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Messages - jeff3163

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Help and Troubleshooting / Re: Blow the Dust out . . .
« on: Today at 02:50:51 PM »
 :P :-[ ???

     Boy, it's been a while since I've done this.  Sorry.  I hope everyone has been good about blowing out their computers.  As the temps outside rise, so does the temps inside our computers.

     So, ... Please turn the thing off for a few minutes and clean it out.  REMEMBER the power supply too.

Thank you!   :-*


BTW - are the gulls on land or on your floats? Either way, it looks cool. 8)

 ;D  They're on the shoreline.   ;D

Addon Scenery and Enhancements / Re: 3D REDUX LIGHTS - Config Files
« on: June 14, 2019, 07:53:59 PM »
I'm not seeing it in FSX Deluxe+Acc or P3D.

Not sure what you're saying here. ???  The Aerosoft Beaver works in those platforms.  Look in the standard wheels folder of the Aerosoft Beaver.

This thread might explain some things.  I forgot. :-[

     Short story is ... the Alaska State Forestry paint is on the Aerosoft Beaver X wheeled version.  I adapted it to an amphibian model.

Addon Scenery and Enhancements / Re: 3D REDUX LIGHTS - Config Files
« on: June 14, 2019, 12:06:36 PM »
It is the Alaska State Forestry paint.  Isn't it stock? ???

Addon Scenery and Enhancements / Re: 3D REDUX LIGHTS - Config Files
« on: June 13, 2019, 11:29:44 PM »
Hi Josh,
     I figured you were working on the lights.   ;) 

     Here is my [LIGHTS] section from my AS beaver - I've included my original lights block to show it was only the vc light originally.  Remember to also add the //<-- slash marks before the original [LIGHTS] header as in my example below.  Like this -->  //[LIGHTS]   ;) (yes, I have four landing lights.)  They are all in the same socket and have various effects.  One is regular, one is light, one is tilted 22 degrees, the last is tilted at 45 degrees for STOL high nose landings.   :D  I can really light up the forest.  8)  (note the "rcs exhaust r and r2".  They are flame that come from my exhaust pipes.   :o


//light.0 = 4,   1.15,   0.00, 1.50, fx_vclight_beaver

//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=Landing             
light.0 = 3,  0.15, -26.60, 4.15, fx_shockwave_navred //corrected
light.1 = 3,  0.15,  26.60, 4.15, fx_shockwave_navgre //corrected
light.2 = 3, -24.70,   0.00, 0.75, fx_shockwave_navwhi_l //corrected
light.3 = 2,  -0.35, -24.65, 4.80, fx_shockwave_strobe_nl
light.4 = 2,  -0.35,  24.65, 4.80, fx_shockwave_strobe_2_nl
light.5 = 1,  -7.00,  -0.60, 3.90, fx_shockwave_beacon_rotating_red
light.6 = 4,   0.00,   0.00, 1.00, fx_shockwave_vclight
light.7 = 5, 2.3, -13.0, 3.7,  fx_Shockwave_landing_light
light.8 = 5, 2.3, -13.0, 3.7,  fx_Shockwave_landing_light_light
light.9 = 6, -0.35,   1.25,  -2.65,  fx_rcs_exhaust_r
light.10 = 6, -0.15,   1.25,  -2.65,  fx_rcs_exhaust_r2
light.11 = 5, 2.3, -13.0, 3.7,  fx_shockwave_landing_light_narrow_down_22
light.12 = 5, 2.3, -13.0, 3.7,  fx_shockwave_landing_light_narrow_down_45

Addon Scenery and Enhancements / Re: 3D REDUX LIGHTS - Config Files
« on: June 13, 2019, 08:17:07 PM »
Probably displaying my ignorance here, but what is the 'model origin point'?


     What is the frame of reference?  What are you doing, and who/what is asking about it?   :-\
It could be the CoG, or center of gravity of the model.  It could be the starting location in a pre-determined path.  It could be the model's 0,0,0 point (not necessarily the center of gravity, but probably is).

     For the 3D lights, it's the last one.  You move the lights in three axis.  So many feet forward, left or right, and up or down from 0,0,0.

Addon Scenery and Enhancements / Re: 3D REDUX LIGHTS - Config Files
« on: June 12, 2019, 10:00:17 PM »
 :o ???

 1)  It's hard to comment without seeing some examples of what you are talking about.  I can only guess at the light configurations from your descriptions.  Sorry.  :-\

 2)  It may be hiding.  Sometimes you have to move the light around to make it stick out of the airframe, wing, etc.  I would shift the light until its position is out in the air, then adjust it back into the "light socket".

