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Weapon for FSX >> Weapon for FSX >> USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
https://www.captainsim.org/forum/csf.pl?num=1297264482

Message started by Captain Sim on Feb 9th, 2011 at 3:14pm

Title: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Captain Sim on Feb 9th, 2011 at 3:14pm
The Weapon is a simple one click installation for default aircraft (listed in the Manual). But installation to a random third-party aircraft obviously requires some extra efforts from a user.

We've provided very flexible Weapon system and the easiest way to make a mod: one xml file configuration. But the mod-person must have advanced knowledge of basic FSX SDK, outstanding attentiveness and patience. It's not for everyone.

Unfortunately we are unable to support any modifications of the Weapon including its installation to third-party aircraft VC because:
- There are hundreds of the third-party aircraft.
- User doing the mod can make any mistake in thousands of different places in various config files.


But we are willing to help and will answer the most typical questions as far as possible.

We see there are a lot of similar questions/issues with installation of the Weapon the various third-party aircraft. Please post all to this topic, that will help others to avoid same mistakes.

Tips on how to avoid popular mistakes: (It updates often so please re-read)


0. 99% of issues are from not following SDK. PLEASE read it BEFORE asking.

1. Do NOT try to install 2D HUD to VC. There's a special VC HUD for VC.

2. For how to install VC HUD please follow VC HUD INSTALLATION section of the SDK.

3. VC HUD gau should be installed on the aircraft's HUD. Of course there's got to be a physical 3D HUD glass with $ poly in the model. Contact the model's developer if you unsure.

4. FSX and Weapon loader must be OFF while you make any changes in the CSWeapon.xml.

With all due respect we will not answer same questions anymore.

If you ask something please:
a. Indicate what HUD you are talking about, 2D or VC.
b. Attach a screenshot of the issue you are reffering to.
c. Describe the issue. Be specific.



Title: Position of shot (focus),calibration
Post by YoYo on Feb 6th, 2011 at 1:49pm
Hello,
I have a question - how to edit focus of shotting by guns? That is, in the addon (not default plane like F/A-18) - gun shoots too high for me (not in the line of eyes), I want to reduce the angle of the shot a little low. How to do it?

I found manual in SDK for HUD only in SimObject/Aircraft/This model for FSX, this line:

<CollimationData>0.0,14.01,3.358,0.307</CollimationData>

in CSWeapon.xml.

I change 0.307 for 0 in notepad (to test it), save it but without results. HUD is in too same place and line of shooting is still to high.
Any ideas?

Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 6th, 2011 at 3:40pm
Please see CALIBRATION section of the manual.

Title: Re: Position of shot (focus)
Post by Johan on Feb 6th, 2011 at 3:59pm

Captain Sim wrote on Feb 6th, 2011 at 3:40pm:
Please see CALIBRATION section of the manual.

Alex,

The calibration doesn't seem to work. The red circle doesn't show as described in the manual. Please advise.

Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 6th, 2011 at 4:30pm
CTRL+SHIFT+9
CTRL+SHIFT+0

Title: Re: Position of shot (focus)
Post by YoYo on Feb 6th, 2011 at 4:36pm
Im not sure too, see this picture. The circles are too same, but how to move it up and down? Ctrl+9 , Ctrl+0 (keys for resize a circle) are for HUD Modes (knob start running).

http://img834.imageshack.us/img834/6739/f9fvertigokalibracja.th.jpg

I will try another tests.

I tryed according the manual set HUD position (so, shooting line too).
1/ First:
<Collimate>0</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>1</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
2/<CollimationData>0.0,14.01,3.358,0.307</CollimationData>
looks like this:
http://img23.imageshack.us/img23/5634/f9fvertigokalibracja2.th.jpg

3/ next I change position for:
<CollimationData>0.0,14.01,1.358,0.307</CollimationData>
for test and no any changes of HUD.
For me better tool if in the future will be add small pop-up with this tests and arrows for calibration of HUD (arrows for move), save option in CSWeapon.xml document. Next You will Restart the sim and will be ok. Simple tool :)



Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 6th, 2011 at 4:47pm
You are trying to set 2D HUD for VC. It's not going to work this way.
VC HUD gau should be installed on the aircrft's HUD $ poly.
Of course there's got to be a physical 3D HUD glass in the new model.
Please see SDK.

Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 7th, 2011 at 3:08pm
Screen #2 looks better. But as soon as you move your head in VC the setup is gone.

Why to put 2D HUD in VC if there's a special VC HUD gau and SDK on how to do that RIGHT?

Title: Re: Position of shot (focus)
Post by YoYo on Feb 7th, 2011 at 5:06pm
Ok, You're right. I was thinkig 2D HUD is linked with line of shoot directly.
I Found line -  <Station name="Nose" params="
and here I can do modification for angles.
Thanks.

Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 7th, 2011 at 5:24pm
Please read SDK>VC HUD INSTALLATION section.

Title: Calibration
Post by Trailboss on Feb 7th, 2011 at 8:06pm
I am following the calibration steps in the manual, but have been unsuccessful.  The first calibration I performed, the red calibration circle appeared concentric with the green circle on all 3 aircraft, but the green circle was smaller.  I then used Control + 9 and then ctrl + 0 but the green circle never changed size.  I tried doing that while the red circle was still showing and again after it disappeared, no joy.
I uninstalled Weapons and reinstalled it to deal with a different problem, but now when I open the HUD and try to Calibrate, the red circle is displaced from the center of the green circle.

Has anyone else had these problems or can you tell me what I'm doing wrong?

Title: Re: Calibration
Post by Johan on Feb 7th, 2011 at 9:06pm
Hi Trailboss,

I have the same calibration issue, on mine, the red circle doesn't even appear. And I also have, like you, the gun sound problem...we will see the reponses to the tickets...

Johan

Title: Re: Calibration
Post by YoYo on Feb 7th, 2011 at 9:13pm
As You can see in my subject here: http://www.captainsim.org/yabb2/YaBB.pl?num=1297000153 was too same with calibration. Ok, I did it for wrong way (2D > 3D) but steps was too same. I hope it will be fixed. For my best option for this do a small pop-up with arrows for move this circles / hud.

Title: Re: Calibration
Post by Markoz on Feb 8th, 2011 at 12:30am

Trailboss wrote on Feb 7th, 2011 at 8:06pm:
I am following the calibration steps in the manual, but have been unsuccessful.  The first calibration I performed, the red calibration circle appeared concentric with the green circle on all 3 aircraft, but the green circle was smaller.  I then used Control + 9 and then ctrl + 0 but the green circle never changed size.  I tried doing that while the red circle was still showing and again after it disappeared, no joy.
I uninstalled Weapons and reinstalled it to deal with a different problem, but now when I open the HUD and try to Calibrate, the red circle is displaced from the center of the green circle.

Has anyone else had these problems or can you tell me what I'm doing wrong?

Add me to this too. I can't calibrate the circle. When I use CTRL+9 OR CTRL+0, the green circle never changes, it stays the same size. :(

Mark

Title: Re: Position of shot (focus)
Post by Captain Sim 2 on Feb 8th, 2011 at 7:50am
Friends, please make sure you have the latest version of Manual, there was a mistake in earlier version - CTRL+SHIFT+9

Title: Re: Position of shot (focus)
Post by YoYo on Feb 8th, 2011 at 8:29am

Captain Sim 2 wrote on Feb 8th, 2011 at 7:50am:
Friends, please make sure you have the latest version of Manual, there was a mistake in earlier version - CTRL+SHIFT+9


Tanya Are You sure? I see only 03.02.2011 version (like it was before)
http://www.captainsim.com/products/w001/manuals.html

Title: Re: Position of shot (focus)
Post by Markoz on Feb 8th, 2011 at 10:14am
OK. I got it working.

Try it in the Cockpit (default keyboard shortcut is F10), it works fine there, but it DOES NOT work in the Virtual Cockpit.

Hope this helps.

Mark

Title: Re: Position of shot (focus)
Post by earnorbust on Feb 8th, 2011 at 10:12pm
Tanya is right.

You can change the size of the green circle using Ctrl+Shft+9 to make it smaller and Ctrl+Shft+0 to make it larger.

But the red and green circles don't overlap, causing gun and missle shots to fire way to high above the horizontal flight line!

And I see no way to make them overlap.

The FA18 that CS has setup and automatically installs with their program works right - the circles overlap. This delivers correct shooting height!

This must be fixed...because you have to take very steep dives to hit targets. You can't attack low because of this.  :-/

Title: Re: Calibration not working
Post by Markoz on Feb 8th, 2011 at 5:54pm
Hi Robert.

Try calibrating it in the 2D Cockpit (F10) and not in the Virtual Cockpit. I originally had this problem, but it was because I was trying to calibrate it in the VC and not the 2D Cockpit.

Mark

Title: Re: Calibration not working
Post by Johan on Feb 8th, 2011 at 6:13pm

Markoz wrote on Feb 8th, 2011 at 5:54pm:
Hi Robert.

Try calibrating it in the 2D Cockpit (F10) and not in the Virtual Cockpit. I originally had this problem, but it was because I was trying to calibrate it in the VC and not the 2D Cockpit.

Mark



Hi Mark,

I actually have the same problem: no red circle showing in the calibration process (I do step by step what the manual says), neither in VC nor 2D.

Johan

Title: Re: Calibration not working
Post by earnorbust on Feb 8th, 2011 at 10:03pm
OK...I can change the diameter of the green circle using Ctrl+Shft+9 (bigger) or Ctrl+Sfht+0 (smaller).

But the problem is, I can't move the green circle up to the red circle to overlap them. The red circle is far above the green circle on the hud - causing all weapons to fire way to high!!

How do I get the red circle lower to shoot farther down?

Title: Re: Position of shot (focus)
Post by Captain Sim 2 on Feb 9th, 2011 at 6:50am

YoYo wrote on Feb 8th, 2011 at 8:29am:

Captain Sim 2 wrote on Feb 8th, 2011 at 7:50am:
Friends, please make sure you have the latest version of Manual, there was a mistake in earlier version - CTRL+SHIFT+9


Tanya Are You sure? I see only 03.02.2011 version (like it was before)
http://www.captainsim.com/products/w001/manuals.html


Yes absolutely sure.

Title: Re: Position of shot (focus),calibration
Post by Markoz on Feb 9th, 2011 at 11:14am
Hi Tanya.

After reading your post about a newer version of the manual, I went and downloaded it (8th February, 2011). It turned out to be the same one that I originally downloaded on the 5th February, 2011. Both have the date as: VERSION: 03 FEBUARY, 2011

In the ‘Weapon for FSX’ - User’s Manual, page 11 it has the following:
1. Make sure aircraft is on the ground, speed=0.
2. Call 2D HUD panels (Shift+number)
3. Set any zoom (HUD scale) you like using + and – keys.
4. Press Ctrl + Shift + 9 or Ctrl + Shift + 0
5. Red calibration circle appears
6. Using Ctrl + 9 or Ctrl + 0 resize GREEN circle to match the red calibration circle
7. Red calibration circle automatically disappears in 2 sec


And yet in the ‘Weapon for FSX’ - User’s Manual, on page 8 it has this:
5. HUD Mode Selector Switch Ctrl+9
6. Radar Range Selector Switch Ctrl+0


There is a conflict in which the pressing of CTRL+9 and CTRL+0 with the resulting action being that written on page 8 of the manual, not page 11.
I decided to download the manual again, just now (9th February, 2011). It is the same VERSION: 03 FEBUARY, 2011 and the instructions on page 8 and 11 are exactly the same (identical) as the previous two manuals I download.

Mark

Note. The dates are taken from the day I downloaded them on my computer in AEDT.

Title: Weapon Panel and HUD Issues & Controller Issue
Post by Ragtopjohnny on Feb 9th, 2011 at 4:56am
Hello!

I just want to say an INTERESTING product - VERY INTERESTING.  And that's in a good way!  :)

I just have some questions and accompanying screen shots that I am hoping someone can help me with.

I am having issues with your Hud and Display Glass for the Hud in FSX.  This is running with 3rd party aircraft such as another company's F16.

For example, I installed Weapon For FSX and basically that went smooth. I had to however manually edit panel .cfgs for the windows to show up - the weapons control, and the hud.  

When I bring up the glass, I get all black around it, see accompanying shot:

The aircraft also only has a VC....

The Hud Displayed with Glass around it....


And I noticed that the HUD alone just moves around with the pilots view point - is that normal?

Also, when firing a weapon, Button 1 on the joystick is NOT recognized. I'm using the Satiek Yoke.

Any help GREATLY appreciated....thanks again Captain Sim for coming up with such a unique product.

System is Windows Vista Service Packs 1/2 and FSX Gold Edition.  2.88ghz Dual Core and 3 gigs of RAM with 1 gig MSI Graphic Card.

John

Title: Re: Weapon Panel and HUD Issues & Controller Issue
Post by Captain Sim on Feb 9th, 2011 at 3:09pm
Thanks.

Ragtopjohnny wrote on Feb 9th, 2011 at 4:56am:

I installed Weapon For FSX and basically that went smooth. I had to however manually edit panel .cfgs for the windows to show up - the weapons control, and the hud.  

Sorry, we do not support manual edits. There are thousands of places where you'd make a mistake. We'd just recommend to read SDK carefully.



Quote:

Also, when firing a weapon, Button 1 on the joystick is NOT recognized. I'm using the Satiek Yoke.

If a SPACE bar works (fires) then the issue is between the joystick and your PC.

Title: Overlapping red circle with green circle
Post by earnorbust on Feb 9th, 2011 at 7:50am
Has anyone found out how you move the red circle down to make it overlap the green circle?

...because all weapons shoot to high!  :-/

The only plane that has a correct overlapping calibration is the FA18 which CS automatically installs with their program.

Robert

Title: Re: Overlapping red circle with green circle
Post by Captain Sim on Feb 9th, 2011 at 3:12pm
Most likely the Weapon is not installed properly to the third-party aircraft. Please see SDK.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 9th, 2011 at 3:48pm
Okay -

Got it working, but can show the HUD in the VC on the another company F16, however it moves when I look around?  Is there anyway to correct this, please?  I also got the glass showing after a install/reinstall and had to delete the FSX .cfg.  It rebuilt it, and asked about the trusted software.  

Maybe that was the issue?  I'll have to give tests now about weapons firing.

But what do I do with the VC and the HUD?  I would really appreciate guidance on that, other than the SDK - I am understanding on the cfg and what needs to be changed, so any help would be appreciated.

John

Title: Re: I have to say something.
Post by Lost in Isaan on Feb 7th, 2011 at 11:56pm

Captain Sim wrote on Feb 7th, 2011 at 3:54pm:

Lost in Isaan wrote on Feb 6th, 2011 at 2:40am:
I have to say something as well!

Then to see it basically as 2D and not VC also sucks.


Pless cycle S to get into VC.  ;)
Well I, gotta be missing something big time here. If that is not 2D in the VC window what is it?

VC-2D.JPG (Attachment deleted)

Title: Re: I have to say something.
Post by Captain Sim on Feb 8th, 2011 at 12:19am
On your screenshot I see both, the VC HUD, and 2D HUD. I'm not sure why you need them both at the same time? :)
I'd press Shift+2 to switch the 2D copy off.

Title: Re: I have to say something.
Post by Lost in Isaan on Feb 8th, 2011 at 1:02am
OK, I'm getting it now, the VC collimation has the top of it cut off leading me to believe it was the default and not csWeapons HUD thus I was stuck with the 2D display.

I carried out the calibrations and still have the collimation 'decapitated' eg.
ctrl+shift+9 or 0 and also the xml file changes to give me test pattern.
<Collimate>1</Collimate>
<!-- VC HUD collimation. 1-yes, 0-no (1). -->
<TestFrame>0</TestFrame>
<!-- HUD test pattern. 1-yes, 0-no (0). -->

Looks like I've have to adjust the XYZ co-ordinates.

Thank you for your tollerance.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Captain Sim on Feb 9th, 2011 at 4:12pm

Ragtopjohnny wrote on Feb 9th, 2011 at 3:48pm:
Okay -

Got it working, but can show the HUD in the VC on the another company F16, however it moves when I look around?  Is there anyway to correct this, please?  

Tip #1 in the first post.


Quote:

But what do I do with the VC and the HUD?  

Tip #2 in the first post.


Quote:

I would really appreciate guidance on that, other than the SDK

What's wrong with the SDK?

Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 9th, 2011 at 4:24pm

earnorbust wrote on Feb 8th, 2011 at 10:12pm:


But the red and green circles don't overlap, causing gun and missle shots to fire way to high above the horizontal flight line!

And I see no way to make them overlap.

This must be fixed...because you have to take very steep dives to hit targets. You can't attack low because of this.  :-/


Most likely the weapon is not properly installed on the t-p aircraft.

Title: Re: Weapon Panel and HUD Issues & Controller Issue
Post by Ian P on Feb 9th, 2011 at 5:26pm

Ragtopjohnny wrote on Feb 9th, 2011 at 4:56am:

Also, when firing a weapon, Button 1 on the joystick is NOT recognized. I'm using the Satiek Yoke.


Hi John,

I had that exact problem, but because I'm used to seeing it, I also knew how to fix it... ;)

The problem in my case was that the XML code points at "Joystick0 Button 0"... Joystick0 is the first device that Windows recognised, so in my case that means the Rudder Pedals under my desk, which don't have a button 0, of course.

Changing the code to Joystick1 Button0, the trigger on my joystick now fires the weapons. Depending on how many joystick-type devices you have installed (eg throttle quads, joysticks, yokes, etc.) then yours may be higher than 1, but for most people with more than one controller and the trigger not working, Joystick1 Button0 will be the fix.

Ian P.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 9th, 2011 at 6:15pm
Thank you Ian....I appreciate your response on what to do in that matter.

I've been trying to follow the SDK with the gauge installation as well, and it's NOT going well.  I wish Captain Sim would please give more guidance than the SDK...

I have so far manually entered the gauge name on the Aircraft that I want it to appear in for it's hud, but now when I turn on the HUD, nothing displays.  It's really getting frustrating very fast.

Any ideas what to do?  I am going NUTS here....at least I found the SDK online, they don't even state you have to download it.... ::)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Feb 9th, 2011 at 8:20pm
I downloaded the manuals again on 2-9-11, so I have the latest ones.  I got the HUD red and green circle sizes squared away.  I have read SDK 3 times, especially the VC HUD installation section, and reread every entry in this thread.  Now I need to take the course "Modifying .htm files 101" because I cannot get the changes to remain in the file. I have repeatedly tried to modify CSWeapon.htm to this, per the SDK manual, to get the test pattern:
1. In CSWeapon.xml <GaugeInfo> section set <Collimate>0 аnd <TestFrame>1.
That will bring a fixed test pattern to HUD:
I am modifying CSWeapon in the CS_LX-45 folder using Notepad to open the file and make changes.  Every time I reset to 0 and 1 respectively, I save the file, then reopen it with notepad to check that the changes are there (they are), and again save the file.  I load the LX-45, open the HUD and there is no test pattern.  I again open the CSWeapon file and find the values have defaulted back to 1 and 0 respectively.  What am I doing wrong?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Captain Sim on Feb 9th, 2011 at 8:44pm
FSX and Weapon loader must be OFF while you make any changes in the CSWeapon.xml.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 9th, 2011 at 10:24pm
Okay ---

This is what I have done so far with another company's F16.  I have some progress showing - when I load up, I see a Red Dashed outline circle in the HUD, but that's it - nothing else.

This is what I have so far in my cfg:

[Window Titles]
window00=main
Window01=Engine_state
window02=CS Weapon Panel

[Window00]
file=Panel_2D.bmp
size_mm=800, 600
position=5
BACKGROUND_COLOR=0,0,0
visible=1
ident=MAIN_PANEL

[Window01]
size_mm=900, 250
windowsize_ratio=0.600
position=4
BACKGROUND_COLOR=0,0,0
visible=0
ident=Engine_state

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2
gauge11=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

gauge00=Viper!Statem, 0, 0, 900, 250
gauge01=Viper!State1, 0, 0, 1, 1
gauge02=Viper!State2, 0, 0, 1, 1

[VIEWS]
VIEW_FORWARD_ZOOM=1.0
VIEW_FORWARD_DIR=0.0, 0.0, 0.0

[Vcockpit01]
//file=F-16_1.bmp
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=1024,1024
texture=$F-16_1

gauge00=CSWeapon!hud3D,         0,46,254,264
gauge01=VIPER!DED,            258,1,159,63
gauge02=VIPER!RADIO,          0,0,1,1
gauge03=VIPER!flaps_control,    0,0,1,1
gauge04=SCControl!CTRL,          0,0,1,1
gauge05=VIPER!AS_SB,            0,0,1,1
gauge06=MFD!LMFD,            6,310,165,170
gauge07=MFD!RMFD,            182,310,165,170
gauge08=VIPER!ex_light_control,      0,0,1,1
gauge09=VIPER!AS_Mastercaution,      0,0,1,1
gauge10=VIPER!Eng_smoke,      0,0,1,1

CSWeapon_panel.cab C\FSX\Simobjects\Airplanes\Aersoft F-16A9\panel

Anything else below that is irrelevant really - can someone please help me and tell me what I'm doing wrong?  I'm going crazy with this.

:o :-/

Thanks,

John

Title: Re: Position of shot (focus)
Post by earnorbust on Feb 9th, 2011 at 10:27pm

Captain Sim wrote on Feb 9th, 2011 at 4:24pm:

earnorbust wrote on Feb 8th, 2011 at 10:12pm:


But the red and green circles don't overlap, causing gun and missle shots to fire way to high above the horizontal flight line!

And I see no way to make them overlap.

This must be fixed...because you have to take very steep dives to hit targets. You can't attack low because of this.  :-/


Most likely the weapon is not properly installed on the t-p aircraft.


That's a very helpful comment Alex. What the hell is a t-p aircraft and who needs a weapon installed there?  :D

OK whatever, as you admit, using the Loader program doesn't even seem to install your utility on your own F...... t-p aircraft (whatever that is) correctly - let alone any of my airplanes.

But as a user of your product I can only install the utility or uninstall the utility in my planes - nothing else. That is precisely what your product should do - am I right or am I right?  :o

I still can't calibrate any plane of my choice since every red circle is above the green circle (amazingly your FA18 Defender model which installs automatically shows the circles overlap). Well - that means your product doesn't work properly on my system for my needs. Am I right or am I right?

So why aren't you guys asking the right questions to get this solved? For me, that is the only thing worth posting! Reading your manuals doesn't solve my problem. Wake up people - I am not the only one posting this problem! Something is bugged in your CSWeapon.xml scripting, causing all this trouble. Even as a program layman I know something is going very wrong when changing a term like unlimited>0< to unlimited>1< in a script causes all ammunition to vanish instead of becoming unlimited, even after resetting it back to unlimited>0< again! And changing the unlimited term once in the file leads to a permanent vanishing of the red calibration circle. Isn't that curious? Why does your FA18 defender modell show a red circle overlapping the green circle on my system - but not in other of my plane installments. The answer must be in the CSWeapons.xml file. FIND OUT WHY...and maybe you will get the problem solved!

Besides that, if I have to take a course studying SDK -techniques to figure our how to use your product...you should have told me before buying it!

I wanted a working product and not another hobby.

This is getting very frustrating.    ...grrrr  >:(

P.S. By the way, moving to many threads around often causes confusion and is a bad forum policy. You force posters to search there posts anew (which is time consuming) and give people the impression that you are hiding unwanted critisism or product information.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 10th, 2011 at 3:51pm

Ragtopjohnny wrote on Feb 9th, 2011 at 10:24pm:
Okay ---

This is what I have done so far with another company's F16.  I have some progress showing - when I load up, I see a Red Dashed outline circle in the HUD, but that's it - nothing else.

