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Smoke gauge (Read 776 times)
Sep 7
th
, 2009 at 8:49pm
Tomcat5
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I have absolutely no clue how to make a xml gauge. All I want is to be able to know how to make an invisible gauge that turns smoke on when the engines n1 and throttle reach a certain level. Any help would be appreciated. Thanks. It would be better if you could explain how to make the gauge, rather than just give me code. Thanks.
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Sep 20
th
, 2009 at 6:38pm
microlight
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Hi Tomcat, and welcome.
There's exactly the gauge you mention in my AutoEnvironment package, available here. You need to get familiar with the basics of how XML works (look at the tutorials on FS2x.com). Ater that it's getting the hang of the logic that turns on the smoke effect.
Two ways of doing it: using the [smokesystem] or [lights]; the logic needs to be slightly different for each type, and IMHO the lights option is more versatile.
Essentially what you are doing is telling the gauge for example that if N1 is greater than a value, then switch the smoke effect on. What I've done in mine is to use logic such that if the N1 is greater than 10 but less than 50 then it activates an 'idle' smoke effect: if over 50 then it activates a heaver effect to simulate a hard-working engine. Mine also shuts off the effects the higher you go, so that it doesn't interfere with the contrails.
All the variables you need are in the FS2x.com tutorial documents. Let us know how you get on.
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Reply #2 -
Sep 27
th
, 2009 at 4:16pm
Tomcat5
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Starforce must die.
KGED
Gender:
Posts: 181
microlight wrote
on Sep 20
th
, 2009 at 6:38pm:
Hi Tomcat, and welcome.
There's exactly the gauge you mention in my AutoEnvironment package, available here. You need to get familiar with the basics of how XML works (look at the tutorials on FS2x.com). Ater that it's getting the hang of the logic that turns on the smoke effect.
Two ways of doing it: using the [smokesystem] or [lights]; the logic needs to be slightly different for each type, and IMHO the lights option is more versatile.
Essentially what you are doing is telling the gauge for example that if N1 is greater than a value, then switch the smoke effect on. What I've done in mine is to use logic such that if the N1 is greater than 10 but less than 50 then it activates an 'idle' smoke effect: if over 50 then it activates a heaver effect to simulate a hard-working engine. Mine also shuts off the effects the higher you go, so that it doesn't interfere with the contrails.
All the variables you need are in the FS2x.com tutorial documents. Let us know how you get on.
The AutoEnvironment package here (Is this the right one:
http://www.simviation.com/cgi-bin/perlfect/search/search.pl?p=1&lang=en&include=...
) doesn't come with the autosmoke gauges... They are not in the AutoEnvironment\Program Files\Microsoft Games\Flight Simulator 9\Gauges folders... Is there a download link that I could get them from? I have the folder in my gauges folder, but there are no gauges in the \Gauges\Autosmoke folder. The effects look great, though.
Asus G71GX-RX05 from BestBuy. 2.53GHz Intel Core 2 Duo P8700 (Very easily overclocked by 15%, 25% for xtreme live-or-die sessions),
6GB of 800MHz DDR2 RAM 1GB GDDR3 Nvidia GeForce GTX 260M 500GB 5400 RPM SATA-150 HDD, w/ 2nd drive bay. All for only $1300!
THIS IS AWESOME!!!
Help stop this scum from infiltrating the games we know and love!
http://www.glop.org/starforce/
Back to top
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