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Message started by Dickert on May 22nd, 2012 at 11:00pm

Title: exhaust flame
Post by Dickert on May 22nd, 2012 at 11:00pm
Looking for a tutorial to link an exhaust flame to the trust leaver instead of the lights switch.  Anyone know of any URL’s to deal with this?

Title: Re: exhaust flame
Post by bass on May 24th, 2012 at 10:50am
Thats not that easy.
I'm using
dxbxml and/or rcb-gauges.
Any choice need to be implemented into the panel.cfg, and there is where the problems comes..
Some needs vaw files, some needs to be into 2d and some are hidden in 3d. If you chose one it possible wont work with another.
Some work to do ::)


Title: Re: exhaust flame
Post by Xpand on May 24th, 2012 at 12:40pm
For FSX
Create an small cube object at the exhaust in the plane's gmax file. Add an attach point effect to it and visibility. Select your exhaust fire effect. Create a code in modeldef to make it visible when you want it:

This is the code for my Thrust Vectoring afterburners

Code:
<PartInfo>
    <Name>AB_TVN_attach</Name>
    <Visibility>
      <Parameter>
        <Code>
        (A:ENG N1 RPM:1, percent) 70 &gt;
     </Code>
      </Parameter>
    </Visibility>
  </PartInfo>


You can change the variable in the code. Just check the variable names in the SDK.

Title: Re: exhaust flame
Post by Dickert on May 24th, 2012 at 4:16pm
Thanks, I copied and saved the code for when I port the aircraft to FSX, but for now I am still trying to finish details for the aircraft in FS9

Title: Re: exhaust flame
Post by Xpand on May 24th, 2012 at 7:12pm
I believe you can do the same thing using the attach point tool in FS9's SDK. You'd have to change the code to FS9 format though. Let me see if I can find my old FS9 codes...

Code:
<part>
<name>Enginefire</name>
       <visible_in_range>
         <parameter>
                 <code>
(A:ENG N1 RPM:1, percent) 70 &gt;

                 </code>
         </parameter>
        <minvalue>1</minvalue> 
      </visible_in_range>
</part>


I believe that would work... If it works in reverse then change the minvalue to either 0 or -1...
Just add the code's name to a part and then link the part you're attaching the effect to, with attach tool, to it.

Kinda like this:
Effect linked to cube with attach tool
cube linked to "enginefire" part.

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