This is what I have so far in my cfg:

[Window Titles]
window00=main
Window01=Engine_state
window02=CS Weapon Panel

[Window00]
file=Panel_2D.bmp
size_mm=800, 600
position=5
BACKGROUND_COLOR=0,0,0
visible=1
ident=MAIN_PANEL

[Window01]
size_mm=900, 250
windowsize_ratio=0.600
position=4
BACKGROUND_COLOR=0,0,0
visible=0
ident=Engine_state

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2
gauge11=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

gauge00=Viper!Statem, 0, 0, 900, 250
gauge01=Viper!State1, 0, 0, 1, 1
gauge02=Viper!State2, 0, 0, 1, 1

[VIEWS]
VIEW_FORWARD_ZOOM=1.0
VIEW_FORWARD_DIR=0.0, 0.0, 0.0

[Vcockpit01]
//file=F-16_1.bmp
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=1024,1024
texture=$F-16_1

gauge00=CSWeapon!hud3D,         0,46,254,264
gauge01=VIPER!DED,            258,1,159,63
gauge02=VIPER!RADIO,          0,0,1,1
gauge03=VIPER!flaps_control,    0,0,1,1
gauge04=SCControl!CTRL,          0,0,1,1
gauge05=VIPER!AS_SB,            0,0,1,1
gauge06=MFD!LMFD,            6,310,165,170
gauge07=MFD!RMFD,            182,310,165,170
gauge08=VIPER!ex_light_control,      0,0,1,1
gauge09=VIPER!AS_Mastercaution,      0,0,1,1
gauge10=VIPER!Eng_smoke,      0,0,1,1

CSWeapon_panel.cab C\FSX\Simobjects\Airplanes\Aersoft F-16A9\panel

Anything else below that is irrelevant really - can someone please help me and tell me what I'm doing wrong?  I'm going crazy with this.

:o :-/

Thanks,

John


Any word Captain Sim or anyone that I am doing wrong?  I got parts working, just not the hud.  Example, if I go close to an aircraft, the weapons control panel, comes to life, and that's it - no visuals, which is desperatly needed in this sense.  

Done tinkering a while.  Will eagerly await a more detailed response.

Thanks,

John

Title: Re: Position of shot (focus)
Post by Captain Sim on Feb 10th, 2011 at 5:34pm
Well, I just wanted to help.


earnorbust wrote on Feb 9th, 2011 at 10:27pm:

What the hell is a t-p aircraft

t-p = third-party


Quote:

using the Loader program doesn't even seem to install your utility on your own F...... t-p aircraft

For obvious reasons the loader works with 2D only. And it works perfectly. For HUD installation to VC please see SDK, the loader has nothig to do with VC.



Quote:

Besides that, if I have to take a course studying SDK -techniques to figure our how to use your product...

SDK is not about using a product. It's about its development. We've just provided a tool. It's a free bonus for advanced users and developers.


Quote:

you should have told me before buying it!

We've thought the term SDK (software development kit) is self-explanatory. To make it 100% clear we've just added in capital red this:
CAPTAIN SIM DOES NOT SUPPORT ANY MODIFICATIONS OF THE ORIGINAL PRODUCT INCLUDING ITS INSTALLATION TO THIRD-PARTY AIRCRAFT. MAKE AND USE THE MODIFICATIONS ON YOUR OWN RISK.



Quote:

I wanted a working product and not another hobby.

It is working. You just experience difficulties modifying it, and there can be many reasons beyond our control.


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 10th, 2011 at 9:02pm
Thanks for ignoring my help request Captain Sim, but you answer someone instead who is less than patient.  

We do need guidance, its easy to say, "See SDK" but it doesn't hurt to go above and beyond for help and customer service.  

When I do start getting into my development company, I'll know how NOT to answer things at least from my experience.  :(  Could be much more helpful.

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 10th, 2011 at 11:45pm

Ragtopjohnny wrote on Feb 9th, 2011 at 10:24pm:
This is what I have so far in my cfg:

[Window Titles]
window00=main
Window01=Engine_state
window02=CS Weapon Panel

[Window00]
file=Panel_2D.bmp
size_mm=800, 600
position=5
BACKGROUND_COLOR=0,0,0
visible=1
ident=MAIN_PANEL

[Window01]
size_mm=900, 250
windowsize_ratio=0.600
position=4
BACKGROUND_COLOR=0,0,0
visible=0
ident=Engine_state

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2
gauge11=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

gauge00=Viper!Statem, 0, 0, 900, 250
gauge01=Viper!State1, 0, 0, 1, 1
gauge02=Viper!State2, 0, 0, 1, 1

[VIEWS]
VIEW_FORWARD_ZOOM=1.0
VIEW_FORWARD_DIR=0.0, 0.0, 0.0

[Vcockpit01]
//file=F-16_1.bmp
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=1024,1024
texture=$F-16_1

gauge00=CSWeapon!hud3D,         0,46,254,264
gauge01=VIPER!DED,            258,1,159,63
gauge02=VIPER!RADIO,          0,0,1,1
gauge03=VIPER!flaps_control,    0,0,1,1
gauge04=SCControl!CTRL,          0,0,1,1
gauge05=VIPER!AS_SB,            0,0,1,1
gauge06=MFD!LMFD,            6,310,165,170
gauge07=MFD!RMFD,            182,310,165,170
gauge08=VIPER!ex_light_control,      0,0,1,1
gauge09=VIPER!AS_Mastercaution,      0,0,1,1
gauge10=VIPER!Eng_smoke,      0,0,1,1

CSWeapon_panel.cab C\FSX\Simobjects\Airplanes\Aersoft F-16A9\panel

Anything else below that is irrelevant really - can someone please help me and tell me what I'm doing wrong?  I'm going crazy with this.

:o :-/

Thanks,

John


Hi John

try rearranging [Window01] and [Window02] to look like this:

[Window01]
size_mm=900, 250
windowsize_ratio=0.600
position=4
BACKGROUND_COLOR=0,0,0
visible=0
ident=Engine_state

gauge00=Viper!Statem, 0, 0, 900, 250
gauge01=Viper!State1, 0, 0, 1, 1
gauge02=Viper!State2, 0, 0, 1, 1

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2

gauge00=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

I don't know if that is causing your problem, but it looks like [Window02] is placed right in the middle of [Window01]. And also that the CSWeapon_panel gauge is gauge11=... instead of gauge00=...

Do you need to have the CSWeapon_panel.cab in this: C\FSX\Simobjects\Airplanes\Aersoft F-16A9\panel folder? It is already in the FSX\gauges folder. FSX looks in the Panel folder first, then the gauges folder unless it is told to look somewhere else.

Whether this is what is causing your problem, I don't know, but fixing that might help you somewhere.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Captain Sim on Feb 11th, 2011 at 12:03am

Ragtopjohnny wrote on Feb 10th, 2011 at 9:02pm:
Thanks for ignoring my help request Captain Sim, but you answer someone instead who is less than patient.  

We do need guidance, its easy to say, "See SDK" but it doesn't hurt to go above and beyond for help and customer service.  


John,
sorry. It's not because I do not want to asnwer, I'd love to, but unfortunately it's impossible to fit de-buging of the mods into our thight schedule. Believe me we've got a lot of own code to check.

So all hopes here are on pros like Mark.    

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 11th, 2011 at 12:52am
Thank you very much Mark - I will try it and let you know.. I didn't even notice that the two looked like they were in the middle of the same window.  

Captain Sim, I understand, but just confused at the time,  thanks - and here is hoping Mark's code will work - I'll definitely give it a shot and write back.

Thank you all! :)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 11th, 2011 at 12:58am
Hi John.

Just a bit of an explanation.

I spent quite some time looking at your post to try and see what was out of place. I don't have AS F-16, so I copied your entries into Notepad and saved it. At first I couldn't understand why you would have the entry gauge11=CS.... followed by gauge00=......, gauge01..... etc. It was then that I noticed that [Window01] does not have any gauges. Although [Window00] doesn't either, that is not uncommon. I have quite a few aircraft that don't have gauges listed in [Window00] so I thought that could be the way it is supposed to be.

Did you delete the entries for the 2D Hud1 and Hud2? Or did you just add the Weapon for FSX to the F-16 by hand? It might make a difference but I haven't tried to do it manually yet. CSWeapon Loader does it well enough for me.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 11th, 2011 at 5:11am
Let me ask this Mark - I did do that by hand, but the "Panel" configuations that are dropped in by Loader, are we supposed to replace the Original Panel Configuration with that?  

If that's all that it is, I'll do it immediately.   I didn't think it was that difficult, and now feel kinda stupid if that's all it is.  

I will try in the morning because I just have not had a chance to yet tonight.

I really appreciate your help on this - thank you very much! :)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 11th, 2011 at 5:41am
Hi.

the "Panel" configuations that are dropped in by Loader, are we supposed to replace the Original Panel Configuration with that?
In all honesty. I would say no you don't. The Loader only modifies the original panel.cfg (copy & paste) and adds some extra 2D gauges as well as pointing the original gauges back to the original Panel folder (as you know). I think you are right in saying that doing it by hand should work.

If I had the AS F-16, maybe I could help you more, but I don't own it, and so I can't. In some ways I hope that what I pointed out IS the problem, but in other ways, I hope that it isn't. There is nothing worse than it being something so simple as that.

I hope you can work it out.

Mark

EDIT: I could only see that as a possible problem. And that problem as most likely being the 2D CSWeapon panel not displaying.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 11th, 2011 at 2:11pm
Thanks Man - I'll be letting you know momentarily - Going to go grab breakfast, coffee, and I'll keep you posted.

Hopefully it ISN'T something as simple as that, if you hear a loud Woohoo or scream from where ever you are, you know it's not or is...it's driving me crazy.... :D

Thanks!

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 11th, 2011 at 5:05pm
Here goes -

I've got the hud showing, but it scrolls around when you look around with the eyepoint - example, look left/right, it moves left/right.  

I have to size it I guess in the hud, which I'm just AWFUL at doing such things.  I really wish that everything installed just so, it would be so much easier than having to edit it out manually.

Will try and see what happens later.  I just want to fly right now though.

At least I have it showing that way, but the moving hud is just too distracting to a new plane.  I have to get it right.  I know I will, just have to try it more and see what's what.  

Appreciate the help Mark, you really at least helped me get some progress in there.

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 12th, 2011 at 6:08am
Hi John.

Hopefully someone who owns a copy of the AS F-16 can help you with putting it in the 3D VC HUD.

YoYo added a HUD to the 3D VC HUD in his jet (I can't remember what it was off hand:() and maybe he can give you  an idea of what to do.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Lost in Isaan on Feb 12th, 2011 at 8:28am
Been working on the AS F16 for a few days now after my early education experimenting with the FA-18. The F16 is a challenge I'm nearly there the thing being as I accelerate the collimator gets bigger in the HUD and on deceleration the collimator actually inverts and gets bigger be it up side down. When stationary the collimator is just a tiny green dot in the middle of the HUD?

Edit: I might add I'm installing csWeapons on the F16 manually and not using the configuration tool because of the way their airlpanes files are set up.

Would be great if we post our final configurations for the 3rd party models we’re working on when complete.

To get rid of the decapitated collimator on the FA-18 (see my screenshot earlier) I lowered my eyepoint down and had to modify the panel.cfg as such:

gauge03=CSWeapon!hud3d, 533, 607, 520, 520 // 526, 515, 550, 550

607 realigns the y co-ordinate after lowering my eyepoint. I also decreased it's size slightly to fully fit in the HUD in doing so had to adjust the x co-ordinate slightly to 533. Shot down a number of AI so all appears to be OK at the moment.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Marc737ng on Feb 12th, 2011 at 1:16pm
I started tweaking FS for my personal use about 14 years ago and I hope to give you some hints tuning 3rd party aircraft and the CSWeapon.xml
...
<HudFov3d>17.00</HudFov3d>
This variable only changes the size of the FOV, not the position.
Looks like the position is linked to the aircrafts CG and can only be modified by changeing the eyepoint´s height (third variable, here 3.358) from the aircraft.cfg
Example:
[Views]
eyepoint = -17.0, 0.0, 3.358
But that means that the pilots seat position might not be correct anymore...

Now back to the weapons and HUD-aim
Example:
<CollimationData>0.0,14.01,3.358,0.307</CollimationData>
                            A  ,B     ,C      ,D
A - is actually equal to the second variable of your aircraft.cfg´s eyepoint
B - same as above, first variable (if you change the - to + or viseversa the HUD is mirrowed ;-) )
C -same as above, third variable
D - IS THE MOST IMPORTANT (and difficult to set up the right way). It changes the size of the HUD in VC. The HUD might be way to big at first installation or just as big as a few dots...I had to change this value very often. In some aircraft reducing this value increases the size, others react just the other way.

Next example taken from the gun section:
<Station name="Nose" params="0,9,0,0,-0.039,0,578" />
                                                A,B,C,D,E      ,F,G
A - adjusts weapons position IN METERS! Left negative, Right positive (here 0=straight on the nose)
B - same as above, Aft - negative, Forward - positive
C - Negative - lower, Positive - higher
D -
E - Weapons angle (the variable you all are looking for!!!) Negative - below Horizont, Positive above Horizont - in this example -0.039 means 3.9° above horizont. For the IRIS F-14 it would be 0.033 to match the original HUD´s aimpoint
F - Weapons angle Negative to the left, Positive to the right of the airvrafts longitudinal axis. Not sure but I think 0.1 equals 10°
G - Ammount of Ammo (here 578 bullets)

Whenever you want to adjust any part of the CSWeapon.xml, you must switch to another aircraft in FSX, since the xml is updated when leaving the aircraft. Otherwise, you don´t change anything at all.

I understand that CS is not able to support any 3rd party aircraft on their page but I´d love to see some kind of CONFIG DATABASE for those aircraft in this forum or on the product page.

Sorry for the bad language, but I´m writing this on an aircraft somewhere over europe with a lot of ATC...;-)

Have a bandit day,

Marc

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 13th, 2011 at 5:09am

Lost in Isaan wrote on Feb 12th, 2011 at 8:28am:
Been working on the AS F16 for a few days now after my early education experimenting with the FA-18. The F16 is a challenge I'm nearly there the thing being as I accelerate the collimator gets bigger in the HUD and on deceleration the collimator actually inverts and gets bigger be it up side down. When stationary the collimator is just a tiny green dot in the middle of the HUD?

Edit: I might add I'm installing csWeapons on the F16 manually and not using the configuration tool because of the way their airlpanes files are set up.

Would be great if we post our final configurations for the 3rd party models we’re working on when complete.

To get rid of the decapitated collimator on the FA-18 (see my screenshot earlier) I lowered my eyepoint down and had to modify the panel.cfg as such:

gauge03=CSWeapon!hud3d, 533, 607, 520, 520 // 526, 515, 550, 550

607 realigns the y co-ordinate after lowering my eyepoint. I also decreased it's size slightly to fully fit in the HUD in doing so had to adjust the x co-ordinate slightly to 533. Shot down a number of AI so all appears to be OK at the moment.


Thanks Marc, and thank you Bruce for posting this.  I'll try this for sure tomorrow, for I have just about given up on the another company F16.  Thanks for the glimmer of hope in it! :)  Much appreciated!

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Lost in Isaan on Feb 13th, 2011 at 5:28am
Still tweaking the another company F-16, it’s still not perfect but close enough for others to refine now, I’ve had enough. As this is a manual entry I accept no responsibility for stuff ups by end users.

I’ve only set this into the AS F-16A model:-

In the ‘another company 16A Panel’ Directory take a backup copy of the ‘Panel’ folder then in the original folder rename HUD.CAB to HUD_ORG.CAB or whatever.

Edit the Panel.cfg file to look like this

[Window Titles]
Window00=main
Window01=Engine_state
Window02=Weapon Control Panel
Window03=HUD
Window04=HUD Glass

Add these routines, they are not exactly the same as the default as I found a slight x axis bias during calibration:

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2
gauge00=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

[Window03]
Background_color=0,0,0
no_luminous=1
size_mm=400, 400
position=4
child_3d=0
visible=0
window_size=0.585, 0.585
ident=10902
zorder=1
gauge00=CSWeapon!hud2d, 2, 0, 400, 400

[Window04]
file=HUD_Glass.bmp
size_mm=1024, 768
no_luminous=1
position=7
visible=0
window_size=1.0, 1.0
ident=10903
zorder=0
alpha_blend=0.35

Now edit the first two gauge lines in the [Vcockpit01] routine to look like this.

//gauge00=HUD!HUD,            0,46,254,264
gauge00=CSWeapon!hud3d, 5, -20, 254, 400


Place a default copy of ‘csWeapons.xml’ into the ‘another company 16A 9’ Directory

Edit the Collimation Data line to look like this:
<CollimationData>0.0,31.5,-4.5,6.0</CollimationData>

You can copy this csWeapons file to the other two F-16A folders.

I haven’t had a go at the AM or C models yet but should imagine these figures will be close.

Good luck.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 13th, 2011 at 3:34pm
Thanks so much on this Bruce!  Can't wait to try it.  Loading it up over my coffee and I'll report back.  Woohoo! :D

Here's an idea - maybe we should start a 3rd Party Weapon Installed Thread so people can copy each other's notepads settings and edit ourselves?  Awesome work, thanks man...:)

Bruce, the F16s in the other folders Alias the main panel, so they all work.  Yippie! :D

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 14th, 2011 at 1:29am

Ragtopjohnny wrote on Feb 13th, 2011 at 3:34pm:
Here's an idea - maybe we should start a 3rd Party Weapon Installed Thread so people can copy each other's notepads settings and edit ourselves?  Awesome work, thanks man...:)

A great idea John. It has be where you post the mods ONLY! This Topic (that we are using right now) can be used for getting help with those mods. The last thing we need is for long discussions on one mod, interfering with other mods posted in there.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 14th, 2011 at 1:46pm
Glad you like it Mark - I all ready started the "I got Weapon X Working for FSX" Thread.... I don't know if it needs to be clearer, no one posted.

Oh, also, I have to go back I think and adjust my joystick settings in that XML file.  I had actually SEEN the weapons yesterday in the F16 Woohoo!  Going to be installing my old fighter packages.  

Just out of curiosity, have you figured a way to make your HUD stationary?

Thanks....

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 15th, 2011 at 1:45am

Ragtopjohnny wrote on Feb 14th, 2011 at 1:46pm:
Just out of curiosity, have you figured a way to make your HUD stationary?

If you mean the 2D HUD? No. And I don't think you can.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 15th, 2011 at 4:39am
Ah, okay - got it - thanks Mark....:)

Oh, think there's a way Captain Sim can put a stickied thread for Weapon Mod Completed to third party aircraft?  I think that would be a good thing for them to do, and it would be a "knowledge base" more or less for modifications.  

I'm going through all my old add-on military stuff, and placing it on all of them.  Should be fun :)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 15th, 2011 at 4:50am
Captain Sim want you to upload the mods to their online catalog.
More info:

CAPTAIN SIM WEAPON MODS COPYRIGHT POLICY:

     Mod is a set of modified file(s) packed in zip archive.

  1. Anyone is allowed to modify any content of Captain Sim Weapon product except CSWeapon.dll.
  2. Only files modified by you can be distributed.
  3. Again, do not pack/distribute anything but files modified by you!
  4. Any Mod can be distributed/used exclusively as freeware expansion for Captain Sim Weapon product only.
  5. Any use/modification/distribution of any part of Captain Sim Weapon product in any other projects is not allowed.
  6. Any Mod should be uploaded to our server or any third party web site.
  7. 'Captain Sim' must be listed in the Mod credits. See User's manual for details.
  8. Info on all Mods must be submitted to Captain Sim online catalog. See User's manual for details.
  9. We neither check the content of the Mods nor support them. Use them on your own risk.
 10. All Mods are freeware expansions for Captain Sim Weapon, and remain a property of Captain Sim.
 11. This copyright policy is subject to change without notice.


     For commercial use of Captain Sim Weapon product components please contact us.


Hope this helps.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 15th, 2011 at 4:17pm
Cool!  Glad they're doing it! Will make it easier! :D

John

Title: HUD Showing on another company F16, But Shrinks/Grows?
Post by Ragtopjohnny on Feb 15th, 2011 at 10:29pm
Hey all,

Okay - I've FINALLY gotten the Hud to show on another company's F16 - but oddity, it shrinks and grows with speed?  How can I correct this?  

Example - when I speed up, it expands, and gets larger - when I slow down, it gets small.  Anyway to help me fix this?  

Would be greatly appreciated, making progress - it's there at least in the VC! :)

John

Title: Re: HUD Showing on another company F16, But Shrinks/Grows?
Post by Lost in Isaan on Feb 15th, 2011 at 11:48pm
Question
Why have you opened a new thread on this subject? There is a dedicated topic to third party aircraft!

I thought there was something wrong when you made this comment:

Quote:
Bruce, the F16s in the other folders Alias the main panel, so they all work.  Yippie!


Go back and read my post 51 and 54 very carefully and follow the instructions to the letter. I know what your problem is but let you figure it. You will not learn a thing if continued to be spoon fed!

Title: Re: HUD Showing on another company F16, But Shrinks/Grows?
Post by Ragtopjohnny on Feb 16th, 2011 at 12:00am
Bruce,

I'm horrid at panel editing - I'll look again, but some of us (like me) need to know exactly what to do....:(

John

Title: Re: HUD Showing on another company F16, But Shrinks/Grows?
Post by Ragtopjohnny on Feb 16th, 2011 at 5:17am
I followed the instructions to the letter and its still doing it.  I don't know what I'm doing wrong.  

Can you give me a hint as to why this is happening or just please help me and tell me what it is?  As I stated, I'm horrid at panel editing.  Help would be greatly appreciated.  Once I know for this one, I'll know what to do for all.  (I hope)

Thanks in advance,

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 16th, 2011 at 8:00pm
Update:

Got the weapons firing, at least - finally - but still have no HUD showing.  I'm wondering what's up with that?  

I am going to work with sizing, and look over my typing.  Maybe I did something different, but hoping it will work - now I'm back to just a big red dashed circle for the hud again, but I'll see what's what later.

Thought I'd give an update to show how it's coming....:)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by barney on Feb 17th, 2011 at 2:55am
RE- F16 CSW  install. First off thanks  Bruce for posting it.  Ive been playing around with the settings now for 2 days  and i cant seem to get the guns to shoot lower (with the 3dhud) changing the station params radians works fine with 2dhud but when i try it with 3d no go. I experimented with the hud position but no difference, i also tried changing the z co-ords of the collimation data but still no joy. Can anyone tell me which variable i need to change to alter the firing angle in the 3d hud?  Thanks in advance.  Regards Barney.  

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 17th, 2011 at 4:09am
Barney -

I want to say I THINK that is in the Hud Field of View - I believe that is in the CSWeapon XML file.  I think that's where I saw it.

The SDK Mentions SOMETHING about it when you read it with a picture of the plane and a small circle, then a larger one.  

Hope this helps somewhat - I'm hoping to hear on centering the gauge in the HUD - I have everything working otherwise - but notice the weapons shoot a little high....

John

Title: SDK question
Post by fael097 on Feb 15th, 2011 at 5:32pm
Let's say i have a plane wich already fires missiles, and have its own weapons systems, so i dont need to install CS weapon panels or anything. but i'd still want to be able to see the nice explosion effects CS made, and the planes i shoot going down.

can this be achieved?

thanks in advance.

Title: Re: SDK question
Post by Stinger on Feb 16th, 2011 at 9:27am
If you would happen to be talking about the super hornet for fsx developed by another company then it would be able to be achieved but with a lot of hard work seeing as that planes weapon systems don't create an actual simobject. But if you are meaning to just install the effects and not the actual part that destroys the aircraft, then yes that can be done.