 3)  I'm not sure why the headlamps aren't illuminating for you.  Maybe adjust their position also, to see if they are hiding just behind the sockets.   :-\


Misty's Place / Re: New Microsoft Flight Sumulator coming!!!
« on: June 09, 2019, 09:48:26 PM »
Shiny.  :) 8)
wait, ... what?
I'm confused ...  ???

A searchlight/spotlight button? Where is that?

Ummm, ... sorry.   :-[  It's just my panel light switch actually.  No searchlight/spotlight.  :'(  I use Shift+L for panel lights.  That turns the Stolly's cab light on/off.  Same as dashboard toggle switch, I guess.   :P

Sorry for the confusion.   ::)

ps- I just   s t r e t c h e d   my stolly's panel to 5760x1080.  My GPU crashed, and so did P3D.  :D
... I'm gonna try that again.   :P  Ok, I can stretch it in windowed mode.   ;)

Nevermind.  I can stretch it two screens wide, but stretching across all three crashes my 1080 Ti.   :-\

Hi Josh,
     That is Doug's handywork.  You can tell by the initials, jdl.  ;)   It looks like he used a mix of default and 3D Redux lights in his setup.  Sorry that I don't have the same config as you.  I tend to change and tweak mine occasionally.  I should've gotten a fresh copy from the RTMM scenery page, but I didn't.   ??? :'( :-[

     Be sure you have fx_shockwave_landing_light.fx in your shockwave collection.  That's the effect file for the headlights.

     The [electrical] section controls the "electrical bus", or where power to everything comes from, how much power, and minimum to operate.  The settings are "Bus type, max amp, min voltage". 

(reference link) Microsoft ESP Document

Bus Type
Specifies which bus in the electrical system the component is connected to, according to the following bus type codes:

Bus Type   Bus
     0           Main Bus (most components connected here)
     1           Avionics Bus
     2           Battery Bus
     3           Hot Battery Bus (bypasses Master switch)
     4           Generator/Alternator Bus 1 (function of engine 1)
     5           Generator/Alternator Bus 2 (function of engine 2)
     6           Generator/Alternator Bus 3 (function of engine 3)
     7           Generator/Alternator Bus 4 (function of engine 4)

Max Amp Load
Max Amp Load is the current required to power the component, and of course becomes the additional load on the electrical system.

Min Voltage
Min Voltage is the minimum voltage required from the specified bus for the component to function.


Misty's Place / Re: The Skypark simulation enhancement
« on: June 09, 2019, 12:25:52 PM »
I don't quite understand all ins and outs of the concept, but my first impression is that a $14.95/month subscription fee is pretty steep for the average person, even if that's in Australian dollars.


I agree.   :o

Hmmm, I don't appear to have converted the hovercraft lights to 3D Redux!? ??? I shall whip that up now. :P
 (I will paste a copy here when I get done.)  ;)

whipping ... testing ... delivering --->

Before ...

... after.

//[LIGHTS]  // default effects     
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
//light.0=5, 26.1,  3.14,  0.3, fx_landing2 ,  // right headlight (Stock)
//light.1=5, 26.1,  -3.14,  0.3, fx_landing2 ,  // left headlight (Stock)
//light.2=5, -19.65,  -4.55, 10.0, fx_navwhi ,  // center sternlight (Stock)
//light.3=4, 4.4 ,0.0 ,3.0, fx_vclight,  // Virtual Cockpit light (Stock)
//light.4=3,  -18.7, -4.5, -0.2, fx_navred,  // Left Tail light (Stock)
//light.5=3,  -18.7,  4.5, -0.2, fx_navgre,  // Right Tail light (Stock)
//light.6=3,   9.5 ,-4.0 , 4.9, fx_navred,  // Left Front Marker light (Stock)
//light.7=3,   9.5 , 4.0 , 4.9, fx_navgre,  // Right Front Marker light (Stock)
//light.8=3,  13.5 ,-0.5 ,9.52, fx_navwhi,  // Left Rear white Marker light (Stock)
//light.9=3,  13.5 , 0.5 ,9.52, fx_navwhi,  // Right Rear white Marker light (Stock)
//light.10=3, 13.5 ,-1.5 ,9.52, fx_navwhi,  // Left Front white Marker Marker light (Stock)
//light.11=3, 13.5 , 1.5 ,9.52, fx_navwhi,  // Right Front white Marker light (Stock)
//light.12=1, -0.55, 0.0, 9.7, fx_recog,  // center beacon flashing (Stock)
//light.13=1, -0.55, 0.0, 9.8, fx_navred,  // center red beacon base (Stock)

