences in avioincs.  What inspired me to do this, I was customizing SF2 installation for early cold war era (My favorite era), in Asia, midddle east, and other theatre, along with later cold war era, I noticed that there is always room of growth and improvement for cockpits.  That is when I came up the awy to improve F-89 series radar scope, as you can see it in another theatre abou Stary's F-89 cockpits.  Then here it is, SF2: Avionics Community Pack!

      What would be great help if we can share the pictures and information on the avioinics for various planes, so we can get busy with the  avioniocs improvement.  

      If anyoneo have the requests for radar scope, or any avioinics improvement, it would be great help if the resources can be provided too.

      The next posts will cover what I am doing with both F-89s and A-4s  gunsights, radar scope, and rwr, along with F-89's radar scope.

      ------------------------------------------------------------------------------------------------------------------

      DOWNLAOD: SF2 ACP v0.2


      ------------------------------------------------------------------------------------------------------------------

      Cheers!
    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By JamesWilson
      Hi everyone,
      I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off.
      As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here:

      Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that:
      I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator.
      Here's a picture of the fuel indicator:

      I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one.
      In the end, since these two indicators are crucial, especially for flying without HUD, and the fuel indicator especially, since there's no way to know how much fuel you have left even with HUD turned on other than the cockpit indicator.
      So, what i'm asking is:
      Is there a way to fix these? A mod that remakes the indicators? Or another cockpit that is not the default one that i can use to swap this one?
      Thanks in advance for helping me.
    • By muhammad
      Hi everyone!
      after few miles of scrolling .INI files and testing everything on the game
      FINALY:
      " Cockpit Shadows " !!
      --!  enabling process is same for each plane  ! --
      --!  enabling process should apply on each plane you like to have cockpit shadows on 'em  ! --
      --!  Be Advised !: This "Cockpit Shadows" has some little BUGs so we all should work on it together to make it better  !-- 
      It's better than nothing :D
       
      * Q: How to enable Cockpit Shadows?
      - A: All you need to do is to make a .INI file with the same name and right at the place your chosen plane cockpit 3D file ( .LOD ) is located.
      Example: 
      !! [  Cockpit file are located at the folder with the same name (most of the times)  ] !!
      SHO to Viper team F-16 BLK 30 to act like a test plane 

      here the plane's Cockpit 3D model is the LOD file named " Cockpit_F-16C_B30.LOD " and above of that, our personally made .INI file;
      Now
      Inside the .INI file we should drop this :
       
      [Shadow]
      CastShadow=TRUE
      ShadowCastDist=5000
      MaxVisibleDistance=800 
      -------------------------------------------------
      * you are free to change the numbers  
      -------------------------------------------------
       
      here's an example file which you have to change it's name to the plane's cockpit file name !
      plane's cockpit file name.INI
       
      *with this simple trick you can enable shadows for every .LOD file.
      feel free to ask.
       
       alexis99 thanks for that little help
       
      sorry for bad English :)
      hope ya'll enjoy!
      one love.
       
       
      plane's cockpit file name.INI
    • By LaoHu
      Would it be possible to put a photograph in your cockpit? Often pilots are shown to have a photo of a loved one inside their cockpit attached to the dashboard to remind them of home, give them inspiration, etc. Would it be possible to stick one in a cockpit through some kind of texture edit or something? 
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