Title: Re: SDK question
Post by fael097 on Feb 16th, 2011 at 3:20pm

Stinger wrote on Feb 16th, 2011 at 9:27am:
If you would happen to be talking about the super hornet for fsx developed by another company then it would be able to be achieved but with a lot of hard work seeing as that planes weapon systems don't create an actual simobject. But if you are meaning to just install the effects and not the actual part that destroys the aircraft, then yes that can be done.


yeah, im talking about the superbug, and im talking about either explosion effects, and aircraft destruction, whatever can be achieved.

i assume the superbug sends a variable when a weapon hits a target, so it triggers that plane off its radar.

i also assume CS weapon receives a variable when their missiles hit an airplane, so it triggers the explosion and destruction.

perhaps you could use superbug's variable to trigger CS explosions?

what and where are those variables?

thats the kind of information i would like to see in the SDK.

Title: Re: SDK question
Post by Stinger on Feb 16th, 2011 at 5:29pm
Well as soon as i actually buy the CS weapon pack(should be tonight) Then I'll get back to you. Right now I'm looking through the superbug to see what actually triggers the explosion

Title: Re: SDK question
Post by fael097 on Feb 16th, 2011 at 8:52pm

Stinger wrote on Feb 16th, 2011 at 5:29pm:
Well as soon as i actually buy the CS weapon pack(should be tonight) Then I'll get back to you. Right now I'm looking through the superbug to see what actually triggers the explosion


fantastic. have fun, mate!

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 17th, 2011 at 6:32pm
Okay - please someone, I have with the help of FS Panel Studio gotten the hud nice and center On another company's F16 - HOWEVER - the shrinking/growing effect still remains.

Can someone PLEASE help me with what has to be done to stop the shrinking growing effect?  I'll then know what to do on all aircraft - I know it's being "Spoon Fed" as someone tried to help me before, but I'm HORRID at panel editing.  That's why I chose FS Panel Studio to help here.

I Just need the Shrinking/growing effect to stop, then I'll be all set.  

Thanks in advance,

John

Title: I GIVE UP!!!!  3RD PARTY INSTALLS IMPOSSIBLE!!!!!
Post by Ragtopjohnny on Feb 18th, 2011 at 12:17am
I just wanted to say, after 2 weeks of trying to get this to work, I give up.  it's an impossible product.  

Sad to say, it looked VERY interesting, but it's just not with the time and hassle.  

Captain Sim, please develop an EASIER way for 3rd party integration - instead of just "Referre to SDK" for your responses.  The SDK explains NOTHING.

I haven't flown in the past two weeks, just because of trying to get this impossible product to function.

Sorry Captain Sim, but until you include an auto installer for ALL aircraft that you might have in FS, I'm not going back to it.

Thanks to all the other members here who tried to help me out - to a point, until I was told I was being "Spoon Fed, and they knew what was wrong...."

John

Title: Re: I GIVE UP!!!!  3RD PARTY INSTALLS IMPOSSIBLE!!!!!
Post by Lost in Isaan on Feb 18th, 2011 at 4:22am
Glad you pointed the finger at me.

You must realize I had the collimator expanding and collapsing issue during my development because of a mistake I made in trying to make the installation easier.

Are you sure you sure you have placed the csWeapons.xml file in the 'aircraft' folder as per my instructions and NOT in the 'panel' folder.

There air 3 individual 'aircraft' folders for the F16 A in which the csWeapons.xml must be placed. If the xml file is placed in the panel folder it will react as you described and that is why the 'alias' pointer worked for you which is wrong!!!

 

Title: Re: I GIVE UP!!!!  3RD PARTY INSTALLS IMPOSSIBLE!!!!!
Post by Ragtopjohnny on Feb 18th, 2011 at 4:47am
Bruce,

Yes - it was in the Aircraft folder.  There was literally nothing at all in the Panel folder.

It's just an impossible venture - I don't know why I can't get it working.

Sorry if I seemed to come on strong about it, its been almost a week with out flying, which is what the sim should really be about.  

Each of those models as well also had the XML file from the original aircraft folder.  

If there's any other theories, I'm welcome to it, but it's just utterly impossible for me, sadly - :(  A shame, I really wanted to enjoy this.

Again, apologies coming off strongly, I just needed to know what I was doing wrong, and wish I was told in the beginning, that's all.

By the way - update - reinstalled it, and also went with your directions again, it now works.  Thanks SO MUCH For your help.  Now I know what to do on future installs! Can't wait to use this now.   8-)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Lost in Isaan on Feb 18th, 2011 at 7:31am
OK, good luck with future installs. Sounds like you had the xml file in the 'aircraft' directory but did not delete it out of the 'another company 16A Panel' folder which has all the files for the 3 variations of the AS F16A.

Why don't you now try the AM and C models and see how you go?

Title: Re: I GIVE UP!!!!  3RD PARTY INSTALLS IMPOSSIBLE!!!!!
Post by Captain Sim on Feb 18th, 2011 at 3:17pm

Ragtopjohnny wrote on Feb 18th, 2011 at 12:17am:
I just wanted to say, after 2 weeks of trying to get this to work, I give up.  it's an impossible product.  


John,
sorry to hear that.
But believe me, it is possible, moreover some people already did it.
We've provided the easiest way to make a mod: one xml file configuration. But the mod-person must have advanced knowledge of bacis FSX SDK, outstanding attentiveness and patience. It's not for everyone.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 18th, 2011 at 3:21pm
No worries Captain Sim -

I did get it finally with Bruce's last advice - it really works now for me, and I am going to ENJOY it.  

Thanks again though for your reply, it's just it got so aggrevating fooling around all the time and no flying - now at least I can fly as well, and know what to do next time. :)

It's cool, it works fine now. And that's across the board on the F16s.  She's packin' :)

Thanks again Bruce!  :) ;D

Was up until 1am again getting it to work last night, but worth it! :D

John

Title: too upset with it
Post by thunderbirds on Feb 19th, 2011 at 7:42am
i purchased this and its not working with my 3rd party aircraft
i would like to request a refund
its not usable >:(

Title: Re: too upset with it
Post by Captain Sim on Feb 19th, 2011 at 3:45pm

thunderbirds wrote on Feb 19th, 2011 at 7:42am:
its not working with my 3rd party aircraft
its not usable


Sorry to hear that, but the fact you cannot make a mod for a 3rd party aircraft does not make the product unusable.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by GunPilot64D on Feb 19th, 2011 at 4:00pm
Hello All,

I just bought this program today, and I'm having a big problem. I've only gotten one Helicopter to work. and even then that Aircraft only worked once. Since then every Helicopter I've "Armed" using the loader has loaded with the rounds remaining counter showing 0000. I've tried reloading the aircraft with no luck. I've tried reinstalling the program all together, and all I come up with is 0000's.

The 2d panel and HUD show up just fine, but there's no ammo. I haven't done any tweaking of  XML's or config files. Just set it up like the instructions said. All of the Jet's work and reload just fine, but the helicopters refuse to arm. Any thoughts on what I'm doing wrong?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 19th, 2011 at 4:29pm

thunderbirds wrote on Feb 19th, 2011 at 7:42am:
i purchased this and its not working with my 3rd party aircraft
i would like to request a refund
its not usable >:(

Is your operating system Vista or Windows 7? If it is, are you running the Loader as an administrator? Not running the loader as an administrator could be preventing from adding it to the 3rd party aircraft in FSX. Even more so if you are using one those OS's and FSX is installed in the default Program Files directory.


GunPilot64D wrote on Feb 19th, 2011 at 4:00pm:
The 2d panel and HUD show up just fine, but there's no ammo. I haven't done any tweaking of  XML's or config files. Just set it up like the instructions said. Any thoughts on what I'm doing wrong?

Try uninstalling and then reinstalling the Weapon for FSX to see if that fixes it. I only see the 0000 ammo if I mess up the CSWeapon.xml, which makes me think that the unit.dat file could be corrupt.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Ragtopjohnny on Feb 19th, 2011 at 4:46pm
Where is the third party mods section so we can see what's out there?  

I click on that old link and get "Insufficient Rights"  Now I have it in my F16, I want to do others - thanks in advance....:)

John

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by GunPilot64D on Feb 19th, 2011 at 4:57pm

Markoz wrote on Feb 19th, 2011 at 4:29pm:

thunderbirds wrote on Feb 19th, 2011 at 7:42am:
i purchased this and its not working with my 3rd party aircraft
i would like to request a refund
its not usable >:(

Is your operating system Vista or Windows 7? If it is, are you running the Loader as an administrator? Not running the loader as an administrator could be preventing from adding it to the 3rd party aircraft in FSX. Even more so if you are using one those OS's and FSX is installed in the default Program Files directory.


GunPilot64D wrote on Feb 19th, 2011 at 4:00pm:
The 2d panel and HUD show up just fine, but there's no ammo. I haven't done any tweaking of  XML's or config files. Just set it up like the instructions said. Any thoughts on what I'm doing wrong?

Try uninstalling and then reinstalling the Weapon for FSX to see if that fixes it. I only see the 0000 ammo if I mess up the CSWeapon.xml, which makes me think that the unit.dat file could be corrupt.

Mark


I just re installed, and re loaded everything again, and now everything seems to be behaving properly. Not sure what the issue was. And Yes I am running windows 7. I ran the loader and FSX as an administrator with no joy, but the re-reinstall and re-re load seemed to work for some reason.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Feb 20th, 2011 at 5:00pm
There are numerous references in this thread to using SDK.  I installed SDK but can't get it to open.  On a different forum I found this link about correct installation of SDK: http://www.fsdeveloper.com/wiki/index.php?title=SDK_Installation_(FSX)
Can I get an opinion from CS and other simmers on whether or not these multiple steps are the definitive solution to getting it to open?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by rservice on Feb 21st, 2011 at 1:05am
Are you using the CS weapon SDK.This is a sparate download from the CS site, and is a :o zip file which opens as an Adobe PDF file

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Feb 21st, 2011 at 2:20am
rservice,
No I'm referring to the FSX SDK, completely different.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 21st, 2011 at 5:01am
Hi Trailboss.

First you need to install the FSX SDK that comes with the FSX Deluxe and FSX Gold. At least I believe it is also on FSX Gold. Then you need to install SDK SP1a, followed by SP2. SP1a and SP2 for the SDK are on the Acceleration Expansion Pack disc. I'm not sure where you can download them from, so you might need to search microsoft.com for them.

The SDK installs by default, I believe, to C:\Program Files\Microsoft Games\FSX SDK  or something similar to that. Mine is installed in F:\FSX SDK\SDK so that's why I'm not sure of its default location.

If you want Gmax, it is removed when you run SDK SP1a, I think. If not, then it is definitely removed when you install SDK SP2. So I suggest you copy it elsewhere before then. Gmax can be downloaded for free from http://www.turbosquid.com/gmax. You WILL need the registry fix to register it and use it and it is considered OK by TurboSquid to use it, in fact they tell you to download it and merge them with your registry. You can get it here: http://pages.infinit.net/browser/Projects/GMAX/GMAX_Registration_Workaround.zip. Gmax won't work without the registry fix!

Hope this helps.

Mark

Title: Flight unsaved
Post by florence on Feb 21st, 2011 at 7:07pm
I purchased this product from a few days and unfortunately I have a problem I can not fix: after the flight, during which everything works, I try to save the flight but I get the error window every time I do not understand can you help me?
Thanks

The plane on which I installed  Weapon for FSX : L39 Lotussim
Windows 7 64bit

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Feb 22nd, 2011 at 3:14am
Hi Mark,
Thanks for your response and usual good advice.  There were 3 other downloads that the fsdeveloper thread insisted had to be done or FSX SDK wouldn't work.  Are you familiar with them and are they really necessary?
My original FSX installation was Delux. I recently bought FSX Gold in order to have Acceleration and tried to install SDK from that disk (there was no information to the contrary), so I think that's where my problems started.  During the installation it said SP1 had to be installed, which I did, but nothing about SP1a, etc.  I'm going to have to uninstall eveything connected with SDK and try a reinstall, but I need to know about those other (seemingly unrelated) applications that fsdeveloper wrote about. Are they really necessary?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 22nd, 2011 at 1:31pm
Hi Trailboss

If you can either give me the names of the other 3 files they are talking about or the forum link, I'll see if they are ones that I have and use and are necessary to get gmax to work.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Feb 22nd, 2011 at 11:31pm
As always, thanks Mark for the reply.  This is what the fsdeveloper site says about "must have" installations:

Prerequisites
[edit] Availability
The SDK is available in FSX Deluxe only, (not FSX Standard).
FSX Standard users can obtain the SDK, by purchasing and installing FSX Acceleration, (or FSX Gold - Contains both Deluxe & Acceleration).



[edit] Essential Components
There are 4 non-optional tasks you must perform first -




[edit] .NET 2.0
Microsoft .NET Framework Version 2.0 must be installed first, (an FSX prerequisite).
Download the redistributable for:

x86 - Microsoft Downloads - .NET Framework Version 2.0 (x86)
x64 - Microsoft Downloads - .NET Framework Version 2.0 (x64)
Please note:
All .NET versions are supplemental
they are not replacement versions !



[edit] VCRedist
The VC++ Redistributable must be installed first, (an FSX prerequisite).
For more information, and a link to download this file, refer to: http://support.microsoft.com/kb/259403




[edit] XML4
XML4 must be installed first, (an FSX prerequisite).
Download from: Microsoft Downloads - MS XML4 (SP3)

Please note:
MSXML versions are supplemental
they are not replacement versions !



Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by harley1380 on Feb 23rd, 2011 at 12:49am
i have a few Abacus aircraft. with the hellcat every thing works great. but with there other planes like the f-8,tomcat, and a-10 thunderbolt there are no gauges when i load weapons in to these planes. the weapons panel is there and the guns fire, but no gauges. when i remove the weapons the next time i start  fsx the aircraft gauges are there. its the same with 2d and vc. thanks for any help.   robert

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Feb 23rd, 2011 at 8:26am
Hi Trailboss.

Yes. They are right. You must have those files for you to be able to create scenery files (.bgl) and aircraft models (mdl). I do not recall installing them on my computer since I upgraded it in August last year. I have Windows 7 64bit and as far as I know they were installed when I installed the OS. Downloading and installing them can't hurt. If they are already installed then I don't think they will do anything except tell you that you already have them.

Note: I thought that Acceleration only had SP1a and SP2 for the SDK and not the SDK itself! I need to get the disk out and have a closer look. I have always install the SDK from FSX Deluxe, then apply the SP's from the Acceleration Disk. ;D

@harley1380: See the replies in the Topic you created asking the same question. ;)

Mark

Title: 3rd party help
Post by harley1380 on Feb 22nd, 2011 at 10:47pm
i have a few Abacus aircraft. with the hellcat every thing works great. but with there other planes like the f-8,tomcat, and a-10 thunderbolt there are no gauges when i load weapons in to these planes. the weapons panel is there and the guns fire, but no gauges. when i remove the weapons the next time i start  fsx the aircraft gauges are there. its the same with 2d and vc. thanks for any help.   robert

Title: Re: 3rd party help
Post by Markoz on Feb 23rd, 2011 at 7:51am
Compare the panel.cfg in the panel.csweapon folder with the one in the panel folder. Weapon seems to copy then paste panel.cfg, then modify it.

For the original gauges to work, you should see entries like this:

[Window00]
file=..\panel\mini.bmp
size_mm=1024,768
window_size_ratio=1.000  
position=4
visible=1
ident=MAIN_PANEL

gauge00=..\panel\wwiif_spit!Airspeed,  55,617,137,137
gauge01=..\panel\wwiif_spit!Altimeter,  218,623,126,146
gauge02=..\panel\wwiif_spit!Attitude Indicator,  383,619,143,142
gauge03=..\panel\wwiif_spit!Turn Slip,  545,624,135,135
gauge04=..\panel\wwiif_spit!Vertical Speed,  697,618,142,142
gauge05=..\panel\wwiif_spit!Gyro Compass 2d,  855,617,144,145
gauge06=simicons1024!Radio Icon,  995,653,20,20

The original is like this:

[Window00]
file=mini.bmp
size_mm=1024,768
window_size_ratio=1.000  
position=4
visible=1
ident=MAIN_PANEL

gauge00=wwiif_spit!Airspeed,  55,617,137,137
gauge01=wwiif_spit!Altimeter,  218,623,126,146
gauge02=wwiif_spit!Attitude Indicator,  383,619,143,142
gauge03=wwiif_spit!Turn Slip,  545,624,135,135
gauge04=wwiif_spit!Vertical Speed,  697,618,142,142
gauge05=wwiif_spit!Gyro Compass 2d,  855,617,144,145
gauge06=simicons1024!Radio Icon,  995,653,20,20

You might also find that some of your Window Titles look like this:

[Window Titles]
Window00=Main Panel
Window01=Weapon Control Panel
Window02=HUD
Window03=HUD Glass
Window04=
Window05=
Window06=Engine
Window07=Radios
Window08=GPS
Window09=Clock

Sometimes it causes problems for my aircraft. You need to remove the WindowXX=blank, then renumber the ones that were in between so that all the Windows are consecutive. You will also need to rename the matching windows ([WindowXX]). If you are fluent at editing the panel.cfg, it's a fairly easy fix. If you aren't, then it will take a lot of effort to correct.

Hope this helps.

Mark

Title: Re: 3rd party help
Post by Astoroth on Feb 23rd, 2011 at 8:06am
I've had a couple that showed up with those blank

Window04=
Window05=

entries. Both times, I used the Loader to remove the weapon, closed the loader, reopened it and readded it, and it worked the second time. Maybe I was just lucky, but worth a try if that's the problem.

Title: Re: 3rd party help
Post by Markoz on Feb 23rd, 2011 at 8:16am
Hi Astroroth.

Thank you for that. It is a much easier fix than the one I gave. So by all means try it. If it works, fantastic! That will save many people a headache or two.

Next time I will try it myself. I only saw it on a couple of aircraft, I fixed them the way I showed above, but I did far more changes than that. I like to get the gauges in an order that I want. I edit a lot of my panel.cfg's anyway.

Mark

Title: Iris A-10
Post by tazzharm on Feb 28th, 2011 at 3:29pm
Hey
If someone wouldn't mind I'm not very good as and editor so if someone has a moment would you mind putting a detailed step by step on how to get my A-10 to use this program in freeflight.
if it's not to much work that is .
I installed the program and installed to all A-10 aircraft but it doesn't work.
thank you

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Helifan123 on Mar 4th, 2011 at 5:08pm
Does someone have a config for great the freeware UKMIL Tornado (available at flightsim.com) ?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Nemesis-Griphus1 on Mar 5th, 2011 at 9:55am
Hi all, my name is luca i'm Italian, i have some question about this fantastic Add-on for FSX :D

first: I have F-14 and i would like have new HUD how the F/A -18 ( default) in Vc of my F-14 it is possible?, because when i huse the HUD of Weapon For Fsx the hud moves whit the camera...

Second: in the manual is written " bombs ( inop) " it is possible add the bombs? If yes how ( i'm very noob and I have little knowledge of PC)

sorry if I wrote in the wrong section and for my bad English

Thanx so mutch Luca

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Mar 5th, 2011 at 1:11pm
Hi Luca.

I have F-14 and i would like have new HUD how the F/A -18 ( default) in Vc of my F-14 it is possible?, because when i huse the HUD of Weapon For Fsx the hud moves whit the camera..
If you mean the Iris F-14 Tomcat, I think someone has a guide on how to do it to that aircraft. Not sure where it is though. :(

in the manual is written " bombs ( inop) " it is possible add the bombs? If yes how
Someone has done that for the CS B-52 and I'm sure it can be used in any aircraft you want. See this TOPIC.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Nemesis-Griphus1 on Mar 5th, 2011 at 1:35pm
Thanks  Mark for replays


If you mean the Iris F-14 Tomcat, I think someone has a guide on how to do it to that aircraft. Not sure where it is though.

The F-14 is Dino Cattaneo's F-14

Thanks for the topic about the bombs :)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Mar 5th, 2011 at 2:49pm
The F-14 is Dino Cattaneo's F-14
I don't know anything about that one. Sorry.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Nemesis-Griphus1 on Mar 5th, 2011 at 3:00pm
No problem many thx for all now bombs work ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by JD_LincsUK on Mar 6th, 2011 at 2:52pm

Markoz wrote on Feb 15th, 2011 at 4:50am:
Captain Sim want you to upload the mods to their online catalog.


Can't get to this info.

When I follow your link, I get a message that I have no permission (am logged into my account). When I look through the items in my account, there's nothing regarding this kind of info and no "online catalog" link.

Otherwise, I found two xml's in the "Repaints" section - one for the Razbam A-7 and another for Panther.

Is this what's meant, and are those two all that is currently available?

TiA
JD

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by RebelUFO on Mar 8th, 2011 at 7:41pm
Sorry for asking, but where is the SDK for CS Weapon installed.
I have looked around and didn't see it. Or is it a separate download than the Weapon I have purchased?  :-?
I've just landed so I'm going to read through this entire post for tips...
But thanks for future help with this simple question!
And great job with this product, Many people have been waiting for a addon like this for MS FS. I'm sure they all want it for multiplayer next.
I was able to install VC hud  to the Iris F-16D, can I post how here?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Mar 8th, 2011 at 9:55pm

RebelUFO wrote on Mar 8th, 2011 at 7:41pm:
Sorry for asking, but where is the SDK for CS Weapon installed.

The SDK is a pdf document. You download it from http://www.captainsim.com/products/w001/manuals.html and read it.

I guess if you can't upload it where Captain Sim ask you to, just copy and paste what you did with instructions.

I found that I could get to the area for adding a Mod by doing it this way: Check-in to Your Profile > Weapon for FSX > Get Free Liveries and then selecting [b]Got a new livery or mod? Publish it here

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by RebelUFO on Mar 10th, 2011 at 7:31pm
That looks good to me. CS Weapon VC Hud3d in the Acceleration F/A-18.
Bit tricky, how I did it:
I read this forum, lots of clues and some big pointers!

1. Aircraft.CFG change eye point to:
[Views]
eyepoint = -17.0, 0.0, 3.38    //-17.0, 0.0, 3.5

Had to, just was not looking at the cal. circle through the hud.
Captain Sims eyepoint is -17.0, 0.0, 3.358.

2.CSWeapon.XML change under <GaugeInfo>-in FA-18 folder:
<CollimationData>0.0,14.40,3.38,0.310</CollimationData>

"Do not edit while F/A-18 is loaded in FSX"
notepad!

3.In FA-18 folder\panel.csweapon\Panel.CFG change:
[Vcockpit01]
//gauge03=fa-18!MFD, 578, 579, 440, 440, 4 NOSCANLINES     // Original F/A-18 Hud !!! NO DELETE(//)
gauge03=CSWeapon!hud3d, 569.8, 523, 462, 500, 4 NOSCANLINES    // CS Weapon VC hud3d !!!width, height, hor. size, vert. size (all in pixels)

Thanks for all the help! I'll upload it to Captain Sim as a mod for the Weapon. 

Can anyone test this? And let me know, my landing gear has a fix so my contact points are different from stock. But I don't think it matters.
FA-18_CShud.jpg (Attachment deleted)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by RebelUFO on Mar 11th, 2011 at 2:14am

Ragtopjohnny wrote on Feb 18th, 2011 at 3:21pm:
No worries Captain Sim -

I did get it finally with Bruce's last advice - it really works now for me, and I am going to ENJOY it.  

Thanks again though for your reply, it's just it got so aggrevating fooling around all the time and no flying - now at least I can fly as well, and know what to do next time. :)

It's cool, it works fine now. And that's across the board on the F16s.  She's packin' :)

Thanks again Bruce!  :) ;D

Was up until 1am again getting it to work last night, but worth it! :D

John


I am still workin with the Iris F-16D, it is being very difficult.
You said you have the another company F-16 working. What did you do?

And HA Captain Sim, why not a cool Flanker-F? Or a Fulcrum-F, OR MiG-MFI Been looking but haven't seen a good model yet.