[LIGHTS]  // Shockwave 3D Redux effects   // by jtg   
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
light.0=5, 26.1,  3.14,  0.3, fx_shockwave_landing_light ,  // right headlight (Shockwave)
light.1=5, 26.1,  -3.14,  0.3, fx_shockwave_landing_light ,  // left headlight (Shockwave)
light.2=5, -19.65,  -4.55, 10.0, fx_shockwave_navwhi ,  // center sternlight (Shockwave)
light.3=4, 4.4 ,0.0 ,3.0, fx_shockwave_vclight,  // Virtual Cockpit light (Shockwave)
light.4=3,  -18.7, -4.5, -0.2, fx_shockwave_navred,  // Left Tail light (Shockwave)
light.5=3,  -18.7,  4.5, -0.2, fx_shockwave_navgre,  // Right Tail light (Shockwave)
light.6=3,   9.5 ,-4.0 , 4.9, fx_shockwave_navred,  // Left Front Marker light (Shockwave)
light.7=3,   9.5 , 4.0 , 4.9, fx_shockwave_navgre,  // Right Front Marker light (Shockwave)
light.8=3,  13.5 ,-0.5 ,9.52, fx_shockwave_navwhi,  // Left Rear white Marker light (Shockwave)
light.9=3,  13.5 , 0.5 ,9.52, fx_shockwave_navwhi,  // Right Rear white Marker light (Shockwave)
light.10=3, 13.5 ,-1.5 ,9.52, fx_shockwave_navwhi,  // Left Front white Marker Marker light (Shockwave)
light.11=3, 13.5 , 1.5 ,9.52, fx_shockwave_navwhi,  // Right Front white Marker light (Shockwave)
light.12=1, -0.55, 0.0, 9.7, fx_shockwave_recog_flash_r,  // center beacon flashing (Shockwave)
light.13=1, -0.55, 0.0, 9.8, fx_shockwave_navred,  // center red beacon base (Shockwave)

Also ... from the manual.
To add 3D Lights to add-on aircraft make the following additions to the aircraft's *(...) panel.cfg files:


Add the following line at the bottom of the [VCockpit01]
section changing 'XX' to the next available number.

gaugeXX=shockwave_lights!SW Lights, 1,1,1,1 //shockwave light <--- Use this one.

... or if the landing lights are attached to the UC legs or doors and they go out automatically on the stock lights when the UC is raised then:

gaugeXX=shockwave_lights!SW Lights_gear, 1,1,1,1 //shockwave light

*I've omitted the "aircraft.cfg" portion of the quote, as it is rather general and not needed here.  I did the work for you.   ;)

....and would I be pushing my luck asking for hovercraft also? ;D

You'd just have to start a new thread for it.  No problem.   ;)

     Strange that the landing lights don't come on. (more investigation forthcoming ...)
     The "Nav Light" switch activates the "headlights".  I'm not sure about the "Land" switch yet.  The interior cab light comes on with the "searchlight/spotlight" button.  Brake lights come on when you press the brake pedal.
     The engine must be started before a gear can be selected.  Then push the accelerator and you're off.  Once you're at the desired speed, press "g" for cruise control.

     The cockpit panel does not stretch, so it disappears if not in standard single monitor resolutions.  I have to switch to 1920x1080 to see it.  ;)

 8)  Thanks Norm.  :)

Thanks for the suggestions.  We're looking into it. ( Doug is.  :P )

Be sure to set up your controllers/buttons for the Stolly's proper operation.  It is a unique vehicle.  ;)

FYI, I have flown the Stolly a few times myself.   :o  ;D (during testing)

     But seriously, I haven't experienced that issue of it taking off suddenly yet.  That sounds like what happens if you hit water in a wheeled vehicle.  It throws you back in the air at velocity.   ???

    No parking brake issues for me. It drives nicely for me in cruise control mode (press landing gear key ("G")).   :-\ 
     Actually, I use the rudder pedals for gas and brakes.  Right pedal to accelerate, left for brakes.  Steering is with the yoke.  Shift gears with flaps buttons.  Driving manually is very close to IRL for me.  Cruise control just makes it nicer.  :)

     I am testing mine and driving at 29 mph (47 kph) (a rather casual pace) along Kodiak Island.  My GPS reports my ground speed at 25 knots.  That seems about right to me.  I accept your "tip of the hat", sir.   :P 

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