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Gauges... (Read 694 times)
Reply #15 - Jan 2nd, 2007 at 4:39pm

kilotango   Offline
Colonel
I fly spits too.

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Brett.    YOU ARE RIGHT.
How i wish others only talk about things they know.
No offence to nobody.
 
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Reply #16 - Jan 2nd, 2007 at 8:31pm

Brett_Henderson   Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB

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Good thing I don't know much..  I was just sharing the results of an experiment..

This forum is oozing with FS knowledge and experience. Avail yourself of it, unconfrontationally  Wink
 
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Reply #17 - Jan 2nd, 2007 at 10:35pm

Gypsy_Baron   Offline
Colonel
USS Dewey DGL-14 &  VX-8
Daly City, California

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kilotango wrote on Jan 2nd, 2007 at 2:55pm:
Just one question.
How do you know that?
Try this new aircraft for fs9.
Draken at flightsim.bookmark.se.
No sound in cockpit. No startup. No nothing.
Try starter gauges from fs9. They are just clicking.
I'm still talking about a full fsx.



Just FYI....
The engine start in FSX is different than in FS9. According to Aces, they "fixed" the
FS9 starter for FSX.
It was initially supposed to be a "toggle" but instead, in FS9, you had to "hold"
the starter until an engine spooled up or recip ignition and RPM increased.

I've had to modify some FS9 aircraft "starters"  so that they work in FSX.
What's more,  some FSX aircraft will NOT start from cold & dark using the
panels "starter". You have to use the CTL+E autostart or manually open the
fule valves with the appropriate keystrokes ( I never use them so I don't
know what those keys are ).
Once started with autostart, you can shut them down and then they WILL
re-start using the panel "starter".

Most FS9 aircraft that you import into FSX will need a fix to their starters unless
they incorporate fuel valve functions and whatever other conditions that are
required for the engine to start. Failing that, CTL+E is the only way to start them.

   Paul
 

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Reply #18 - Jan 3rd, 2007 at 8:25am

knivpekka   Offline
1st Lieutenant
Angelholm, Sweden

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Well, since my name came up in this thread:

The Draken sim mentioned above is definitely NOT compatible with neither the demo nor the full version of FSX, although all gauges were made exclusively in XML for FS9 (with the exception of the sound gauge by Doug Dawson). The fuel system seems to be the culprit here, but there are other problems as well, reflective textures for instance. I think very few FS9 aircraft can be imported into FSX without losing a few bolts and nuts in the process, and cooking up your own nifty solutions in the gauges (like I did) sure doesn't help.  Wink  

Let us pray for a good SDK this time.

Cheers    /Tom

Thomas Nilsson
Bookmark Flightsim Software
http://flightsim.bookmark.se


 

Bookmark Flightsim Software
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Reply #19 - Jan 3rd, 2007 at 3:12pm

Gypsy_Baron   Offline
Colonel
USS Dewey DGL-14 &  VX-8
Daly City, California

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Posts: 467
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knivpekka wrote on Jan 3rd, 2007 at 8:25am:
-SNIP- 


Let us pray for a good SDK this time.


-SNIP-




I'm afraid it's already too late for that...

I've found a few inconsistancies with variable definitions just trying to get things like fuel gauges and starters
to perform correctly. Looks like alot of the SDK is just FS9 :boiler plate" ported  over, even though the actual
variable context has changed.

And I think, from what I've read in other forums, the modelers are fighting an uphill battle...

   
Fortunately I have been able to import some of my favorite FS9 rides to keep me happy without
having to resort to too many modifications. The HS.748 by Rick Piper and the Trident and BAC 1-11
by Dave Maltby work well in FSX. There VC cockpit lighting is great, unlike the default B737-800
of FSX. I've brought in a Mig-15, a Embraer Tucano , AW Argosy, L-049A Connie, B777-300 and
a Humter T-68 from FS9 without too many problems.
All my AI is FS9 AI from bot PAI, MRAI and AIEU plus a few flyable A/C from FS9 that I converted
to AI.

I've also brought in several of my modified FS9 airports and associated scenery. There are a bit more
"if'y" but given the barren expanses in FSX  I decided to give them a whirl.

    Paul
 

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