MiG-MFI.png (Attachment deleted)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Merida72 on Mar 11th, 2011 at 8:21pm
Greetings to all

Having said that I followed the instructions in the manual SDK

here I report my two problems:

http://img848.imageshack.us/img848/7455/weaponhuda29.th.jpg

A-29 (by Conrad)
relative code:

 <GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>20.34</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>16.00</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>0.0,1.482,2.867,0.307</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>0</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>1</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>

http://img859.imageshack.us/img859/3523/weaponhudah1s.th.jpg

AH-1S (by AREA51)
relative code:

 <GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>20.34</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>10.00</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>0.5,5.00,3.18,0.307</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>1</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>0</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>



I just do not understand where I wrong  :o  :o  :-[  :-/  :-[  :'(

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by RebelUFO on Mar 12th, 2011 at 8:05am

Marc737ng wrote on Feb 12th, 2011 at 1:16pm:
I started tweaking FS for my personal use about 14 years ago and I hope to give you some hints tuning 3rd party aircraft and the CSWeapon.xml
...
<HudFov3d>17.00</HudFov3d>
This variable only changes the size of the FOV, not the position.
Looks like the position is linked to the aircrafts CG and can only be modified by changeing the eyepoint´s height (third variable, here 3.358) from the aircraft.cfg
Example:
[Views]
eyepoint = -17.0, 0.0, 3.358
But that means that the pilots seat position might not be correct anymore...

Now back to the weapons and HUD-aim
Example:
<CollimationData>0.0,14.01,3.358,0.307</CollimationData>
                            A  ,B     ,C      ,D
A - is actually equal to the second variable of your aircraft.cfg´s eyepoint
B - same as above, first variable (if you change the - to + or viseversa the HUD is mirrowed ;-) )
C -same as above, third variable
D - IS THE MOST IMPORTANT (and difficult to set up the right way). It changes the size of the HUD in VC. The HUD might be way to big at first installation or just as big as a few dots...I had to change this value very often. In some aircraft reducing this value increases the size, others react just the other way.

Next example taken from the gun section:
<Station name="Nose" params="0,9,0,0,-0.039,0,578" />
                                                A,B,C,D,E      ,F,G
A - adjusts weapons position IN METERS! Left negative, Right positive (here 0=straight on the nose)
B - same as above, Aft - negative, Forward - positive
C - Negative - lower, Positive - higher
D -
E - Weapons angle (the variable you all are looking for!!!) Negative - below Horizont, Positive above Horizont - in this example -0.039 means 3.9° above horizont. For the IRIS F-14 it would be 0.033 to match the original HUD´s aimpoint
F - Weapons angle Negative to the left, Positive to the right of the airvrafts longitudinal axis. Not sure but I think 0.1 equals 10°
G - Ammount of Ammo (here 578 bullets)

Whenever you want to adjust any part of the CSWeapon.xml, you must switch to another aircraft in FSX, since the xml is updated when leaving the aircraft. Otherwise, you don´t change anything at all.

I understand that CS is not able to support any 3rd party aircraft on their page but I´d love to see some kind of CONFIG DATABASE for those aircraft in this forum or on the product page.

Sorry for the bad language, but I´m writing this on an aircraft somewhere over europe with a lot of ATC...;-)

Have a bandit day,

Marc


Merida72,
Looks like the eye point is to low in the second picture, raise it to get calibration red circle higher, in game press shift+backspace(up), shift+enter(down) and watch that red circle move on the hud..Cntrl+spacebar resets. Change it in the aircraft.cfg, and update the .xml. And in the panel.cfg keep tuning it. Your almost their! The second pic. As for the first, I'm having the same problem with some aircraft, the gauge gets the top cut off of it. I don't really get it.
 
This is a very useful post, well was useful to me.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Merida72 on Mar 13th, 2011 at 6:54pm
Perfect!  ;)

Title: F-14 F-35 ETC
Post by SNOOPY on Mar 18th, 2011 at 8:02pm
Trying to install the vc on those 2 planes but it doesn't appears im trying to use the sdk but it's a nogo !

Dan

Title: A2A Spitfire cannot be used as well as other add-
Post by Baslar on Mar 20th, 2011 at 12:53pm
I find that this product cannot be made to work for one simply reason the key combos used in the weapons software is exactly the same as the ones used by A2A to display their start up windows. So once the aircraft is armed you cannot start the engine as the sim loads the aircraft with engine not running.

I also find that other add-on aircraft will not work at all. This is a disappointing product. >:(

Regards, Baslar

Title: Re: A2A Spitfire cannot be used as well as other add-
Post by pj747 on Mar 20th, 2011 at 1:08pm
I hope you get it working. Those cannons on my Spitfire really tempt me to shoot down those  stray mooney, but I don't have guns....

Title: Re: A2A Spitfire cannot be used as well as other add-
Post by mos on Mar 20th, 2011 at 4:11pm
[quote author=Baslar link=1300625615/0#0 date=1300625615]I find that this product cannot be made to work for one simply reason the key combos used in the weapons software is exactly the same as the ones used by A2A to display their start up windows. So once the aircraft is armed you cannot start the engine as the sim loads the aircraft with engine not running.

I also find that other add-on aircraft will not work at all. This is a disappointing product. >:(



I don't understand. ?
Everything at my A2A spit, (even with accusim) work's great, except for the bombs of course, but you really have to think what you are doing, and insert everything manually, (it's hart to explain in a short), but at my system it work's great, with no conflict, with A2A camera's  ecc,,  but you have to move them around, so that some of them is only rectally in the bop up menu when you are in FSX (scroll bar), but you have to find out your-self, because I'm not sure have legal it would be to upload it here.

you have to look in:[Window Titles],



and re do some of the "CSWeapon.xml"

mos





Title: Re: A2A Spitfire cannot be used as well as other add-
Post by Baslar on Mar 20th, 2011 at 8:50pm
This is all very well but when I buy a product I expect it to work "right out of the box" as they say. I don't expect to suddenly be expected to edit files to get it to work. We now have to do a similar thing to get it to drop bombs.

When I load the A2A spitfire the various windows which control the fuel load etc appear by using the key combos specified  including the Hangar which occupies quite a large window. If I then add this weapon program there is a conflict and the weapons windows dominate. Yet Shift + 7 should load the Hangar and this is not one of the weapons combos but it refuses to show.
I'm no expert in such things and shouldn't be expected to be so with a commercial product.

Baslar  

Title: Re: A2A Spitfire cannot be used as well as other add-
Post by Jakobarnholtz on Mar 20th, 2011 at 9:00pm
I have the same problem with another company f-16. The key combo for loading the cs weapon panel is the same as another company's aircraft state combo.

It would be great, if someone could tell me which file to correct. (and what to correct) :)

Title: Re: A2A Spitfire cannot be used as well as other add-
Post by Lost in Isaan on Mar 21st, 2011 at 12:12am
If it's just a key combination clash your concerned about they can be changed in this routine in the CSWeapons.xml folder:-

   <ControlsInfo>
       <!-- contols section -->
       <Action name="fire" control="joystick:0:button:0" />
       <!-- fire button -->
       <Action name="fire" control="Space" />
       <!-- fire button -->
       <Action name="masterSw" control="Ctrl+6" />
       <!-- weapon master switch -->
       <Action name="nextWeaponType" control="Ctrl+7" />
       <!-- weapon type selector switch -->
       <Action name="nextWeapon" control="Ctrl+Shift+7" />
       <!-- weapon subtype selector switch -->
       <Action name="nextWeaponMode" control="Ctrl+Shift+8" />
       <!-- weapon type fire mode selector switch -->
       <Action name="groundSw" control="Ctrl+8" />
       <!-- radar AIR-SURFACE mode selector switch -->
       <Action name="hudModeSw" control="Ctrl+9" />
       <!-- HUD mode selector switch -->
       <Action name="rangeSw" control="Ctrl+0" />
       <!-- Radar range selector switch -->
       <Action name="unlock" control="Ctrl+U" />
       <!-- drop a target  lock -->
       <Action name="fovInc" control="Ctrl+Shift+9" />
       <!-- HUD FOV increase  (2D only, AUTO in VC) -->
       <Action name="fovDec" control="Ctrl+Shift+0" />
       <!-- HUD FOV decrease  (2D only, AUTO in VC) -->
   </ControlsInfo>

Title: Re: A2A Spitfire cannot be used as well as other add-
Post by barney on Mar 21st, 2011 at 7:05am
Baslar, all you need to do is change the window titles in the panel config file to this and it will work as intended.

 [Window Titles]
Window00=Main Panel
Window01=Clipboard
Window02=Mini Controls
Window03=Payload and Fuel Manager
Window04=Map
Window05=Radios
Window06=Maintenance Hangar
Window07=Weapon Control Panel
Window08=HUD
Window09=none0    
Window10=dbg
Window11=none1
Window12=none2


                                        Regards Barney.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Jakobarnholtz on Mar 22nd, 2011 at 5:41pm
Hi Barney.

I did enter what you suggest, but nothing happens. Am I missing something here? :)

Title: Iris - another company F-16?
Post by zsoltfireman on Mar 22nd, 2011 at 7:30am
Hello All,

Why not be shown, the two models of the weapon pack?  :-/
Does anybody have ideas?
Please help me!

Thank you!

Zsolt

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by barney on Mar 23rd, 2011 at 6:57am

Jakobarnholtz wrote on Mar 22nd, 2011 at 5:41pm:
Hi Barney.

I did enter what you suggest, but nothing happens. Am I missing something here? :)


Hello, when i installed Weapon on the Spitfire i did it manually without using the installer, just copy and paste a copy of CSWeapon xml into the main aircraft folder and edit the panel cfg file to look like the one in my previous post and you should be good to go.  

                                                                                            Regards Barney.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Jakobarnholtz on Mar 24th, 2011 at 1:54pm
Hi Barney and thanks for your kind help. I am almost there, trying to alter the key combo. Perhaps in the weekend! :)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by boeing247 on Apr 8th, 2011 at 5:42am
Well, not sure if anybody will see this what with all the other posts here, but here goes:

I'm trying to put a HUD into a freeware F-14. I was able to accomplish the first step (wow... big achievement  :P), but I'm already  stuck on the second one. You see, it says I should insert the gauge as required, but there are 6 Vcockpit sections, and I--being new to fsx development--don't have a clue where to put it.

Here are the Vcockpits (sorry it's tiny. I was trying to conserve space):

//--------------------------------------------------------
[Vcockpit01]
Background_color=1,1,1
size_mm=512,512

visible=1
pixel_size=512,512
texture=$vc

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=fa-18!MFD, 20,35,460,445, 4 NOSCANLINES


//--------------------------------------------------------
[Vcockpit02]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$vc0

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=fa-18!MFD, 0,0,512,512, 1


//--------------------------------------------------------
[Vcockpit03]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$vc3

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge01=fa-18!MFD, 0,0,512,512, 2

//--------------------------------------------------------
[Vcockpit04]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$vc2

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=fa-18!MFD, 0,0,512,512, 3


//--------------------------------------------------------
[Vcockpit05]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$t45vc5

gauge00=Bendix_King_Radio!Bendix-King Radio Audio,        0,  0,512,50
gauge01=Bendix_King_Radio!Bendix-King Radio Nav-Comm 1,   5, 50,512,94
gauge02=Bendix_King_Radio!Bendix-King Radio Nav-Comm 2,   5, 144,482,83
gauge03=Bendix_King_Radio!Bendix-King Radio ADF,          0,226,512,90
//gauge04=Bendix_King_Radio!Bendix-King Radio DME,          0,180,512,41
//gauge05=Bendix_King_Radio!Bendix-King Radio Xpndr,        0,217,512,49
//gauge06=Bendix_King_Radio!Bendix-King Radio AP,           0,262,512,48
windowsize_ratio=1.000
window_pos=0.756,0.358
window_size=0.243,0.641

//--------------------------------------------------------
[Vcockpit06]
Background_color=0,0,0
size_mm=512,512

visible=1
pixel_size=512,512
texture=$vc6

gauge22=Beech_Baron!Horizontal Situation Indicator, -30, 35, 490, 465

windowsize_ratio=1.000
window_pos=0.756,0.358
window_size=0.243,0.641


[Color]
Day=255,255,255
Night=223,255,255
Luminous=246,115,119

[Default View]
X=0
Y=0
SIZE_X=8192
SIZE_Y=3200





I noticed that the default F/A-18 has no HUD gauge (at least not that was apparent) in it's panel.cfg file, as does this one, making matters even more confusing...

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Apr 9th, 2011 at 6:57am
Hi boeing247.
1. Don't worry about saving space. I'm an old guy and my eyes aren't as good as they used to be! ;)
2. Looking at them I can't really tell, but seeing the word NOSCANLINES makes me think it might be [VCockpit01].

It's only a guess, so I could be wrong. :-/

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by boeing247 on Apr 9th, 2011 at 4:53pm
What exactly does NOSCALINES mean here?

I'm new to FS development, so I was wondering a couple other things:
1. Why are there multiple VCockpits, and
2. I assume that in gauge00=fa-18!MFD, 0,0,512,512, 1 the first three numbers (0,0,512) are X, Y, and Z, but what are the last two (512,1)?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Apr 10th, 2011 at 8:48am
I'm not really sure what NOSCALINES means, but I'm sure it was in the line of a third party aircraft for the HUD.

1. Why are there multiple VCockpits,
You need a VCockpit entry for each bitmap you use.

e.g. These are from the Captain Sim 707-300 panel.cfg:

[VCockpit01]
size_mm=1024,1024
pixel_size=1024,1024
texture=$FPSP

[VCockpit02]
size_mm=1024,1024
pixel_size=1024,1024
texture=$FPRSP

Notice that each entry has a different texture (red text).

2. I assume that in gauge00=fa-18!MFD, 0,0,512,512, 1 the first three numbers (0,0,512) are X, Y, and Z, but what are the last two (512,1)?
It means that the gauge is a 512 pixel square (2D, not 3D). The top left of the gauge starts at pixel location 0,0 and the bottom right of the gauge is at at pixel location 512,512 (equals 512 pixel square).

Lets take a look at the default C172 panel.cfg, look at [Window01]:

[Window01]
BACKGROUND_COLOR=2,2,2
size_mm=156,308
position=8
visible=0
ident=RADIO_STACK_PANEL
zorder=3

gauge00=Bendix_King_Radio!Bendix-King Radio Audio,        0,  0,156,31
gauge01=Bendix_King_Radio!Bendix-King Radio Nav-Comm 1,   0, 29,156,59
gauge02=Bendix_King_Radio!Bendix-King Radio Nav-Comm 2,   0, 86,156,59
gauge03=Bendix_King_Radio!Bendix-King Radio ADF,          0,142,156,41
gauge04=Bendix_King_Radio!Bendix-King Radio DME,          0,180,156,41
gauge05=Bendix_King_Radio!Bendix-King Radio Xpndr,        0,217,156,49
gauge06=Bendix_King_Radio!Bendix-King Radio AP,           0,262,156,48
windowsize_ratio=1.000
window_pos=0.756,0.358
window_size=0.243,0.641

The total size of the gauges is 156,308 and it has a black background - 2,2,2 (0,0,0 means the background is see through/transparent). 0,0,156,31 means that the first gauge is 156x31 pixels and starts in the top left location of 0,0.
The second gauge, starts at 0 (left side),29 (down 29 pixels) and it actually overlaps the top gauge by 2 pixels. It's size is 156x59 pixels.

It's hard for me to explain, without actually showing you a visual  display,  but I hope I have cleared it up a little bit for you.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by John Mal on Apr 19th, 2011 at 1:24pm
I can't get the weapon loaded on my another company Flying Falcon F16. The loader says it is installed but the Shift 2 and 3 do nothing. I have weapon installed on all sorts of aircraft but it would be nice to have it on this appropriate one!

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by boeing247 on Apr 25th, 2011 at 5:33am
Oh, I forgot that I had posted here.  Thanks for the explanation Mark.  ;) That makes sense. But if everything's in 2D space, then how do you account for the depth in the virtual cockpit? Do you just give two-dimensional coordinates, and it maps itself to that part of the VC?

Thanks,
boeing247

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by GDR on Jun 17th, 2011 at 3:42pm
Has anyone solved the problem aligning the red and green circles?

Captain Sim support cancelled my support ticket, saying the question is already answered.  

Quoting the product page for the Weapon product: "The key feature of the product is to work with any FSX aircraft/rotorcraft."


calibration_screenshot_cropped.gif (Attachment deleted)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jun 18th, 2011 at 9:02am
Hi GDR.

Try pressing the SPACE BAR, in the 2D cockpit (F10) to center view. Quite often it isn't centered. Mine is usually lowered quite a bit and looks a lot like the picture you attached to you post.

Mark

Title: Re: Position of shot (focus)
Post by Simdad on Jul 5th, 2011 at 7:24am

Captain Sim 2 wrote on Feb 9th, 2011 at 6:50am:

YoYo wrote on Feb 8th, 2011 at 8:29am:

Captain Sim 2 wrote on Feb 8th, 2011 at 7:50am:
Friends, please make sure you have the latest version of Manual, there was a mistake in earlier version - CTRL+SHIFT+9


Tanya Are You sure? I see only 03.02.2011 version (like it was before)
http://www.captainsim.com/products/w001/manuals.html


Yes absolutely sure.


Several customers have reported that they have followed the calibration procedure on page 11 in the manual and advise that pressing

CTRL+9 and CTRL+0 does not resize the red circle.

Reply #14 - Feb 8th, 2011, 7:50am
Friends, please make sure you have the latest version of Manual, there was a mistake in earlier version - CTRL+SHIFT+9

Mark
Tanya Are You sure? I see only 03.02.2011 version (like it was before)

Reply #21 - Feb 9th, 2011, 6:50am
Tanya replies: Yes absolutely sure.

5 Jul 2011
I have downloaded the manual every month since Feb and today I downloaded the manual yet again from:
http://www.captainsim.com/products/w001/manuals.html
and it is still dated 3 Feb 2011 (after the issue was raised) and page 11, para 6 still states:
6. Using Ctrl + 9 or Ctrl + 0 resize GREEN circle to match the red calibration circle.

If you are absolutely sure that the manual has been updated then your customers are not seeing that update. Do you have a link that

nobody else can see? We're all looking at:
http://www.captainsim.com/products/w001/manuals.html
which links to:
http://www.captainsim.com/products/w001/csweapon_manual.zip

Regards,
Gary :-?

Title: Re: Position of shot (focus)
Post by Markoz on Jul 5th, 2011 at 7:39am

Simdad wrote on Jul 5th, 2011 at 7:24am:
5 Jul 2011
I have downloaded the manual every month since Feb and today I downloaded the manual yet again from:
http://www.captainsim.com/products/w001/manuals.html
and it is still dated 3 Feb 2011 (after the issue was raised) and page 11, para 6 still states:
6. Using Ctrl + 9 or Ctrl + 0 resize GREEN circle to match the red calibration circle.

If you are absolutely sure that the manual has been updated then your customers are not seeing that update. Do you have a link that

nobody else can see? We're all looking at:
http://www.captainsim.com/products/w001/manuals.html
which links to:
http://www.captainsim.com/products/w001/csweapon_manual.zip

Regards,
Gary :-?
Hi Gary.

I think that there must be an error with the update of the csweapon_manual.zip itself. I tested the download again and it is, as you say, 3 Feb 2011 edition and not the later one. This sort of thing does happen, but the later edition needs to be uploaded to the Captain Sim server so we can all get it. I hope it will be done soon.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Captain Sim 2 on Jul 6th, 2011 at 8:13pm
Internet mysteries. Manual reuploaded, sorry for inconvenience.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 7th, 2011 at 5:56am

Captain Sim 2 wrote on Jul 6th, 2011 at 8:13pm:
Internet mysteries. Manual reuploaded, sorry for inconvenience.

Thank you Tanya.

Manual is now showing 6 July 2011 ;D

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Captain Sim 2 on Jul 7th, 2011 at 3:04pm
Whew... :)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 8th, 2011 at 2:53am

Captain Sim 2 wrote on Jul 7th, 2011 at 3:04pm:
Whew... :)

That much of a relief eh? ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by isidro.daniel on Jul 16th, 2011 at 5:33pm
Hi,

I've been looking on this thread regarding installing Weapon on third party aircraft, just like almost you all, because when I purchased this add on found that it was not of universal use for all aircraft when started to read more carefully the specifications of the product after becoming frustrated because even after installing the weapon in other planes nothing happen!!! :o
So, the money being spent, there was only to choices. Or forget about the money spend and wait for some brilliant mind to create some solution for all aircraft, or pick up the sleeves and create my own solution.
Fortunately I had SDK installed and by analyzing the manual and XML code from the delivered working F-18 in 1 hour of testing and patience I was able to put my another company F16 firing some rounds!!  :D Ok not bad!! i was expecting a little bit more difficulty... But I Was not happy with some aspects of the outcome!
For example, the machine gun on F16 is located on port side of the not in the center like in the F18, so again with a little of patience I was able to put the origin of the bullets coming out from the correct place.
All this was done just by watching and comparing the codes from F16 and F18 (with weapon working).
Because I'm not a wizard in gaming programming (just barely passed the programming disciplines in my university after cracking my head study for them), just a Flight Simmer enthusiast, I need some assistance in the fallowing.
I noticed that in the provide code from Capitan Sim there are a lot of weapons, but only one is available while in game! Ok So if I want to change the type of weapon do I just erase the non desired type from the code? Or do I need to some thing else? I was looking but until now did not find any comment regarding this!

Because in type of info exchange the more knowledge is share the better, I post here the code of the modifications in the F16 changed to fire the machine gun from the correct place. If any one sees something wrong or out of place don't hesitate to reply! I also suggest that should be interesting to have a step by step (like tutorial) with the  general steps to add weapon to an airplane.

So here is my code change in panel file.

[Window Titles]
window00=main
Window01=Engine_state
Window02=Weapon Control Panel
Window03=HUD
Window04=HUD Glass
Window05=GPS


[Window00]
file=Panel_2D.bmp
size_mm=800, 600
position=5
BACKGROUND_COLOR=0,0,0
visible=1
ident=MAIN_PANEL

[Window01]
size_mm=900, 250
windowsize_ratio=0.600
position=4
BACKGROUND_COLOR=0,0,0
visible=0
ident=Engine_state

gauge00=Viper!Statem, 0, 0, 900, 250
gauge01=Viper!State1, 0, 0, 1, 1
gauge02=Viper!State2, 0, 0, 1, 1

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2
gauge01=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

[Window03]
Background_color=0,0,0
no_luminous=1
size_mm=400, 400
position=4
child_3d=0
visible=0
window_size=0.380, 0.600
ident=10902
zorder=1
gauge00=CSWeapon!hud2d, 0, 0, 400, 400

[Window04]
file=HUD_Glass.bmp
size_mm=1024, 768
no_luminous=1
position=7
visible=0
window_size=1.0, 1.0
ident=10903
zorder=0
alpha_blend=0.35

//--------------------------------------------------------
[Window05]
Background_color=0,0,0
size_mm=456,378
position=8
visible=0
ident=GPS_PANEL
window_size= 0.500
no_luminous=1

gauge00=fs9gps!gps_500,  0,0

[VIEWS]
VIEW_FORWARD_ZOOM=1.0
VIEW_FORWARD_DIR=0.0, 0.0, 0.0


And this is the change in the code for the Weapon (M60) to fire from the correct place

- <Weapon>
- <!--  weapon sub-type section. unlimited number of
 -->
 <Gun>M60C</Gun>
- <!--  weapon sub-type name. must match GunInfo>Gun>Name
 -->
 <Shell>M60C Bullet</Shell>
- <!--  shell name. must match GunInfo>Shell>Name
 -->
 <Unlimited>0</Unlimited>
- <!--  unlimited ammo fire. 1-yes, 0-no
 -->
 <Station name="Nose" params="-0.72,-0.5,0.35,0,0,0,200" />
- <!--  Station position (x,y,z) meters, angle of incidence y=-0.039, ammo units quantity
 -->
 <Mode name="AUTO" shotrate="10" setshots="0" sequence="1" />
- <!--  fire mode section. unlimited number of. name= dispayed on HUD in weapon info string.
 -->
 <Mode name="X3" shotrate="10" setshots="3" sequence="1" />
 <Mode name="SINGL" shotrate="10" setshots="1" sequence="1" />
 <DefaultMode>AUTO</DefaultMode>
- <!--  default fire mode. Any from the list above  
 -->
 </Weapon>


Maybe my question is stupid after already achieved this so far but any way if I can spend more time playing than programming it would be VERY VERY GOOD!! :D

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 17th, 2011 at 2:48am
When you add Weapon for FSX to any aircraft, it adds the following:

panel.csweapon (folder)
  HUD_Glass.bmp
  panel.cfg
csweapon.xml

This puts ALL (included in csweapon.xml) of the available weapons into the aircraft that you added Weapon to using the Loader.



