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Effects.. (Read 940 times)
May 20
th
, 2010 at 12:30pm
JakesF14
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Colonel
Blistering Barnacles!
South Africa
Gender:
Posts: 1866
A quick question..
Why does my effects (AB, Mach, contrails, ect) turn on and off when I turn on the lights? Well I know they are under the lights section in the CFG, but is it right? Is there an alternative way?
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Reply #1 -
May 20
th
, 2010 at 5:53pm
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Posts: 4515
I've never worked with those types of effects personally, but from what I understand the gauges that control all of that "call" the effects from their placement in the CFG file. Which means you could place them in the Effects section and modify the gauge to call them from there (I think).
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Reply #2 -
May 21
st
, 2010 at 1:05am
JakesF14
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Colonel
Blistering Barnacles!
South Africa
Gender:
Posts: 1866
Thanx Travis,will play around.
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Reply #3 -
May 23
rd
, 2010 at 1:07pm
microlight
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It's a bird...
Southern UK
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Posts: 2236
Yes, indeed, effects that are called from light switches will be seen as operational all the time when you switch the lights on.
The way to control it is to write a XML gauge that sits in your panel.cfg as an 'invisible' gauge which applies logical conditions to when the effects will appear. For example, if you had an effect that caused a heat blur to appear behind an engine, you would write the XML such that the heat blur was not turned on until maybe the engine N1 value was above a certain level. Or with wingtip/flap contrails, that the environmental conditions (temperature, humidity, speed) were right.
So you'd decide which light would control which effect (for example switch 10 nominally controls cabin lights), then write some XML that would control a particular effect by switching light switch 10 on or off depending on the gauge logic. Then add the XML gauge to the panel.cfg in the normal way.
BAe ATP for FS9 now available!
www.enigmasim.com
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Reply #4 -
May 23
rd
, 2010 at 10:01pm
Capt.Propwash
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Colonel
Let's get a little mud
on the tires!
KCHS, Charleston, SC, USA
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Posts: 1958
I have been searching for this thread for at least the past MONTH!!! I have been having A/b problems on my FS9 F14. I have looked at every single file in the F14DTomcat 'aircraft' folder, trying to get the dang AB's to turn off when throttle is less than ~90%. couldnt do it. then thanks to you MICROLITE, i went and looked in my PANEL.CFG..... "gauge40=rcb-gauges!F14EffectControl, 0,0,20,20" ... which got me thinking.....
"is there something wrong with the XML GAUGE in that folder for that?"
RCB GAUGES folder was NOT in the Gauges folder so that is why it was not being controlled. ..... Now it is and everything is working just fine.
BUT!!!!! wait up... I have another problem... my SonicBoom sound is not working either.
gauge46=rcb-miljet!SonicBoomControl, 0,0,20,20
SonicBoomContol . xml IS inside RCB-MILJET ..... Which IS inside FS9 GAUGES.... So that is correct and working..... I do see the shockwave around the aircraft, but it will NOT play the sound. (SonicBoom.wav IS in the FS9 SOUND folder so that it can be called up... but for whatever reason, the XML is not making the sound play)
Any ideas of what is wrong???
Here is the contents of FS9/Gauges/Rcb-Miljet/SonicBoomControl.xm
<Gauge Name="FS2004 Sonic Boom Effect Control" Version="2.0">
<Comment>
This gauge controls a SonicBoom effect when the aircraft reaches Mach-1:
- Switches on a visible effect defined in the aircraft.cfg with Light#10 ("Cabin Lights").
- Plays a Boom sound, via Doug Dawson's COP_Sounds.gau: file SonicBoom.wav.
To get the best synchronisation with the visible effect, the sound effect is delayed 3 sec.
COPYRIGHT STATEMENT: Although this gauge is freeware, it may not be renamed, copied,
modified, or bundled in an other archive without my prior consent.
Rob Barendregt, 29 nov 2004
</Comment>.
<Update Frequency="6"/>
<Element>
<Select>
<Value>
(A:AIRSPEED MACH, number) 0.99 > (A:LIGHT CABIN,bool) ! &&
if{
(>K:TOGGLE_CABIN_LIGHTS)
(P:Local Time,seconds) (>G:Var1)
}
(A:AIRSPEED MACH, number) 0.98 < (A:LIGHT CABIN,bool) &&
if{
(>K:TOGGLE_CABIN_LIGHTS)
}
(G:Var1) 0 > (P:Local Time,seconds) (G:Var1) 3 + > &&
if{
1 (>L:COP_SonicBoomSound,bool)
0 (>G:Var1)
}
</Value>
</Select>
</Element>
</Gauge>
The thoughts and expressions contained in the post above are solely my own, and not necessarily those of Simviation.com, its Moderators, its Staff, its Members, or other guests. They can not, are not, and will not be held liable for any thoughts, or expressions, or posts that I have made, or will make in the future.
Computer Specs:: Acer Aspire Laptop..Win7 Home Premium 64-bit (sp1), AMD Athlon II X2 P340 (Dual Core) [2.2 Ghz], ATI Mobility Radeon HD 4250 (256mb), 4GB DDR3......FS9.1(sp3) / FSX (sp2)..... Ultimate Terrain X, Ground Environment X, REX, FTX ORBX PNW-PFJ-NRM-CRM, OZx, Tongass Fjords, Misty Moorings
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Reply #5 -
May 24
th
, 2010 at 4:37am
JakesF14
Offline
Colonel
Blistering Barnacles!
South Africa
Gender:
Posts: 1866
Thank you for all the info and answers, It will certainly help a lot!
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Reply #6 -
May 25
th
, 2010 at 2:17pm
microlight
Offline
Colonel
It's a bird...
Southern UK
Gender:
Posts: 2236
Glad to be of service, Cap'n.
Regarding the sound: have you got the COP_Sounds.gau referenced in the panel.cfg also? You'll need this to get the sound to play. The reference line will look something like this:
gaugeXX=dsd_xml_autocabin!dsd_xml_sound2, 2,2,5, 5, .\Sound\Autocabin\Autocabin.cfg
This is a line from my AutoEnvironment package which triggers sounds based on a configuration file (autocabin.cfg in this case) which links XML commands to sound files. It's located in a specified folder within the main Sound folder. This should all be specified in the plane's readme file.
BAe ATP for FS9 now available!
www.enigmasim.com
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