To change between different Guns, Rockets and Missiles, you need to use the Keyboard Shortcuts provided in the manual:











CONTROL KEYS REFERENCE CARD
WEAPON ON/OFF CTRL+6
SELECT WEAPON TYPE CTRL+7
SELECT WEAPON SUBTYPE Ctrl+Shift+7
SELECT SUBTYPE FIRE MODE Ctrl+Shift+8
SWITCH AIR-SURFACE MODES CTRL+8
SWITCH BASIC HUD MODES CTRL+9
SELECT RADAR RANGE CTRL+0
DROP/SWITCH TARGET LOCK CTRL+U
FIRE SPACE OR JOYSTICK BUTTON 1


Another way to switch between the weapons is to press SHIFT+1 to bring up the Weapon Panel (see image) and click on different points to change them.



You can add Weapon to any aircraft of your choice, but if you want the guns, rockets and missiles firing from the correct location on a particular aircraft, you have to edit the csweapon.xml (as you did for the F16 guns). I find that it isn't easy (to me), it takes lots of changes and reloading of the aircraft in FSX to get it right.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by isidro.daniel on Jul 17th, 2011 at 6:12am
Thanks Mark for your response and clarification!!
This night will fallow up your advice... maybe because of may laziness reading manuals that info escaped from me, I did not even see it while editing the files!!!! :)
Any way now that I started to place the weapons in the correct place I will continue at least to finish this F16 model! The other airplanes, will see ...  
Like I said before, I prefer much more playing then programming!!! :D :D :D

Daniel

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 17th, 2011 at 6:35am
You read the SDK manual in detail, but not the user manual. That's OK. As you say, you prefer the programming side of it. Good luck, I hope we get to see any mods you make. Please share them with us. They will be appreciated. ;)

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by jjeffreys on Jul 18th, 2011 at 11:00am
Mark

One thing that I am not sure on, how do you exempt a line of code from the XML file? I am installing this to my F-22 and I do not need the rockets and AIM-7's and so on, is there a cleaner way to exclude the weapons other than just simply deleting the code? I am using note pad to edit it, can I simply use the double hash marks like in cfg files?Thanks,

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 18th, 2011 at 3:24pm
The best way I found to get rid of tem was exactly that, remove all the code altogether.

For example:

Between <WeaponInfo> and </WeaponInfo> you find the weapons. These are preceded by <Weapon> and end with </Weapon>

Here is the M61 Vulcan:
       <Weapon>
           <Gun>M61 Vulcan</Gun>
           <Shell>Vulcan Bullet</Shell>
           <Unlimited>0</Unlimited>
           <Station name="Nose" params="0,9,0,0,-0.039,0,1200" />
           <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
           <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>


To remove it I delete all that. But there is more that can be removed IF you want to. GunInfo! That is all the information on each "gun" between <GunInfo> and </GunInfo>. Each <Gun> </Gun> section refers to the info of the "gun" itself. Once again, here is the info on the M61 Vulcan:

       <Gun>
           <Type>MachineGun</Type>
           <Name>M61 Vulcan</Name>
           <Desc>M61 Vulcan six-barreled cannon</Desc>
           <HudString>GUN</HudString>
           <Pix />
           <ConeAngle>0.0015</ConeAngle>
           <TargetRange>1500</TargetRange>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\VulcanCannon.wav" loopBeg="0.5139" loopEnd="1.3059" finishLoop="0" gain="1.0" />
           <Shell>
               <!-- shell section (bullet, shell, rocket, missile, bomb). one per weapon sub-type -->
               <Name>Vulcan Bullet</Name>
               <Desc>20mm Vulcan Bullet</Desc>
               <HudString>M61</HudString>
               <Pix />
               <Container>CS_Weapon_M61Vulcan</Container>
               <FxWake />
               <Weight>0.1024</Weight>
               <TargetWeight>5000</TargetWeight>
               <Lifetime>3.0</Lifetime>
               <CtrLifetime>2.0</CtrLifetime>
               <Efficiency>0.026</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.295</DragCoeff>
               <OpArea>0.0003141</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>1050</InitSpeed>
               <EngThrust>0</EngThrust>
               <ThrustDuration>0</ThrustDuration>
           </Shell>
       </Gun>

The lines that look like this: <!-- shell section (bullet, shell, rocket, missile, bomb). one per weapon sub-type --> , are comments (not read by Weapon). Although I haven't tried it, I expect that if I comment out the first line of each section of a particular weapon (<!-- <Gun>M61 Vulcan</Gun> -->), that weapon will no longer be available. I'm always worried that the lines that are not commented out, will be read causing an error. I just decided to remove everything. I ALWAYS make a backup of the CSWeapon.xml BEFORE I start making changes. I can't begin to count how many times I had to revert back to the original and start over because I messed it up completely.

That is all I have done to remove unwanted weapons for a particular aircraft. Like for tha AC-130 Spectre Gunship. I only have the M61 Vulcan as well as having created a 40mm Bofor and a 105mm Howitzer for it.

Hope this helps

Mark

NOTE: For those interested in my work on the Weapon Mod for the AC-130. I have encountered problems with it that causes Weapon to become unusable. That, along with my recent health problem, led me to put it on hold for a while. Hopefully I'll get back to it soon. I'm feeling better every day.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by jjeffreys on Jul 18th, 2011 at 3:59pm
Thanks Mark that is exactly what I did, I also had the same concern about the error. It would be nice if someone could make a GUI for the XML so we can change the configuration prior to flight. Thanks again,

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by isidro.daniel on Jul 23rd, 2011 at 9:16pm
Looks like the picture was too big... here goes the correct size one!

Daniel Isidro
AGM_54_alinhado.jpg (Attachment deleted)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by isidro.daniel on Jul 23rd, 2011 at 9:17pm
Hi again!!!

So, after start more or less with the left foot, I think I'm starting to catch it!!!
First before star playing around more with the F16, I started tot study more in detail the model given by the package, in my case the F18.
So for start tried to activate the bombs and after some frustrating ours screwing around with the bomb launcher code finally read something regarding the code not being correct or activated or whatever...
Frustrated looked for some alternative solution and found that someone add already bypassed by "fulling the system" using the machine gun to drop bombs on the B52!! Cool, used his code and I started to drop bombs on my F18 like a crazy Mad Dog!!!  :D
After after cahnged the code to use them as guided as someone sugest and worked fine after a few hours of testing!!
Well but I was not satisfied and think to my self... what about build my very own weapon? Ok Reading here, reding there, and voila!! I noticed from the generous colletion of wepons for me one very important was missing... The mighty AGM-54 Phoenix!!!!
Ok search on the net for some images of dimensions and paint schemes... then how to do it??!! I was thinking on using GMAX... but why to use the A bomb to kill the small ant?!! Google Skecthup should be ok!!  
After the 3d model done how to make it FSX compatible? More internet search... and the answer was ModelConverterX Very nice software I must say...
After crating the texture file as DDS and MDL file I was ready to test the model on FSX!
Ok pick up de code from AGM 88 so after take off turn back and soot some targets on the gorund just to see if the model was ok instead of looking for tatrgets in the air... As soon I got tone!! Fire in the Hole!!! But.... wait a minute the missile was leaving the aircraft 90º sideways!!!! :-?
Ok no prblem!! just save the model in skecthup rotated 90º backwards.
But then the flame was not aligned with the missile rear, this one I did not figure out how to correctly adjust so after half hour of trail and error I was able to do it make it right!! (apriciate some one could explain me how make the origin point in Google Skecthup to match with ModelConverterX origin if possible!!) So after this I was able to fire some rounds and have 5 minuts of fun!! Now time to go to slip!!!
In attached is my F18 firing one AGM 54 Phoenix against parked airplane in Tancos AFB in Portugal!! later will transform it to an Air to Air missile to make it more realistic... tomorrow will post more pics and the missile model so every one can use it and have fun with it!!

Chears...

Daniel Isidro



AGM_54_alinhado_001.jpg (Attachment deleted)

Title: another company F16 - CS Weapon  does not work with
Post by Rickda on Oct 25th, 2011 at 9:01am
hi and hello ... can anyone here please tell me how to make CS weapon work with rhe another company F16 ??? i installed the program into FSX Folder - Used the Loader.exe to install the weapons into all F16 Aircrafts... i checked that CSWeaponXML is in all F16 Aircraft folders ... But it does not work - the loader does not show up neather there is a sign of "armed" in the thumbnail of any F16 plane ..... ?????!!!!!

Please help ... rick  :'(

Title: Re: another company F16 - CS Weapon  does not work with
Post by Markoz on Oct 25th, 2011 at 11:11am
Hi Rick.

If you are using Vista or Windows 7, try running the Weapon for FSX LOADER as an administrator.

To do that Right Mouse click on the Loader, and select Run as administrator from the list that pops up.

To make it so that it will always be run with administrative rights, Right Mouse click on the Loader, select properties, select the compatibility tab, and checkmark the Run this program as an administrator. From then on it will be able to make the changes required for it to work.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Dec 5th, 2011 at 2:15am
Has anyone successfully installed CS Weapons on the Iris A-10 Warthog?  I did the standard installation but the weapons panel did not appear.  I made modifications to the panel files that I did for other 3rd party installations and that worked successfully, but those changes did not work for the A-10.  I would appreciate detailed instructions if anyone has done the changes.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Dec 6th, 2011 at 4:59pm

Trailboss wrote on Dec 5th, 2011 at 2:15am:
Has anyone successfully installed CS Weapons on the Iris A-10 Warthog?  I did the standard installation but the weapons panel did not appear.  I made modifications to the panel files that I did for other 3rd party installations and that worked successfully, but those changes did not work for the A-10.  I would appreciate detailed instructions if anyone has done the changes.

One thing that you need to know about the Iris A-10 Warthog is that the panel.cfg in all except the CLEAN model (IRIS A-10A Warthog - CL) have their panels aliased to the CLEAN model. Like so:

[fltsim]
alias=\IRIS A-10A Warthog - CL\Panel

So here is what I did to get it working in them all.

    (1) I used the Weapon Loader to add Weapon to the IRIS A-10A Warthog - CL model. It must be that one because it is the model that has the gauges for all of the IRIS A-10 Warthogs!
    (2) I copied the panel.csweapon and the CSWeapon.xml in the IRIS A-10A Warthog - CL folder and pasted it into the IRIS A10 Warthog  - CAS folder.
    (3) Then I edited the panel.cfg IRIS A-10A Warthog - CL\panel.csweapon folder:

      The gauge lines in the panel.csweapon panel.cfg need to be changed from this:
      gauge00=..\panel\A10-HUD!A10-HUD,            6,6,500,500
      to this:
      gauge00=..\..\IRIS A-10A Warthog - CL\panel\A10-HUD!A10-HUD,            6,6,500,500

      The way I did it was using notepad and CTRL+H (replace).

      Find what: =..\panel\
      Replace with:=..\..\IRIS A-10A Warthog - CL\panel\

      I do not recommend you select the replace all button just in case it changes one that doesn't need doing. Fortunately, there are not a lot to go through. I counted only 38 lines.

      Save your modified panel.cfg.


    (4) Open the aircraft.cfg and change all the lines that look like this: panel= and replace it with panel=csweapon - BACKUP the aircraft.cfg files BEFORE you modify them!

      Now go and test it by starting FSX, select the A-10A Thunderbolt II CLOSE AIR SUPPORT - ED #649 IRIS Test and Evaluation Squadron, Edwards AFB, CA (it should be the first of the A-10 Warthogs).


    (5) If it is working, copy the panel.csweapon and CSWeapon.xml and paste them in the remain IRIS A-10 model folders and edit the Aircraft.cfg for the other models and you can then use Cs Weapon for FSX in all the A-10 models.


One other nice thing is that when you use the Weapon Loader and select the other A-10 Warthogs, Loader will tell you that it is installed on them all. :)

And if doing all of that is sounds too hard, I'll zip it up and upload it to the Weapon for FSX mods! I might do that anyway.

Hope this helps.

Mark

Edit. I've attached a pic to show it works. I'm using the A-10A Thunderbolt II CLOSE AIR SUPPORT - ED #649 IRIS Test and Evaluation Squadron, Edwards AFB, CA ;)
IrisA-10Warthog_CSWeapon.jpg (Attachment deleted)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Dec 6th, 2011 at 5:29pm
Mark,
This is great, thanks for taking the time to walk me through the procedure, I'll get it done today.  I really like the Warthog with it's bombing capability but was frustrated to not have guns and missles that are such important elements of the armament.
Thanks again!
Jim C

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Dec 6th, 2011 at 5:43pm
All that's missing from Weapon for FSX, is the ability to drop bombs.

I'm going to have a go at replacing the Warthog HUD with the Weapon HUD. If you're interested, I'll post how to do it if I can.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Dec 6th, 2011 at 6:10pm
Definitely interested, Mark, thanks for the headsup.

Jim C

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Trailboss on Dec 6th, 2011 at 9:41pm
Mark,
As usual your instructions for adding CS Weapons to the Warthog worked like a champ.  So far I've only done the Strike Mission version because I can also have the IRIS Mk-82 bomb animation with the Weapons. I strike fear in the hearts of enemies everywhere.

Jim C

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Dec 7th, 2011 at 1:40am
You're welcome Jim.

I try to be precice when giving instruction, sometime s I think I even give extra info that could be figured out by some, but others may not have a clue. I actually redid adding the Weapon for FSX to the IRIS A-10 for writing everything I did to get it working. If I hadn't done that, I would have forgotten (which I almost did) the important part where you change panel= to panel=csweapon.

Don't worry about the fact that I did that. I do it all the time so that my instructions are correct. It's just the way I am. ;)

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by FSXJunkie on Dec 22nd, 2011 at 10:16am

RebelUFO wrote on Mar 10th, 2011 at 7:31pm:
That looks good to me. CS Weapon VC Hud3d in the Acceleration F/A-18.

[Snip]

Can anyone test this? And let me know, my landing gear has a fix so my contact points are different from stock. But I don't think it matters.


I have a problem where the VC hud just shows...

WH
FI

On the right side edge of the HUD (obviously the rest of the text is cut off)

Title: No AI, No Effects.
Post by Cerberus on Dec 20th, 2011 at 10:42pm
I have two problems.
1.) I have no military AI. I don't know what to do. I can't find anything online. The manual provides no help.
2.) If I shoot a missile, I see no smoke or fire. Just the missile. Likewise, if I shoot down a plane, I also see no smoke or fire. It just falls towards the ground.

Title: Re: No AI, No Effects.
Post by Markoz on Dec 20th, 2011 at 11:23pm
You need to fly certain areas to see the allied and enemy aircraft hat come with Weapon for FSX. Those locations are:

1) EDDC (Dresden GERMANY) - EDDI (Berlin GERMANY) - EDAC (Nobitz GERMANY)
2) EGJJ (Jersey UK) - EGHH (Bournemouth UK) - LFRC (Cherbourg FRANCE)
3) LDDU (Dubrovnik CROATIA) - LJLJ (Ljubljana SLOVENIA) - BKPR (Pristina SERBIA)
4) LTBG (Balikesir TURKEY) - OIIG (Tehran IRAN) - EFHF (Helsinki FINLAND)
5) OAKN (Kandahar AFGHANISTAN) - UTDD (DushanbE TAJIKISTAN) - OAKB (Kabul AFGHANISTAN)
6) OLBA (Beirut LEBANON) - HEPS (Port Said EGYPT) - LLJR (Jerusalem ISRAEL) - LVGZ (Gaza PALESTINE)
7) RKPC (Jeju KOREA) - RKSI (Incheon KOREA) - ZKPY (Pyonyang NTH KOREA)
8) SVCS (Charallave VENEZUELA) - UKBB (Kyiv UKRAINE)
9) UMKK (Kaliningrad RUSSIA) - UMMG (Grodno BELARUS) - UMBB (Brest BELARUS)
10) VVNB (Hanoi VIETNAM) - VVTS (Saigon VIETNAM) - VVDN (Danang VIET NAM)
11) ZUUU (Chengdu CHINA) - UHWW (Vladivostok RUSSIA)

There is one more secret one, but I don't want to let that one out. So I will let you search it out yourself. ;)

Mark

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 21st, 2011 at 10:08pm

Markoz wrote on Dec 20th, 2011 at 11:23pm:
You need to fly certain areas to see the allied and enemy aircraft hat come with Weapon for FSX. Those locations are:

1) EDDC (Dresden GERMANY) - EDDI (Berlin GERMANY) - EDAC (Nobitz GERMANY)
2) EGJJ (Jersey UK) - EGHH (Bournemouth UK) - LFRC (Cherbourg FRANCE)
3) LDDU (Dubrovnik CROATIA) - LJLJ (Ljubljana SLOVENIA) - BKPR (Pristina SERBIA)
4) LTBG (Balikesir TURKEY) - OIIG (Tehran IRAN) - EFHF (Helsinki FINLAND)
5) OAKN (Kandahar AFGHANISTAN) - UTDD (DushanbE TAJIKISTAN) - OAKB (Kabul AFGHANISTAN)
6) OLBA (Beirut LEBANON) - HEPS (Port Said EGYPT) - LLJR (Jerusalem ISRAEL) - LVGZ (Gaza PALESTINE)
7) RKPC (Jeju KOREA) - RKSI (Incheon KOREA) - ZKPY (Pyonyang NTH KOREA)
8) SVCS (Charallave VENEZUELA) - UKBB (Kyiv UKRAINE)
9) UMKK (Kaliningrad RUSSIA) - UMMG (Grodno BELARUS) - UMBB (Brest BELARUS)
10) VVNB (Hanoi VIETNAM) - VVTS (Saigon VIETNAM) - VVDN (Danang VIET NAM)
11) ZUUU (Chengdu CHINA) - UHWW (Vladivostok RUSSIA)

There is one more secret one, but I don't want to let that one out. So I will let you search it out yourself. ;)

Mark


I have tried UMKK, LJLJ, UMBB, and HEPS and I see nothing. At least, nothing new. If it is any help, I have AI trafic from AI Aardvark. And also, what about the lack of effects.

Title: Re: No AI, No Effects.
Post by Markoz on Dec 22nd, 2011 at 5:34am
Make sure that your AI aircraft settings in FSX are set above 0% (I think you only need to have it set to 1%) to see them.

For the smoke and effects, is Advance animations turned ON in FSX - Settings > Display > Graphics (Global options)?

Mark

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 22nd, 2011 at 8:48pm

Markoz wrote on Dec 22nd, 2011 at 5:34am:
Make sure that your AI aircraft settings in FSX are set above 0% (I think you only need to have it set to 1%) to see them.

For the smoke and effects, is Advance animations turned ON in FSX - Settings > Display > Graphics (Global options)?

Mark


Ok, I;m changing my traffic to 1%, but advanced options was on.

Title: Re: No AI, No Effects.
Post by Markoz on Dec 23rd, 2011 at 11:31am
I'm not totally sure that 1% is the correct figure, but it the number that keeps coming to my mind. I have searched the manual for it, but it isn't there, so it must have been in a reply from Tanya or Alex.
Anyway. If your traffic was set to more than 1%, then you should already be seeing the Weapon military AI traffic.

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 24th, 2011 at 1:31am

Markoz wrote on Dec 23rd, 2011 at 11:31am:
I'm not totally sure that 1% is the correct figure, but it the number that keeps coming to my mind. I have searched the manual for it, but it isn't there, so it must have been in a reply from Tanya or Alex.
Anyway. If your traffic was set to more than 1%, then you should already be seeing the Weapon military AI traffic.


I set both Airline and General traffic to 100% but i still see absolutly nothing new. I'm sorry to be wasteing your time.

Title: Re: No AI, No Effects.
Post by Markoz on Dec 24th, 2011 at 4:37am
You are not "wasting my time". I want to help you get it working like it should. ;)

OK. I found that 1% IS all that is needed to see the CS WfFSX AI Military traffic!

Attached is an image of my CS C130A parked at Dresden (EDDC). On the parking ramps you can see B-52s, F-4 Phantoms and C-130s.


Cerberus wrote on Dec 21st, 2011 at 10:08pm:
If it is any help, I have AI trafic from AI Aardvark.

You might need to turn the Aardvark AI OFF. It might be blocking the CS AI aircraft.

Mark


2011-12-24_15-29-4-528.jpg (Attachment deleted)

Title: Re: No AI, No Effects.
Post by ptds on Dec 24th, 2011 at 3:23pm
Mark , Cerberus,

Time of day may be an issue to consider as well, I use Bournmouth in the UK as my default airfield and some times I have no Weapons AI traffic. I think it is not until PM that planes come and go. I think you can download the traffic files somewhere and see what times AI planes should be about at your airfield.

Just a thought.

Pete

Title: Re: No AI, No Effects.
Post by boeing247 on Dec 24th, 2011 at 4:47pm

Markoz wrote on Dec 24th, 2011 at 4:37am:

Cerberus wrote on Dec 21st, 2011 at 10:08pm:
If it is any help, I have AI trafic from AI Aardvark.

You might need to turn the Aardvark AI OFF. It might be blocking the CS AI aircraft.


Mark's right, I'm pretty sure that AI Aardvark is blocking the CS AI. This is because I believe that AI Aardvark was designed originally for FS9, and for whatever reason FS9 and FSX traffic cannot function together, so the FS9 traffic overwrites the FSX traffic.

Also, did anybody mention that FSX needs to be run as administrator for the effects to be displayed?

Title: Re: No AI, No Effects.
Post by Markoz on Dec 24th, 2011 at 5:18pm
The traffic in all the scenarios start at around 0000Z (midnight UTC) and continues until 2358Z (11:58pm UTC).

Mark

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 24th, 2011 at 5:49pm

Quote:

You might need to turn the Aardvark AI OFF. It might be blocking the CS AI aircraft.

Mark



I have no idea how to turn it of. Do I need to just delete or move the planes?

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 24th, 2011 at 5:53pm

ptds wrote on Dec 24th, 2011 at 3:23pm:
Mark , Cerberus,

Time of day may be an issue to consider as well, I use Bournmouth in the UK as my default airfield and some times I have no Weapons AI traffic. I think it is not until PM that planes come and go. I think you can download the traffic files somewhere and see what times AI planes should be about at your airfield.

Just a thought.

Pete


I have used both local and Universal time and downloaded the 'Weapons sceadual' so it can not be a factor.

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 24th, 2011 at 6:19pm
Ok, so new update, I have deleted the AI Aardvark planes and I see the CS planes. So that just leaves the lack of effects.

Title: Re: No AI, No Effects.
Post by ptds on Dec 24th, 2011 at 6:20pm
Downloading the aircraft schedule was not a fix, but, if you look in the zip file to the airport code you are flying from you will see what aircraft activity to expect and when.

Pete

Title: Re: No AI, No Effects.
Post by Markoz on Dec 24th, 2011 at 11:22pm
Maybe your sliders are not set high enough for the effects to show?

Title: Re: No AI, No Effects.
Post by Cerberus on Dec 31st, 2011 at 5:58pm

Markoz wrote on Dec 24th, 2011 at 11:22pm:
Maybe your sliders are not set high enough for the effects to show?

Sorry I haven't commented in a while, we had an emergency in New York and I couldn't prepare. Anyways, I think that may be the problem, I will check.

Title: Re: No AI, No Effects.
Post by Cerberus on Jan 1st, 2012 at 5:52pm
Ok, so apperently it was the sliders all along. So now that the problems are over, I would like to thank all of you for your help. I am very happy that you desided to help me. Thank you all.

Title: iris f-16 viper and weapon don't go
Post by picchiox74 on Jan 2nd, 2012 at 8:56am
I've installed the weapon on my iris f-16 viper but don't go, in the directori fsx/simobject/airplane/iris f-16 viper is present the dir " panel.csweapon" but that aren' t show when start iris f-16 viper on  fsx  :o

Title: Re: iris f-16 viper and weapon don't go
Post by Markoz on Jan 2nd, 2012 at 12:15pm
Using the "Loader", add the it to the IRIS F-16D Viper CL.

For the rest of the IRIS F-16 Vipers (see the list below), open the Panel folder in each, backup the panel.cfg, and then replace what is written in the panel.cfg

This:
[fltsim]
alias=\IRIS F-16D Viper CL\Panel

with this:
[fltsim]
alias=\IRIS F-16D Viper CL\Panel.csweapon

You will also need to copy the csweapon.xml from the IRIS F-16D Viper CL, into each model folders. Listed here:

IRIS F-16D Viper AG
IRIS F-16D Viper AGRS
IRIS F-16D Viper CAP
IRIS F-16D Viper CAS
IRIS F-16D Viper CFTAG
IRIS F-16D Viper CFTCAP
IRIS F-16D Viper CFTCAS
IRIS F-16D Viper CFTCL
IRIS F-16D Viper CFTF
IRIS F-16D Viper CFTTR
IRIS F-16D Viper CH
IRIS F-16D Viper F
IRIS F-16D Viper TR

This will then give you the ability to use Weapon for FSX in ALL the IRIS F-16 Vipers.

Mark

Title: Re: iris f-16 viper and weapon don't go
Post by picchiox74 on Jan 2nd, 2012 at 1:24pm
Tank you so much Mark 'Problem' solved; you are fantastic  ;)

Title: Iris F14 & Weapons no go!
Post by wingclip on Jan 1st, 2012 at 5:22am
Hi Folks,
I've tried to load the Weapons panel into the Iris F14 with panel#3, (HUD Glass), and without it but it won't work. I mean I don't even get the Weapons panel to show.

The fact is that the planes that I loaded the weapon kit into via the CapSim Loader tool, (there are only 2 F14s with 'main' panels), don't show up in the group of F14s when I go to choose one!

I tried to install in those and then I even tried on some of the others without the having the ones with the main panels active. And then every combination that time would permit.

I saw some confusing references when I goggled the problem but is there any way to get that to work without jumping through a dozen hoops?, (major editing is what I mean).

Do you know any fix Mark?
Thanks

Title: Re: Iris F14 & Weapons no go!
Post by Markoz on Jan 1st, 2012 at 12:35pm
The problem with the IRIS F-14A's is that the panels are aliased to the IRIS F-14A Tomcat Clean\panel and for the F-14B's, aliased to the IRIS F-14B Tomcat Clean\panel so you must add Weapon for FSX to the F-14A Tomcat Clean and F-14B Tomcat Clean versions.

Then in the panel folder of the rest of the F-14A's you need to modify the panel.cfg to read:

[fltsim]
alias=\IRIS F-14A Tomcat Clean\panel.csweapon

And for the rest of the F-14B's, you need to modify the panel.cfg to read:

[fltsim]
alias=\IRIS F-14B Tomcat Clean\panel.csweapon

I think that should fix it for you. If not, I'll give you the longer method of how to do it (which will work), as I did with the IRIS A-10 Warthog.

Mark


Title: Re: Iris F14 & Weapons no go!
Post by wingclip on Jan 1st, 2012 at 5:49pm
Thank You Mark! I'm going to try that in the next hour. But something you said at the end there kind of made me pause.

When I put the weapons in the A-10 months ago, (Iris's A-10), I had no problem. I did it just as I would any other and I can calibrate the sites with no trouble.

But maybe you're speaking about a different A10, (another company's maybe?)

Anyway, I'm going to try that and I'll let you know whether it works or doesn't. I'm waiting for Iris to give me an idea of how to fix the Night Vision in the F14.

It should have looked just like the A-10's NVIS but instead, I get the 'Green' effect inside the cockpit but its still pitch black outside. In fact, it's actually easier to see out there when the NVIS is off!

I'm going to see if I can copy and paste something from the A10 that will fix that in the F14. Did you have the same problem? Did you ever fix it?
Thanks again

Title: Re: Iris F14 & Weapons no go!
Post by wingclip on Jan 1st, 2012 at 9:04pm
That Worked GREAT!! Thanks Mark. It was a quick and easy fix and far better than some of the complicated fixes I had found on the web.

Now if I can get Iris's attention and figure out that NVIS thing. I went into the Aircraft.cfg of the A10 and the Panel.cfg as well but the only hint I found referencing the night vision was in the cockpit lights.

I think that's just to control the 'green' lighting in the cockpit but I don't see anything that refers to the terrain lighting.

That's where I expected to see something about the NVIS. I keep forgetting that it's New Years Day and Iris is not likely going to answer anything I ask today.

But thanks for that tip. I placed that info in the main folders of the A & B models. I've got 15 F14's with weapons now. I could go in and do the rest sub folder by sub folder but I think that 15 is far more than enough liveries.

Fact is I wish the programs of these add-on planes would just include some paint kit and only supply 2 or 3 pre-painted variations of their models.

I've taken most of my A10's and a huge number of Beavers, (another company really over killed that one), made subfolders, and put most of them in there. It didn't help with speeding up the start of FSX but at least I don't have to go through a ridiculous number of variations trying to find the one I want.

I have many like that and it makes me crazy.

Title: Re: Iris F14 & Weapons no go!
Post by Markoz on Jan 2nd, 2012 at 1:42am
I agree. Far too many variants (but not the models).

Title: Re: Iris F14 & Weapons no go!
Post by wingclip on Jan 2nd, 2012 at 2:51am
Yes, variants, that's what I meant to say.

Just in case you're interested, I just finished a test I did to try to improve the NVIS in the F14. I copied the A10's .fx file in the FSX main Effects folder, and renamed it the name that of the F14's .fx file, (basically I just replaced the F14.fx file with the A10's).

The result was the same as if I hadn't done anything at all but it did tell me that I am likely dealing with the canopy effect that Iris gave that f14, (a dirty/semi fog appearance at night).

Now if that's the case, then I think I may succeed if I compare the 2 planes files that deal with that effect. I just need to find where that command would be, (I'm guessing Textures).

The other possibility but less likely is the luminosity settings that are given in the Aircraft file. I think that's the very last set of commands in that file and I am going to compare them first because it's a lot easier than the Canopy Texture to try.

But it's likely to be the canopy texture anyway.

Title: Re: Iris F14 & Weapons no go!
Post by Markoz on Jan 2nd, 2012 at 3:09am
If it is a canopy glass texture, then you might be able to remove the dirtiness or scratches so that you have a very clear canopy. That might sort it out. I can take a look myself to help if you like.

Mark

Title: Re: Iris F14 & Weapons no go!
Post by wingclip on Jan 2nd, 2012 at 4:08pm
Thanks Mark! Yes, I know it's not a CapSim issue and I certainly appreciate it, (I have a post in Iris's site). The canopy's dirty texture is definitely affecting the NVIS effect as far as the contrast/crispness goes.

But I think that you'll find that it's a GRADIENT effect that may be the cause for absolutely no NVIS when you are looking straight ahead, through, or on either side, of the HUD, (I almost sound like I know what I'm talking about ;D).

The truth is I am strictly guessing based on a comparison of the interior gradients between the A10 and the F14. The 14 has a vertical, black, gradient that fades to white on each side of the center black mass as one of its interior textures. But the A10 has a 'spot' gradient that is white in the center and fades to black as it expands to the outer edges, (if that all makes sense).

When I read that last paragraph back to myself, I realized that this may not be as 'easy' as I thought at first. Virtavia once helped me out with their Dauphin Helicopter which had far too much 'sea-salt spray' effect on the windshield. They sent me another texture to replace the one they had for that area.

That's why I thought it would be easy to fix. But this gradient thing... I don't know. Anything you may find will help.

Title: Re: Iris F14 & Weapons no go!
Post by Markoz on Jan 3rd, 2012 at 1:49am
I must admit that I like clean cockpit glass on my aircraft, which I know is unrealistic. I often make them clear/clean if it is possible.

Mark

Title: Re: Iris F14 & Weapons no go!
Post by wingclip on Jan 3rd, 2012 at 2:33am
Yes, me too. I put a lot of money into scenery software and I don't mind the interior reflections when it's done right but I can live without the salt spray, dust and semi-fog.

In the case of the F14, there are at least 3 canopy textures and I don't know which needs to be edited, (if not all). I also don't know how to clear those textures. Do I just delete them?

Title: Re: Iris F14 & Weapons no go!
Post by Markoz on Jan 3rd, 2012 at 3:28am

wingclip wrote on Jan 3rd, 2012 at 2:33am:
In the case of the F14, there are at least 3 canopy textures and I don't know which needs to be edited, (if not all). I also don't know how to clear those textures. Do I just delete them?
I've just taken a look at it. I renamed two textures in the IRIS F-14A Tomcat Clean\texture.vc folder so far:

canopy_fog
vc_glass

And I have a clear canopy in the F-14. The fog textures is (as far as I can tell) for the canopy fogging up if you turn off the window heat/demist.
Looks good right now.

What is the third texture? I don't know which one that is. Yet!

Mark

EDIT: Don't change the canopy_fog texture. The canopy is very dark (almost black) at night, if you don't have the window heat/demist switches turned ON!

Title: Re: Iris F14 & Weapons no go!
Post by wingclip on Jan 3rd, 2012 at 4:38pm
Thanks Mark, the third may not be applicable. In the testure.vc folder of the F14 Clean, the hud_additive_night.dds and cp_rim_t.dds are suspicious to me as well.

But let me ask you first; did you try opening in a night time scenery and turning on the NVIS? Was the effect crisp and clear like in the A10 all the way around the canopy or just on the left and right sides?

If the left & right were good, but the forward looking view was dark and unaffected by the NVIS system, then I wonder if the 2 other textures I named above may have something to do with it?

I don't have time to check your results but I am going to as soon as I can. Still, the point is to get the NVIS effect as clear and complete as it is in the A10.
Thanks

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by wingclip on Jan 4th, 2012 at 1:46am
Well Mark,
After doing what you did with those two Textures, I go a clear view through the cockpit glass but no NVIS at all! Up until then, I was getting left and right NVIS but no forward view that had that effect.

So then I tried replacing the VC_glass and the NVIS came back, but just in the left and right sides of the cockpit. I then "turned off" the vc_glass and turned on the Cockpit fog and found that the cockpit glass was clear again but no NVIS.

So the moral to this freaking story is that the NVIS is being produced by the vc_glass texture. Now I need to try and figure out how to first; increase the sensitivity of the NVIS in the vc_glass and second; find a way to include the forward windscreen in the vc_glass texture.

I may not go about this in that order but I am looking at what kind of possibilities exist in copying the NVIS related info in the A10 and pasting it in place for the F14.

Iris never replied. I don't know what the deal is with them. No one can get any answers from Iris lately and the last time that happened was when I bought the A10. I would have bought more of their planes but I just can't seem to get any support in a realistic amount of time.

Anyway, apparently this NVIS thing is a real pain in the ass and that's why most other developers don't apply it ion their models.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by wingclip on Jan 4th, 2012 at 3:18am
A little FYI; I just learned that I can't just open the Texture file in Photoshop, (CS5 Extended in my case), and edit it.

So I downloaded GIMP's DDS converter/Editor and then tomorrow I'll try a few changes to the vc_glass texture as well as the "glass_t", "greenwindow_T", and "visor_T" files for starters.

The A10 appears to have been built entirely differently. That may be becasue the A10 is Iris's Platinum line and the F14 is their Pro line. This thing with the NVIS has gotten personal for me! >:(

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 4th, 2012 at 3:25am
Hi wingclip.

I think that you need to be aware of the advances that DB has made in his models, textures and gauges since he did the F-14. If you have his F-22 Raptor, you will find that it looks the same as it does in the A-10. The Platinum Series (A-10, F-22 & C-27J) is much better than his Pro Series, so until he updates the F-14 (if he does), it isn't going to be the same.

This is not really the place we should be discussing this. But I feel you need to understand why it can't/won't be as good as the A-10.

Mark

EDIT: I was still writing this when you added you last reply above! ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by wingclip on Jan 4th, 2012 at 4:48pm
Oh, I see! well that's that then. Thanks for sticking with me on this because I know I pushed a little too far out of the topic/subject and company. Consider the matter closed.

Title: The another company Harrier paradox
Post by wingclip on Jan 4th, 2012 at 8:03pm
First I want to say that I wanted to post this in the "3rd party aircraft" section because I think that's where you guys want these kinds of questions posted but there is no "Start a new Topic" button or any other button that I can click on to post. So please feel free to move this post as you see fit.

OK
Here's a one; every time I load the weapons into the another company Harrier I screw up the VTOL gauge and operation. I don't think there is a way around this one.

I have tried renumbering everything so that the original panel line-up was untouched and I also deleted the "Glass", (Shift + 4), from the weapons load but no matter how I arranged it, I couldn't get the weapons and the VTOL to work at the same time.

I even deleted the HUD, (shift+3), just to see if that worked but I believe it didn't, (I can't truly remember the results of that combination but I know something didn't work in that attempt).

For me, the VTOL locks up and will not move with the mouse, keyboard commands, or Flight controller system, (Thrustmaster Warthog), making it impossible for vertical TO or horizontal TOP if the lever happened to be in the VTOL position. Has anyone succeeded?

I honestly don't expect any solution to these kinds of problems because they're not CapSim Weapons programming failures. There are just going to be some add-ons that can't be done. I Googled this and didn't find any mention of the problem or solution.
Thanks

Title: Re: The other Harrier paradox
Post by Markoz on Jan 5th, 2012 at 1:58am
If you look in the original panel.cfg (the FSX\SimObjects\Airplanes\*Harrier*\panel), you will see that CS Weapon has modified it.

The "Loader" usually adds the Weapon Control Panal at Window01, the HUD at Window02 and the HUD Glass at Window03 (SHIFT+1, SHIFT+2 and SHIFT+3). This sometimes messes up the aircraft panel (especially if the panel is aliased to another aircraft, as is the case in IRIS Simulations aircraft).

Making changes requires matching changes in the [Window Titles] and the [WindowXX]:

If I change it from this:

[Window Titles]
Window00=Control Panel
Window01=Weapon Control Panel
Window02=HUD
Window03=HUD Glass


to this:

[Window Titles]
Window00=Weapon Control Panel
Window01=HUD
Window02=HUD Glass
Window03=Control Panel


then I have to rename the windows matching the item.

Using the example above (IRIS F-14B Tomcat Clean\panel.csweapon) - [Window00] will need to be renamed [Window03], [Window01] will need to be renamed [Window00], [Window02] will need to be renamed [Window01] and [Window03] will need to be renamed [Window02] so that the Window Titles match.

In the IRIS F-14 it is relatively easy because there is only one 2D panel, Window00 (Control Panel), the rest of the panels are for the VC (VCockpit01 and VCockpit02), so weapon doesn't change it, other than to add itself. BUT. If there are more 2D panels, the Loader adds itself as I stated above (Windows 01 through 03). This means that the original Window01, Window02 & Window03 have been moved (most likely) to the bottom of the list. I usually modify the panel.cfg in the panel.csweapon folder, which means reworking the panel to suit both the aircraft and myself. Knowing and understanding the panel.cfg makes this a whole lot easier than it sounds.

Hope I'm not confusing you too much with all that. I know it sounds hard, but once you are familiar with the workings of the panel.cfg, it's quite easy.

Mark

Title: Re: The other Harrier paradox
Post by wingclip on Jan 5th, 2012 at 8:16pm
Thanks Mark and no, I completely understand. In fact, I did exactly that in the Harrier and as you said, I needed to go and change to corresponding window numbers to match the renumbered window tiles of the ones I changed.

But the Harrier has a few things going on here that may be causing this problem including a separate HUD window which I dealt with by deleting the HUD window, (and all relating information), of the Weapons system just to see if it was confusing itself between the two HUD's, (that didn't help though).

I even tried renaming the Windowxx=HUD for weapons to Windowxx=HUD2 or HUDb. Anyway, I had trouble when I installed the Harrier in regards to the HUD which another company programmed as a separate entity. An error box opened and basically said it could not find the HUD_HJJ, (or something to that effect), and I think that this may be the real issue.

another company seems to think I need to reinstall FSX, (... yea), but whatever the problem, in my case that Harrier isn't going to accept the weapons without a fight. I may screw with it again sometime, (like trying to manually install the Harrier).

But I have been having 'little funny problems' like this ever since I installed a Chengdu J10 which I bought around Christmas time. It was the first plane that I could not use the CapSim weapons in, (it went bonkers when I tried). I may uninstall that J10 first and then try the Harrier again.

PS:  I bought and installed the Iris F22 last night, (10 bucks!).  But I only get NVIS on the forward view, (the HUD Glass), and none on the Left or right views! That's exactly opposite of the F14!! I just can't win :-/!  Is that the way it is on your F22?

Please let me know because I need to send a help request to Iris, (if they ever answer it'll surprise me), if it isn't supposed to be that way.
Thanks again!

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by wingclip on Jan 5th, 2012 at 11:08pm
OH OK, I must have had a little mix up as far as that F22 NVIS. I restrarted the computer and now I get the NVIS but I can't shut the HUD off visor's NVIS effect off. It seems other folks have the same problem... (not to mention that Parking brake)

Title: How to make this work with the another company F-16??
Post by trvdmeulen on Jan 26th, 2012 at 5:27pm
How to make this work with the another company F-16?? Keeping the Hud of the another company F-16 intact and also the radar and target locking???

Title: another company F-16 VC HUD
Post by ApacheHunter on Oct 2nd, 2011 at 9:20pm
I've seen a few people trying to get the VC HUD to work in the another company F-16 and some also claim to have it actually working, but I haven't seen a working configuration file.

If anybody is willing to share his configuration files to have a VC HUD in the AS F-16, I'd love to hear! :)

Title: Re: another company F-16 VC HUD
Post by Lost in Isaan on Oct 2nd, 2011 at 11:57pm
Modify the 3 panel.cfg files under [Vcockpit01], gauge00 to look like this.

//gauge00=HUD!HUD,            0,46,254,264
gauge00=CSWeapon!hud3d, 2, -20, 254, 400

Each and every another company F16-xx folder (some 22 of them) must have the CSWeapons.xml file in there, modify the Collimation variable to look like this.

<CollimationData>0.0,31.5,-4.5,6.0</CollimationData>

Title: Re: another company F-16 VC HUD
Post by trvdmeulen on Jan 26th, 2012 at 5:25pm
this doesn't work

Title: Re: another company F-16 VC HUD
Post by trvdmeulen on Jan 29th, 2012 at 5:46pm
anyone??? :(

Title: Re: another company F-16 VC HUD
Post by trvdmeulen on Jan 29th, 2012 at 5:46pm
USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Feb 09th, 2011, 3:14pm Quote
The Weapon is a simple one click installation for default aircraft (listed in the Manual). But installation to a random third-party aircraft obviously requires some extra efforts from a user.

We've provided very flexible Weapon system and the easiest way to make a mod: one xml file configuration. But the mod-person must have advanced knowledge of basic FSX SDK, outstanding attentiveness and patience. It's not for everyone.

Unfortunately we are unable to support any modifications of the Weapon including its installation to third-party aircraft VC because:
- There are hundreds of the third-party aircraft.
- User doing the mod can make any mistake in thousands of different places in various config files.

But we are willing to help and will answer the most typical questions as far as possible.

We see there are a lot of similar questions/issues with installation of the Weapon the various third-party aircraft. Please post all to this topic, that will help others to avoid same mistakes.

Tips on how to avoid popular mistakes: (It updates often so please re-read)


0. 99% of issues are from not following SDK. PLEASE read it BEFORE asking.

1. Do NOT try to install 2D HUD to VC. There's a special VC HUD for VC.

2. For how to install VC HUD please follow VC HUD INSTALLATION section of the SDK.

3. VC HUD gau should be installed on the aircraft's HUD. Of course there's got to be a physical 3D HUD glass with $ poly in the model. Contact the model's developer if you unsure.

4. FSX and Weapon loader must be OFF while you make any changes in the CSWeapon.xml.

With all due respect we will not answer same questions anymore.

If you ask something please:
a. Indicate what HUD you are talking about, 2D or VC.
b. Attach a screenshot of the issue you are reffering to.
c. Describe the issue. Be specific.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 18th, 2012 at 2:14pm
Hi i have read all post about the VC hud in the F16 by another company, then I would ask you is possible the put this hud in the virtual cockpit ?

bye

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Mar 19th, 2012 at 12:50am
@trvdmeulen - The information provided by Lost in Isaan (see the quote below) is spot on. It works perfectly for me. If it isn't working for you, then maybe you did something wrong, like I did, I changed the csweapon.xml without any problems, then I changed the panel.cfg, but it didn't work. Or so I thought. I had modified the wrong panel.cfg, the one in the panel folder and not the panel.cfg in the panel.csweapon folder. You might have done the same.



@ivo - You need to follow the instructions in the quote below to have the Weapon for FSX 3D HUD in the VC. It is that simple.


Lost in Isaan wrote on Oct 2nd, 2011 at 11:57pm:
Modify the 3 panel.cfg files under [Vcockpit01], gauge00 to look like this.

//gauge00=HUD!HUD,            0,46,254,264
gauge00=CSWeapon!hud3d, 2, -20, 254, 400

Each and every another company F16-xx folder (some 22 of them) must have the CSWeapons.xml file in there, modify the Collimation variable to look like this.

<CollimationData>0.0,31.5,-4.5,6.0</CollimationData>


Here is what mine look like:

FSX\SimObjects\Airplanes\another company F-16A 9\csweapon.xml:
   <GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>20.34</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>17.00</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>0.0,31.5,-4.5,6.0</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>1</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>0</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>


FSX\SimObjects\Airplanes\another company F-16A 9\panel.csweapon\panel.cfg:
[Vcockpit01]
//file=F-16_1.bmp
Background_color=0,0,0
size_mm=512,512
visible=1
pixel_size=1024,1024
texture=$F-16_1

\\gauge00=..\panel\HUD!HUD,            0,46,254,264
gauge00=CSWeapon!hud3d,                 2,-20,254,400

gauge01=..\panel\VIPER!DED,            258,1,159,63
gauge02=..\panel\VIPER!RADIO,          0,0,1,1
gauge03=..\panel\VIPER!flaps_control,    0,0,1,1
gauge04=..\panel\SCControl!CTRL,          0,0,1,1
gauge05=..\panel\VIPER!AS_SB,            0,0,1,1
gauge06=..\panel\MFD!LMFD,            6,310,165,170
gauge07=..\panel\MFD!RMFD,            182,310,165,170
gauge08=..\panel\VIPER!ex_light_control,      0,0,1,1
gauge09=..\panel\VIPER!AS_Mastercaution,      0,0,1,1
gauge10=..\panel\VIPER!Eng_smoke,      0,0,1,1


@Lost in Isaan - Thanks. It works perfectly and saved me a lot ot time! ;)

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 19th, 2012 at 2:07pm
thank mark Ihave done and now it works fine but on the MFD I have on the left half MFD black and on the right one small black box upper right

I use the last version 1.21 of F16 another company is that? :'(

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Mar 19th, 2012 at 4:28pm
I'm using AS F-16 v1.21 as well. There is nothing at all wrong with my MFD that I know of. It works fine.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 19th, 2012 at 6:36pm
Thank, maybe is my cardgraphis Ati hd 5700. ::)

Bye and thank again  :)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 20th, 2012 at 9:37am
Hi mark I also was wondering, whit the 1.21 patch I haven't put the weapons on F16 Display, because it gives a problem, then I have follow the first your procedure but for F16 display it doesn't work.
For me the F16 Display isn't important, maybe is because I haven't installed the weapons on F16 display that I have black box on the MFD?

Bye

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 22nd, 2012 at 7:54pm
Hi Markoz i have another question.
On FSX I have installed F5 tiger by Flylogic, and I have put on it the weapons I was wondering is possible to have the HUD oh the VC cockpit of the F5 ? in original the F5 by Flylogic hasn't HUD follow the file
CSWeapon:


<?xml version="1.0" encoding="UTF-8" ?>
<CSWeaponInfo>
   <AircraftInfo>
       <!-- aircraft section -->
       <RadarRanges>5,10,25,50,100,200</RadarRanges>
       <!-- available radar ranges in NM, coma separated. -->
       <RadarGunModeRange>10</RadarGunModeRange>
       <!-- default radar range, NM. -->
       <RadarHorizAngle>60</RadarHorizAngle>
       <!-- angle of the radar horizontal scanning. Degrees -->
       <RadarVertAngle>20</RadarVertAngle>
       <!-- angle of the radar vertical scanning. Degrees -->
       <OptimumAOA>3.0</OptimumAOA>
       <!-- aircraft cruise angle of attack. Degrees -->
       <InRangeSound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_in_range.wav" gain="0.5" />
       <!-- target is in effective range alert for selected weapon. name – path and name. gain  - volume. 1.0 = 100%. -->
       <SrmHiSound name="..\..\..\Captain_Sim\Weapon\Sound\CSWeapon_srm_hi.wav" gain="0.1" />
       <!-- IR homing missiles only: IR seeker lock tone -->
       <SrmLoSound name="..\..\..\Captain_Sim\Weapon\Sound\CSWeapon_srm_lo.wav" gain="0.1" />
       <!-- IR homing missiles only: IR seeker search tone -->
   </AircraftInfo>
   <GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>20.34</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>17.00</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>0.0,14.01,3.358,0.307</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>1</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>0</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>
   <SoundInfo>
       <!-- sound section -->
       <MasterGain>1.0</MasterGain>
       <!-- global weapon sound volume. 1.0 = 100% -->
       <ExtViewSounds>1</ExtViewSounds>
       <!-- sound for exterior cameras. 1-yes, 0-no. -->
       <MaxSimulSounds>16</MaxSimulSounds>
       <!-- max number of simultaneous sounds playback -->
   </SoundInfo>
   <ControlsInfo>
       <!-- contols section -->
       <Action name="fire" control="joystick:0:button:0" />
       <!-- fire button -->
       <Action name="fire" control="Space" />
       <!-- fire button -->
       <Action name="masterSw" control="Ctrl+6" />
       <!-- weapon master switch -->
       <Action name="nextWeaponType" control="Ctrl+7" />
       <!-- weapon type selector switch -->
       <Action name="nextWeapon" control="Ctrl+Shift+7" />
       <!-- weapon subtype selector switch -->
       <Action name="nextWeaponMode" control="Ctrl+Shift+8" />
       <!-- weapon type fire mode selector switch -->
       <Action name="groundSw" control="Ctrl+8" />
       <!-- radar AIR-SURFACE mode selector switch -->
       <Action name="hudModeSw" control="Ctrl+9" />
       <!-- HUD mode selector switch -->
       <Action name="rangeSw" control="Ctrl+0" />
       <!-- Radar range selector switch -->
       <Action name="unlock" control="Ctrl+U" />
       <!-- drop a target  lock -->
       <Action name="fovInc" control="Ctrl+Shift+9" />
       <!-- HUD FOV increase  (2D only, AUTO in VC) -->
       <Action name="fovDec" control="Ctrl+Shift+0" />
       <!-- HUD FOV decrease  (2D only, AUTO in VC) -->
   </ControlsInfo>
   <WeaponInfo>
       <!-- aircraft dependent weapon settings -->
       <Weapon>
           <!-- weapon sub-type section. unlimited number of -->
           <Gun>M60C</Gun>
           <!-- weapon sub-type name. must match GunInfo>Gun>Name -->
           <Shell>M60C Bullet</Shell>
           <!-- shell name. must match GunInfo>Shell>Name -->
           <Unlimited>0</Unlimited>
           <!-- unlimited ammo fire. 1-yes, 0-no -->
           <Station name="Nose" params="0,9,0,0,-0.039,0,200" />
           <!-- Station position (x,y,z) meters, angle of incidence in RADIANS, ammo units quantity -->
           <Mode name="AUTO" shotrate="10" setshots="0" sequence="1" />
           <!-- fire mode section. unlimited number of. name= dispayed on HUD in weapon info string. -->
           <Mode name="X3" shotrate="10" setshots="3" sequence="1" />
           <Mode name="SINGL" shotrate="10" setshots="1" sequence="1" />
           <DefaultMode>AUTO</DefaultMode>
           <!-- default fire mode. Any from the list above  -->
       </Weapon>
       <Weapon>
           <Gun>SPPU-30</Gun>
           <Shell>GS-30-1 Bullet</Shell>
           <Unlimited>0</Unlimited>
           <Station name="Left wing" params="-2.5,0,-0.5,0,-0.039,0,300" />
           <Station name="Right wing" params="2.5,0,-0.5,0,-0.039,0,300" />
           <Mode name="AUTO" shotrate="25" setshots="0" sequence="1+2" />
           <Mode name="X8" shotrate="25" setshots="8" sequence="1+2" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>M61 Vulcan</Gun>
           <Shell>Vulcan Bullet</Shell>
           <Unlimited>0</Unlimited>
           <Station name="Nose" params="0,9,0,0,-0.039,0,1200" />
           <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
           <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>Hydra 70</Gun>
           <Shell>Hydra 70</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,30" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,30" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,30" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,30" />
           <Mode name="AUTO" setshots="0" shotrate="30" sequence="1,2,3,4" reset="0" />
           <Mode name="X4" setshots="4" shotrate="30" sequence="1,2,3,4" reset="0" />
           <Mode name="1+4" setshots="2" shotrate="15" sequence="1,4" reset="0" />
           <Mode name="2+3" setshots="2" shotrate="15" sequence="2,3" reset="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>Zuni127</Gun>
           <Shell>Zuni127</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,4" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,4" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,4" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,4" />
           <Mode name="AUTO" setshots="4" shotrate="8" sequence="1,2,3,4" reset="0" />
           <Mode name="1+4" setshots="2" shotrate="8" sequence="1,4" reset="0" />
           <Mode name="2+3" setshots="2" shotrate="8" sequence="2,3" reset="0" />
           <Mode name="SINGL" setshots="1" shotrate="32" sequence="1,2,3,4" reset="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>AIM-9</Gun>
           <Shell>AIM-9</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingTip" params="-8,0,0,0,-0.039,0,1" />
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Station name="RightWingTip" params="8,0,0,0,-0.039,0,1" />
           <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
           <!-- available names: BST, UNCAGED, TRACK  -->
           <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
           <DefaultMode>BST</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>AIM-7</Gun>
           <Shell>AIM-7</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>TRACK</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>R-73</Gun>
           <Shell>R-73</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>BST</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>R-60</Gun>
           <Shell>R-60</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingTip" params="-8,0,0,0,-0.039,0,1" />
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Station name="RightWingTip" params="8,0,0,0,-0.039,0,1" />
           <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
           <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4,5,6" reset="0" />
           <DefaultMode>BST</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>AIM-132</Gun>
           <Shell>AIM-132</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>BST</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>AGM-88</Gun>
           <Shell>AGM-88</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>TRACK</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>X-29</Gun>
           <Shell>X-29</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="BST" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <Mode name="UNCAGED" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>BST</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>ALARM</Gun>
           <Shell>ALARM</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>TRACK</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>AS-34</Gun>
           <Shell>AS-34</Shell>
           <Unlimited>0</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,-0.039,0,1" />
           <Station name="LeftWingInner" params="-2,0,0,0,-0.039,0,1" />
           <Station name="RightWingInner" params="2,0,0,0,-0.039,0,1" />
           <Station name="RightWingOuter" params="5,0,0,0,-0.039,0,1" />
           <Mode name="TRACK" setshots="1" shotrate="0.5" sequence="1,2,3,4" reset="0" />
           <DefaultMode>TRACK</DefaultMode>
       </Weapon>
       <Weapon>
           <Gun>MK82</Gun>
           <Unlimited>0</Unlimited>
           <Station name="Center" params="0,0,0,0,-0.039,0,0" />
       </Weapon>
   </WeaponInfo>
   <GunInfo>
       <!-- aircraft independent weapon settings -->
       <Gun>
           <!-- weapon sub-type . unlimited number of -->
           <Type>MachineGun</Type>
           <!--sub-type class. USE ONLY: MachineGun, RocketLauncher, MissileLauncher, BombLauncher -->
           <Name>M60C</Name>
           <!--weapon sub-type name. must match name in WeaponInfo section -->
           <Desc>7.62mm Machine Gun</Desc>
           <!-- weapon sub-type description  -->
           <HudString>GUN</HudString>
           <!-- weapon type dispayed on HUD in weapon info string -->
           <Pix />
           <ConeAngle>0.0005</ConeAngle>
           <!-- grouping of shots cone (radians) -->
           <TargetRange>800</TargetRange>
           <!-- Effective range (metters) -->
           <Delay>0.0</Delay>
           <!-- Fire Delay - seconds. -->
           <FxFire />
           <!-- Fire visual effect name. no path -->
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_mg_shot1.wav" loopEnd="0.1" finishLoop="1" gain="0.7" />
           <!-- Fire Sound name, path, parameter -->
           <Shell>
               <!-- shell section (bullet, shell, rocket, missile, bomb). one per weapon sub-type -->
               <Name>M60C Bullet</Name>
               <!-- shell name. must match name in WeaponInfo section -->
               <Desc>7.62mm M60C Bullet</Desc>
               <!-- description. any -->
               <HudString>M60</HudString>
               <!-- weapon sub-type dispayed on HUD in weapon info string -->
               <Pix />
               <Container>CS_Weapon_M60C</Container>
               <!-- weapon simobject name. must match ../Simobjects/Misc/ name AND simobject sim.cfg title= name -->
               <FxWake />
               <!-- rocket/missile trail visual effect name. no path -->
               <Weight>0.0097</Weight>
               <!-- shell weight -->
               <TargetWeight>5000</TargetWeight>
               <!-- target wight correction factor -->
               <Lifetime>3.0</Lifetime>
               <!-- shell physical liftime -->
               <CtrLifetime>2.0</CtrLifetime>
               <!-- shell simobject liftime -->
               <Efficiency>0.01</Efficiency>
               <!-- shell damage efficiency             -->
               <RadiusRatio>1.0</RadiusRatio>
               <!-- See SDK -->
               <DragCoeff>0.295</DragCoeff>
               <!-- shell drag coefficient -->
               <OpArea>0.0000456</OpArea>
               <!-- shell net area -->
               <GravCoeff>1.0</GravCoeff>
               <!-- shell gravitation coefficient  -->
               <InitSpeed>853</InitSpeed>
               <!-- shell initial velocity (meters per second) -->
               <EngThrust>0</EngThrust>
               <!-- Rocket engine thrust  (newtons) -->
               <ThrustDuration>0</ThrustDuration>
               <!-- Rocket engine lifetime (seconds) -->
           </Shell>
       </Gun>
       <Gun>
           <Type>MachineGun</Type>
           <Name>SPPU-30</Name>
           <Desc>2xGS-30-1</Desc>
           <HudString>GUN</HudString>
           <Pix />
           <ConeAngle>0.001</ConeAngle>
           <TargetRange>1200</TargetRange>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_mg_fire1.wav" loopBeg="0.046" loopEnd="0.553" finishLoop="0" gain="1.0" />
           <Shell>
               <Name>GS-30-1 Bullet</Name>
               <Desc>30mm GS-30-1 Bullet</Desc>
               <HudString>GS30</HudString>
               <Pix />
               <Container>CS_Weapon_GSH-30</Container>
               <FxWake />
               <Weight>0.390</Weight>
               <TargetWeight>5000</TargetWeight>
               <Lifetime>3.0</Lifetime>
               <CtrLifetime>2.0</CtrLifetime>
               <ContainerLifetime>3.0</ContainerLifetime>
               <Efficiency>0.04</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.295</DragCoeff>
               <OpArea>0.0007068</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>887.5</InitSpeed>
               <EngThrust>0</EngThrust>
               <ThrustDuration>0</ThrustDuration>
           </Shell>
       </Gun>
       <Gun>
           <Type>MachineGun</Type>
           <Name>M61 Vulcan</Name>
           <Desc>M61 Vulcan six-barreled cannon</Desc>
           <HudString>GUN</HudString>
           <Pix />
           <ConeAngle>0.0015</ConeAngle>
           <TargetRange>1500</TargetRange>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\VulcanCannon.wav" loopBeg="0.5139" loopEnd="1.3059" finishLoop="0" gain="1.0" />
           <Shell>
               <Name>Vulcan Bullet</Name>
               <Desc>20mm Vulcan Bullet</Desc>
               <HudString>M61</HudString>
               <Pix />
               <Container>CS_Weapon_M61Vulcan</Container>
               <FxWake />
               <Weight>0.1024</Weight>
               <TargetWeight>5000</TargetWeight>
               <Lifetime>3.0</Lifetime>
               <CtrLifetime>2.0</CtrLifetime>
               <Efficiency>0.026</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.295</DragCoeff>
               <OpArea>0.0003141</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>1050</InitSpeed>
               <EngThrust>0</EngThrust>
               <ThrustDuration>0</ThrustDuration>
           </Shell>
       </Gun>
       <Gun>
           <Type>RocketLauncher</Type>
           <Name>Hydra 70</Name>
           <Desc>Description of rocket launcher</Desc>
           <HudString>ROCKE</HudString>
           <Pix />
           <ConeAngle>0.005</ConeAngle>
           <TargetRange>2500</TargetRange>
           <MaxGForce>3</MaxGForce>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket1.wav" gain="0.3" />
           <Shell>
               <Name>Hydra 70</Name>
               <Desc>Hydra 70 rocket</Desc>
               <HudString>H70</HudString>
               <Pix />
               <Container>CS_Weapon_Hydra70</Container>
               <FxWake>csweapon_rocket_wake1</FxWake>
               <Weight>12.2</Weight>
               <TargetWeight>10000</TargetWeight>
               <Lifetime>4.0</Lifetime>
               <CtrLifetime>4.0</CtrLifetime>
               <Efficiency>0.3</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.04</DragCoeff>
               <OpArea>0.004</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>0</InitSpeed>
               <EngThrust>5926</EngThrust>
               <ThrustDuration>1.075</ThrustDuration>
           </Shell>
       </Gun>
       <Gun>
           <Type>RocketLauncher</Type>
           <Name>Zuni127</Name>
           <Desc>Description of rocket launcher</Desc>
           <HudString>ROCKE</HudString>
           <Pix />
           <ConeAngle>0.005</ConeAngle>
           <TargetRange>2500</TargetRange>
           <MaxGForce>3</MaxGForce>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket1.wav" gain="1.0" />
           <Shell>
               <Name>Zuni127</Name>
               <Desc>Zuni127 rocket</Desc>
               <HudString>Z127</HudString>
               <Pix />
               <Container>CS_Weapon_Zuni127</Container>
               <FxWake>csweapon_rocket_wake1</FxWake>
               <Weight>12.2</Weight>
               <TargetWeight>10000</TargetWeight>
               <Lifetime>4.0</Lifetime>
               <CtrLifetime>4.0</CtrLifetime>
               <Efficiency>0.5</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.04</DragCoeff>
               <OpArea>0.004</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>0</InitSpeed>
               <EngThrust>5926</EngThrust>
               <ThrustDuration>1.075</ThrustDuration>
           </Shell>
       </Gun>
       <Gun>
           <Type>MissileLauncher</Type>
           <Name>AIM-9</Name>
           <Desc>AIM-9 Sidewinder</Desc>
           <HudString>AA</HudString>
           <Pix />
           <ConeAngle>0.005</ConeAngle>
           <TargetRange>18000</TargetRange>
           <MinRange>1000</MinRange>
           <MaxGForce>3</MaxGForce>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.5" />
           <Shell>
               <Name>AIM-9</Name>
               <Desc>AIM-9 Sidewinder</Desc>
               <HudString>AIM9</HudString>
               <Pix />
               <Container>CS_Weapon_AIM9</Container>
               <FxWake>csweapon_rocket_wake2</FxWake>
               <Weight>86.2</Weight>
               <TargetWeight>20000</TargetWeight>
               <Lifetime>25.0</Lifetime>
               <CtrLifetime>25.0</CtrLifetime>
               <Efficiency>0.3</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.18</DragCoeff>
               <OpArea>0.015</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>0</InitSpeed>
               <EngThrust>6000</EngThrust>
               <ThrustDuration>10.0</ThrustDuration>
               <TurnRate>0.4</TurnRate>
               <!-- missiles only: maximum turn rate. Radians -->
               <SteerDelay>1.0</SteerDelay>
               <!-- missiles only: initial acceleration time before self-homing begins. Seconds -->
               <SeekerAngle>3.1416</SeekerAngle>
               <!-- IR missiles only: IR seeker maximum vield of view angle. Radians -->
               <SelfDestrTime>10.0</SelfDestrTime>
               <!-- missiles only: self-destruction delay if a lock missed after launch. Seconds -->
           </Shell>
       </Gun>
       <Gun>
           <Type>MissileLauncher</Type>
           <Name>AIM-7</Name>
           <Desc>AIM-7 Sparrow</Desc>
           <HudString>AA</HudString>
           <Pix />
           <ConeAngle>0.005</ConeAngle>
           <TargetRange>45000</TargetRange>
           <MinRange>2000</MinRange>
           <MaxGForce>3</MaxGForce>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket3.wav" gain="0.7" />
           <Shell>
               <Name>AIM-7</Name>
               <Desc>AIM-7 Sparrow</Desc>
               <HudString>AIM7</HudS

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 22nd, 2012 at 7:55pm
follow

panel.csweapon

// This Panel.cfg file created by FS Panel Studio panel editor utility - http://www.fspanelstudio.com
// Built Thursday, May 29, 2008 at 20:46 FSPS Build:20207

[Window Titles]
Window00=Main Panel high Visibility
Window01=Weapon Control Panel
Window02=HUD
Window03=HUD Glass
Window04=Side Panel right
Window05=Side Panel left
Window06=Mini Panel
Window07=Main Panel low Visibility
Window08=Radio Panel
Window09=Collective


[VIEWS]
VIEW_FORWARD_WINDOWS=MAIN_PANEL,10000,10002,10001,10003,10004,MINIPANEL

VIEW_FORWARD_ZOOM=0.750
VIEW_FORWARD_DIR=5.500, 0.000, 0.000



//--------------------------------------------------------
[Window00]
file=..\panel\main_panel_hv_1280_960.bmp
size_mm=1280,960
position=7
visible=1
ident=MAIN_PANEL
sizeable=1
window_size= 1.000, 1.000
window_pos= 0.000, 0.000

gauge00=F-5E_Tiger_II_FV\KRS3_Drag_Chute!KRS2_Drag_Chute,  163,634,93,31
gauge01=F-5E_Tiger_II_FV\KRS3_Altimeter!KRS2_Altimeter,  268,669,113,118
gauge02=F-5E_Tiger_II_FV\KRS3_VSI!KRS2_VSI,  413,779,104,101
gauge03=F-5E_Tiger_II_FV\KRS3_Airspeed!KRS2_Airspeed,  266,539,115,115
gauge04=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_l,  393,542,110,108
gauge05=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_s,  333,787,80,78
gauge06=F-5E_Tiger_II_FV\KRS3_AOA!KRS2_AOA,  240,776,95,96
gauge07=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_on_off,  410,608,38,24
gauge08=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_on_off,  346,835,28,17
gauge09=F-5E_Tiger_II_FV\KRS3_RMI!KRS2_RMI,  389,659,121,121
gauge10=F-5E_Tiger_II_FV\KRS3_RMI_X!KRS2_RMI_on_off,  474,700,21,27
gauge11=F-5E_Tiger_II_FV\KRS3_Landing_Gear!KRS2_Landing_Gear,  103,707,125,179
gauge12=F-5E_Tiger_II_FV\KRS3_Clock!KRS2_Clock,  814,786,66,67
gauge13=F-5E_Tiger_II_FV\KRS3_RPM!KRS2_RPM1,  924,573,64,65
gauge14=F-5E_Tiger_II_FV\KRS3_RPM!KRS2_RPM2,  999,  574 ,62,64
gauge15=F-5E_Tiger_II_FV\KRS3_EGT_L!KRS2_EGT_L,  923,649,63,64
gauge16=F-5E_Tiger_II_FV\KRS3_EGT_R!KRS2_EGT_R,  997,648,63,65
gauge17=F-5E_Tiger_II_FV\KRS3_Nozzle!KRS2_Nozzle_1,  921,722,62,64
gauge18=F-5E_Tiger_II_FV\KRS3_Nozzle!KRS2_Nozzle_2,  995,721,62,63
gauge19=F-5E_Tiger_II_FV\KRS3_Fuel_L_R!KRS3_Fuel_L_R,  991,794,62,62
gauge20=F-5E_Tiger_II_FV\KRS3_Compass!KRS2_Compass,  1063,401,83,71
gauge21=F-5E_Tiger_II_FV\KRS3_Oil_Pressure!KRS2_Oil_Pressure,  1063,715,70,73
gauge22=F-5E_Tiger_II_FV\KRS3_Fuel_Flow!KRS2_Fuel_Flow,  918,792,67,71
gauge23=F-5E_Tiger_II_FV\KRS3_Turn_Indicator!KRS2_Turn_Indicator,  604,484,71,37
gauge24=F-5E_Tiger_II_FV\KRS3_Eng_L_Fire!KRS2_Eng_L_Fire,  513,685,19,75
gauge25=F-5E_Tiger_II_FV\KRS3_Radio_Call!KRS3_Radio_Call,  317,509,47,18
gauge28=F-5E_Tiger_II_FV\KRS3_Effects!KRS2_Vortices_Flaps,  364,89,20,20
gauge29=F-5E_Tiger_II_FV\KRS3_G_Meter!KRS2_G_Meter,  800,490,99,99
gauge30=F-5E_Tiger_II_FV\KRS3_G_Meter_Cover!KRS2_G_Meter_Cover,  784,490,53,37
gauge31=F-5E_Tiger_II_FV\KRS3_AOA_Status!KRS2_AOA_on_off,  263,815,16,16
gauge32=F-5E_Tiger_II_FV\KRS3_Aux_Intake_Doors!KRS2_Aux_Intake_Doors,  1070,659,24,24
gauge33=F-5E_Tiger_II_FV\KRS3_Tailhook!KRS2_Tailhook,  237,712,30,31
gauge34=F-5E_Tiger_II_FV\KRS3_Eng_R_Fire!KRS2_Eng_R_Fire,  776,685,20,76
gauge35=F-5E_Tiger_II_FV\KRS3_Master_Caution!KRS2_Master_Caution,  893,779,25,81
gauge36=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_System_initialize,  200,180,20,20
gauge37=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Radios_initialize,  171,198,20,20
gauge38=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Master_Avionics,  819,909,32,43
gauge39=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_System_initialize,  262,137,20,20
gauge40=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_Screen_rund_hv,  807,664,104,105
gauge41=F-5E_Tiger_II_FV\KRS3_Mirrors_night!KRS2_Mirror_right_hv,  1088,227,263,406
gauge42=F-5E_Tiger_II_FV\KRS3_Mirrors_night!KRS2_Mirror_left_hv,  -68,224,259,403
gauge43=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Panel_Switches_hv,  754,590,152,61
gauge44=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Strobe_Lights,  836,595,20,20
gauge45=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Nav_Lights,  836,626,20,21
gauge46=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Panel_Lights,  860,594,19,20
gauge47=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Radios_small,  575,908,59,50
gauge48=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_White_Lights,  859,624,21,24
gauge49=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_Hangar_Box_Switch,  492,528,35,31
gauge50=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Speed_Brake_Light,  130,682,27,25
gauge51=F-5E_Tiger_II_FV\KRS3_Smoke_System!KRS3_Toggle_Smoke,  0,0,40,40
gauge52=F-5E_Tiger_II_FV\KRS3_Auto_Flaps!KRS2_Flaps_Auto_Control,  664,44,30,28
gauge53=F-5E_Tiger_II_FV\KRS3_Auto_Flaps!KRS2_Flaps_Position_Indicator,  238,563,25,25
gauge54=F-5E_Tiger_II_FV\KRS3_Hydraulic!HYDU,  897,522,40,40
gauge55=F-5E_Tiger_II_FV\KRS3_Hydraulic!HYDF,  956,522,41,41
gauge56=F-5E_Tiger_II_FV\KRS3_Trim_Indicator!KRS2_Pitch_Trim_d,  396,490,42,43
gauge57=F-5E_Tiger_II_FV\KRS3_Cabine_Pressure!CP_Pressure,  1057,787,72,73
gauge58=F-5E_Tiger_II_FV\KRS3_Speed_Brake_Sound!KRS3_Speed_Brake_Sound,  476,48,33,33
gauge59=F-5E_Tiger_II_FV\KRS3_Fuel_Selector!KRS3_Fuel_Selector_initialize,  1004,152,26,36
gauge60=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_GPWS_Switch,  810,595,21,21
gauge61=F-5E_Tiger_II_FV\KRS3_Landing_Gear!KRS2_Manual_Gear_Extension,  16,868,49,84
gauge62=F-5E_Tiger_II_FV\KRS3_Effects!KRS2_Supersonic,  578,47,20,20
gauge63=F-5E_Tiger_II_FV\KRS3_Supersonic!KRS3_Supersonic,  615,38,28,31
gauge64=F-5E_Tiger_II_FV\KRS3_Traffic_Radar!Radar_Screen,  584,724,144,137
gauge65=F-5E_Tiger_II_FV\KRS3_Traffic_Radar!Radar_Cover_hv,  550,686,213,212
gauge66=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_Screen_hv,  571,709,174,170
gauge67=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_jettison_all_button,  445,888,72,70
gauge68=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_nose_gear_up,  739,53,20,20
gauge69=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_Reset_Drag_Chute,  948,121,20,20
draw_order00= gauge64, gauge65, gauge66

//--------------------------------------------------------
[Window07]
file=..\panel\main_panel_lv_1280_960.bmp
size_mm=1280,960
position=7
visible=0
ident=10000
sizeable=1
window_size= 1.000, 1.000
window_pos= 0.000, 0.000

gauge00=F-5E_Tiger_II_FV\KRS3_Drag_Chute!KRS2_Drag_Chute,  57,652,103,58
gauge01=F-5E_Tiger_II_FV\KRS3_Altimeter!KRS2_Altimeter,  180,700,139,146
gauge02=F-5E_Tiger_II_FV\KRS3_VSI!KRS2_VSI,  359,837,127,124
gauge03=F-5E_Tiger_II_FV\KRS3_Airspeed!KRS2_Airspeed,  177,540,144,144
gauge04=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_l,  335,543,134,135
gauge05=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_s,  260,846,98,94
gauge06=F-5E_Tiger_II_FV\KRS3_AOA!KRS2_AOA,  144,833,118,119
gauge07=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_on_off,  357,627,46,28
gauge08=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_on_off,  276,905,31,19
gauge09=F-5E_Tiger_II_FV\KRS3_RMI!KRS2_RMI,  327,688,152,149
gauge10=F-5E_Tiger_II_FV\KRS3_RMI_X!KRS2_RMI_on_off,  435,734,26,37
gauge11=F-5E_Tiger_II_FV\KRS3_Landing_Gear!KRS2_Landing_Gear,  -26,746,156,223
gauge12=F-5E_Tiger_II_FV\KRS3_Clock!KRS2_Clock,  855,845,82,82
gauge13=F-5E_Tiger_II_FV\KRS3_RPM!KRS2_RPM1,  990,581,80,81
gauge14=F-5E_Tiger_II_FV\KRS3_RPM!KRS2_RPM2,  1083,  583 ,76,79
gauge15=F-5E_Tiger_II_FV\KRS3_EGT_L!KRS2_EGT_L,  987,675,80,80
gauge16=F-5E_Tiger_II_FV\KRS3_EGT_R!KRS2_EGT_R,  1080,673,79,80
gauge17=F-5E_Tiger_II_FV\KRS3_Nozzle!KRS2_Nozzle_1,  986,767,78,79
gauge18=F-5E_Tiger_II_FV\KRS3_Nozzle!KRS2_Nozzle_2,  1078,766,76,79
gauge19=F-5E_Tiger_II_FV\KRS3_Fuel_L_R!KRS3_Fuel_L_R,  1075,856,76,77
gauge20=F-5E_Tiger_II_FV\KRS3_Compass!KRS2_Compass,  1163,367,101,88
gauge21=F-5E_Tiger_II_FV\KRS3_Oil_Pressure!KRS2_Oil_Pressure,  1160,756,86,90
gauge22=F-5E_Tiger_II_FV\KRS3_Fuel_Flow!KRS2_Fuel_Flow,  982,852,82,87
gauge23=F-5E_Tiger_II_FV\KRS3_Turn_Indicator!KRS2_Turn_Indicator,  594,471,89,48
gauge24=F-5E_Tiger_II_FV\KRS3_Eng_L_Fire!KRS2_Eng_L_Fire,  481,720,26,95
gauge25=F-5E_Tiger_II_FV\KRS3_Radio_Call!KRS3_Radio_Call,  240,503,57,22
gauge28=F-5E_Tiger_II_FV\KRS3_Effects!KRS2_Vortices_Flaps,  166,52,20,20
gauge29=F-5E_Tiger_II_FV\KRS3_G_Meter!KRS2_G_Meter,  837,480,120,121
gauge30=F-5E_Tiger_II_FV\KRS3_G_Meter_Cover!KRS2_G_Meter_Cover,  814,482,69,43
gauge31=F-5E_Tiger_II_FV\KRS3_AOA_Status!KRS2_AOA_on_off,  170,882,22,21
gauge32=F-5E_Tiger_II_FV\KRS3_Aux_Intake_Doors!KRS2_Aux_Intake_Doors,  1170,688,27,30
gauge33=F-5E_Tiger_II_FV\KRS3_Tailhook!KRS2_Tailhook,  143,754,35,36
gauge34=F-5E_Tiger_II_FV\KRS3_Eng_R_Fire!KRS2_Eng_R_Fire,  807,719,24,94
gauge35=F-5E_Tiger_II_FV\KRS3_Master_Caution!KRS2_Master_Caution,  951,837,31,100
gauge36=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Radios_initialize,  253,8,20,20
gauge37=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_System_initialize,  69,119,20,20
gauge38=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_System_initialize,  212,27,20,20
gauge39=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_Screen_rund_lv,  842,691,132,133
gauge40=F-5E_Tiger_II_FV\KRS3_Mirrors_night!KRS2_Mirror_left_lv,  1,160,115,241
gauge41=F-5E_Tiger_II_FV\KRS3_Mirrors_night!KRS2_Mirror_right_lv,  1164,162,116,246
gauge42=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Panel_Switches_lv,  781,602,188,76
gauge43=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Nav_Lights,  881,646,26,27
gauge44=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Strobe_Lights,  882,607,27,28
gauge45=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Panel_Lights,  912,607,25,27
gauge46=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_White_Lights,  911,644,28,31
gauge47=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_Hangar_Box_Switch,  457,528,40,36
gauge48=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Speed_Brake_Light,  9,716,34,31
gauge49=F-5E_Tiger_II_FV\KRS3_Smoke_System!KRS3_Toggle_Smoke,  0,0,40,40
gauge50=F-5E_Tiger_II_FV\KRS3_Hydraulic!HYDU,  956,519,50,50
gauge51=F-5E_Tiger_II_FV\KRS3_Hydraulic!HYDF,  1029,520,49,49
gauge52=F-5E_Tiger_II_FV\KRS3_Trim_Indicator!KRS2_Pitch_Trim_d,  340,483,50,50
gauge53=F-5E_Tiger_II_FV\KRS3_Cabine_Pressure!CP_Pressure,  1154,846,90,89
gauge54=F-5E_Tiger_II_FV\KRS3_Speed_Brake_Sound!KRS3_Speed_Brake_Sound,  1173,124,25,27
gauge55=F-5E_Tiger_II_FV\KRS3_Fuel_Selector!KRS3_Fuel_Selector_initialize,  1103,72,30,31
gauge56=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_GPWS_Switch,  851,607,26,28
gauge57=F-5E_Tiger_II_FV\KRS3_Supersonic!KRS3_Supersonic,  106,144,29,33
gauge58=F-5E_Tiger_II_FV\KRS3_Effects!KRS2_Supersonic,  172,114,20,20
gauge59=F-5E_Tiger_II_FV\KRS3_Traffic_Radar!Radar_Screen,  572,769,172,167
gauge60=F-5E_Tiger_II_FV\KRS3_Traffic_Radar!Radar_Cover_lv,  529,722,263,235
gauge61=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_Screen_lv,  555,751,213,206
gauge62=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_nose_gear_up,  1014,27,20,20
gauge63=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_Reset_Drag_Chute,  1056,42,20,20
draw_order00= gauge59, gauge60, gauge61

//--------------------------------------------------------
[Window08]
file=..\panel\radio_panel.bmp
size_mm=418,402
position=7
visible=0
ident=10002
sizeable=1

gauge00=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Radios,  0,0,418,402
gauge01=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_UHF_Power_Switch,  87,167,24,26
gauge02=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_VHF_Power_Switch,  97,342,24,27
gauge03=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Com1_ADF_Switch,  167,133,26,24
gauge04=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Nav1_Nav2_Switch,  171,315,26,24
gauge05=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_NAV1_set,  0,0,418,402
gauge06=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_NAV2_set,  0,0,418,402
gauge07=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_ADF_set,  0,0,418,402
gauge08=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_COM_set,  0,0,418,402
gauge09=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Close_Radio_Panel,  378,16,22,22
gauge10=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_ATC,  188,172,23,23


//--------------------------------------------------------
[Window09]
file=..\panel\collective.bmp
size_mm=240,291
position=7
visible=0
ident=10001
sizeable=1
render_3d_window=1

gauge00=F-5E_Tiger_II_FV\KRS3_Flight_Tuning!KRS2_Elevator_Aileron_Trim,  0,0,159,71
gauge01=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Close_Collective_Panel,  108,95,35,173


//--------------------------------------------------------
[Window04]
file=..\panel\side_panel_right.bmp
size_mm=251,520
position=8
visible=0
ident=10003
sizeable=1

gauge00=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Eng1_Generator_active,  16,6,72,17
gauge01=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Eng2_Generator_active,  172,6,73,17
gauge02=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Canopy_open,  94,6,71,17
gauge03=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Fuel_Quantity_left,  15,75,72,17
gauge04=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Fuel_Quantity_right,  172,74,73,17
gauge05=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Fuel_Pressure_left,  15,98,72,17
gauge06=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Fuel_Pressure_right,  172,99,73,17
gauge07=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Utility_Hydraulic,  16,29,72,17
gauge08=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Flight_Hydraulic,  173,29,73,17
gauge09=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Anti_Skid,  94,29,71,17
gauge10=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_External_Tank_Empty,  15,52,72,17
gauge11=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_IFF,  94,53,71,17
gauge12=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Oxygen,  172,52,73,17
gauge13=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_AOA,  15,121,72,18
gauge14=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_DC_Overload,  94,  75 ,71,17
gauge15=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_INS,  94,98,71,17
gauge16=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Air_Data,  94,121,71,18
gauge17=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Fire,  172,121,73,18
gauge18=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Eng_Anti_Ice,  94,144,71,19
gauge19=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Pitot_Heat,  16,144,72,19
gauge20=F-5E_Tiger_II_FV\KRS3_Announciator!KRS2_Spare,  171,143,73,19
gauge21=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_System_Power,  43,424,58,59
gauge22=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_System_PP_Dest,  44,324,56,58
gauge23=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Lat_Lon_Display,  0,172,251,72
gauge24=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Destination_set,  109,338,142,182
gauge25=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Sliding_Switch,  27,256,75,30
gauge26=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Close_Right_Side_Panel,  233,174,16,16
gauge27=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_Country_A,  159,300,32,37
gauge28=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_Country_CH,  122,300,33,37
gauge29=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_Country_W,  197,299,32,38
gauge30=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Destination_save,  113,265,28,28
gauge31=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Text_Display,  57,187,150,13


//--------------------------------------------------------
[Window05]
file=..\panel\side_panel_left.bmp
size_mm=268,706
position=6
visible=0
ident=10004
sizeable=1

gauge00=F-5E_Tiger_II_FV\KRS3_Landing_Lights!KRS2_Landing_Lights,  70,27,35
gauge01=F-5E_Tiger_II_FV\KRS3_Fuel_cut_off_left!KRS2_Fuel_cut_off_left,  32,106,42,76
gauge02=F-5E_Tiger_II_FV\KRS3_Fuel_cut_off_right!KRS2_Fuel_cut_off_right,  74,106,44
gauge03=F-5E_Tiger_II_FV\KRS3_Jet_Starter!KRS2_Jet_Starter_left,  123,28,55,50
gauge04=F-5E_Tiger_II_FV\KRS3_Jet_Starter!KRS2_Jet_Starter_right,  178,28,55,50
gauge05=F-5E_Tiger_II_FV\KRS3_Flight_Tuning!KRS2_Rudder_Trim,  148,606,77,79
gauge06=F-5E_Tiger_II_FV\KRS3_Flight_Tuning!KRS2_Yaw_Damper_Switch,  85,629,28,34
gauge07=F-5E_Tiger_II_FV\KRS3_Flight_Tuning!KRS2_Pitch_Damper_Switch,  36,628,28,35
gauge08=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_Power_Power,  168,354,67,67
gauge09=F-5E_Tiger_II_FV\KRS3_Flare!KRS2_Flare_Mode_Switch,  122,475,51,51
gauge10=F-5E_Tiger_II_FV\KRS3_Flare!KRS2_Flare_PRGM,  201,485,35,79
gauge11=F-5E_Tiger_II_FV\KRS3_Auto_Flaps!KRS2_Flaps_Auto_Switch,  1,438,105,133
gauge12=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Close_Left_Side_Panel,  248,0,19,18


//--------------------------------------------------------
[Window06]
file=..\panel\mini_panel.bmp
Background_color=0,0,0
size_mm=1080,144
position=7
visible=1
ident=MINIPANEL
child_3d=1

gauge00=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_Speed_Brake_Light,  134,25,18,17
gauge01=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_Gear_Center,  44,57,19,21
gauge02=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_Gear_Left,  21,80,19,21
gauge03=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_Gear_Right,  67,80,19,21
gauge04=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_Flaps_Indicator,  131,58,32,34
gauge05=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_NAV_1_2,  351,41,67,51
gauge06=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_COM_ADF,  254,41,67,51
gauge07=F-5E_Tiger_II_FV\KRS3_Mini_Panel!KRS2_Heading,  133,105,43,23
gauge08=F-5E_Tiger_II_FV\KRS3_Altimeter!KRS2_Altimeter,  574,27,91,93
gauge09=F-5E_Tiger_II_FV\KRS3_VSI!KRS2_VSI,  779,10,118,114
gauge10=F-5E_Tiger_II_FV\KRS3_Airspeed!KRS2_Airspeed,  685,22,89,92
gauge11=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_l,  461,24,90,85
gauge12=F-5E_Tiger_II_FV\KRS3_Trim_Indicator!KRS2_Pitch_Trim,  908,19,69,70
gauge13=F-5E_Tiger_II_FV\KRS3_Trim_Indicator!KRS2_Aileron_Trim,  983,18,69,70

//--------------------------------------------------------
[Vcockpit00]
Background_color=0,0,0
size_mm=1000,1000
visible=0
pixel_size=700,700
texture=$MM_F5E_P1

gauge00=..\panel\MM_F5E!ASI,         17,  15, 158, 158  
gauge01=..\panel\MM_F5E!ATI,        194,   7, 175, 175
gauge02=..\panel\MM_F5E!ALT,         18, 199, 158, 158
gauge03=..\panel\MM_F5E!HSI,        201, 209, 158, 158
gauge04=..\panel\MM_F5E!AOA,          9, 383, 180, 180
gauge05=..\panel\MM_F5E!VSI,          5, 575, 184, 184
gauge06=..\panel\MM_F5E!SATI,       193, 383, 180, 180
gauge07=..\panel\MM_F5E!RPM1,       376,   4, 134, 134
gauge08=..\panel\MM_F5E!RPM2,       514,   4, 134, 134
gauge09=..\panel\MM_F5E!EGT1,       376, 146, 134, 134
gauge10=..\panel\MM_F5E!EGT2,       514, 146, 134, 134
gauge11=..\panel\MM_F5E!NOZ1,       374, 288, 135, 135
gauge12=..\panel\MM_F5E!NOZ2,       514, 288, 135, 135
gauge13=..\panel\MM_F5E!FFL,        376, 428, 135, 135
gauge14=..\panel\MM_F5E!FLQ,        514, 428, 135, 135
gauge15=..\panel\MM_F5E!OIL,        655, 288, 135, 135
gauge16=..\panel\MM_F5E!CPR,        655, 428, 135, 135
gauge17=..\panel\MM_F5E!TRM,        560, 575,  70,  70
gauge18=..\panel\MM_F5E!FLP,        645, 575,  72,  72
gauge19=..\panel\MM_F5E!LGC,        610, 660,  25,  25
gauge20=..\panel\MM_F5E!LGL,        568, 659,  25,  25
gauge21=..\panel\MM_F5E!LGR,        654, 659,  25,  25
gauge22=..\panel\MM_F5E!TRC,        560, 696, 138, 45
gauge23=..\panel\MM_F5E!GFI,        660, 150, 125, 125
gauge24=..\panel\MM_F5E!HYDU,       657,   4,  70, 70
gauge25=..\panel\MM_F5E!HYDF,       737,   4,  70, 70
gauge26=..\panel\MM_F5E!CLK,        380, 580, 160, 160
gauge27=..\panel\MM_F5E!AID,        715, 575,  72, 72
gauge28=..\panel\MM_F5E!AAI,        810,  20,  45, 110
gauge29=..\panel\MM_F5E!RDP,         10, 755, 240, 230
gauge30=..\panel\MM_F5E!CWS,        705, 657, 283, 180
gauge31=..\panel\MM_F5E!MCT,        945,   1,  42, 131
gauge32=..\panel\MM_F5E!EFL,        860,   1,  42, 131
gauge33=..\panel\MM_F5E!EFR,        905,   1,  42, 131
gauge34=..\panel\MM_F5E!TWP,        797, 543, 200, 100
gauge35=..\panel\MM_F5E!OXYG,       793, 145,  80,  80
gauge36=..\panel\MM_F5E!OXYP,       903, 145,  90,  90
gauge37=..\panel\MM_F5E!ENG1,       671,  80,  74,  54
gauge38=..\panel\MM_F5E!ENG2,       751,  80,  74,  54
gauge39=..\panel\MM_F5E!ABI,        962, 934,  25,  25

[Color]
Night=127,143,121
Luminous=127,143,121

[Default View]
X=0
Y=0
SIZE_X=8191
SIZE_Y=6143

;--- Weapon ---

[Window01]
Background_color=0,0,0
no_luminous=1
size_mm=1024, 170
position=7
visible=0
window_size=1.000, 0.170
ident=10901
zorder=2
gauge00=CSWeapon_panel!CSWeapon_panel, 0, 0, 1024, 170

[Window02]
Background_color=0,0,0
no_luminous=1
size_mm=400, 400
position=4
child_3d=0
visible=0
window_size=0.585, 0.585
ident=10902
zorder=1
gauge00=CSWeapon!hud2d, 0, 0, 400, 400

[Window03]
file=HUD_Glass.bmp
size_mm=1024, 768
no_luminous=1
position=7
visible=0
window_size=1.0, 1.0
ident=10903
zorder=0
alpha_blend=0.35

panel

// This Panel.cfg file created by FS Panel Studio panel editor utility - http://www.fspanelstudio.com
// Built Thursday, May 29, 2008 at 20:46 FSPS Build:20207

[Window Titles]
Window00=Main Panel high Visibility
Window01=Main Panel low Visibility
Window02=Radio Panel
Window03=Collective
Window04=Side Panel right
Window05=Side Panel left
Window06=Mini Panel


[VIEWS]
VIEW_FORWARD_WINDOWS=MAIN_PANEL,10000,10002,10001,10003,10004,MINIPANEL

VIEW_FORWARD_ZOOM=0.750
VIEW_FORWARD_DIR=5.500, 0.000, 0.000



//--------------------------------------------------------
[Window00]
file=main_panel_hv_1280_960.bmp
size_mm=1280,960
position=7
visible=1
ident=MAIN_PANEL
sizeable=1
window_size= 1.000, 1.000
window_pos= 0.000, 0.000

gauge00=F-5E_Tiger_II_FV\KRS3_Drag_Chute!KRS2_Drag_Chute,  163,634,93,31
gauge01=F-5E_Tiger_II_FV\KRS3_Altimeter!KRS2_Altimeter,  268,669,113,118
gauge02=F-5E_Tiger_II_FV\KRS3_VSI!KRS2_VSI,  413,779,104,101
gauge03=F-5E_Tiger_II_FV\KRS3_Airspeed!KRS2_Airspeed,  266,539,115,115
gauge04=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_l,  393,542,110,108
gauge05=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_Indicator_s,  333,787,80,78
gauge06=F-5E_Tiger_II_FV\KRS3_AOA!KRS2_AOA,  240,776,95,96
gauge07=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_on_off,  410,608,38,24
gauge08=F-5E_Tiger_II_FV\KRS3_Attitude!KRS2_Attitude_on_off,  346,835,28,17
gauge09=F-5E_Tiger_II_FV\KRS3_RMI!KRS2_RMI,  389,659,121,121
gauge10=F-5E_Tiger_II_FV\KRS3_RMI_X!KRS2_RMI_on_off,  474,700,21,27
gauge11=F-5E_Tiger_II_FV\KRS3_Landing_Gear!KRS2_Landing_Gear,  103,707,125,179
gauge12=F-5E_Tiger_II_FV\KRS3_Clock!KRS2_Clock,  814,786,66,67
gauge13=F-5E_Tiger_II_FV\KRS3_RPM!KRS2_RPM1,  924,573,64,65
gauge14=F-5E_Tiger_II_FV\KRS3_RPM!KRS2_RPM2,  999,  574 ,62,64
gauge15=F-5E_Tiger_II_FV\KRS3_EGT_L!KRS2_EGT_L,  923,649,63,64
gauge16=F-5E_Tiger_II_FV\KRS3_EGT_R!KRS2_EGT_R,  997,648,63,65
gauge17=F-5E_Tiger_II_FV\KRS3_Nozzle!KRS2_Nozzle_1,  921,722,62,64
gauge18=F-5E_Tiger_II_FV\KRS3_Nozzle!KRS2_Nozzle_2,  995,721,62,63
gauge19=F-5E_Tiger_II_FV\KRS3_Fuel_L_R!KRS3_Fuel_L_R,  991,794,62,62
gauge20=F-5E_Tiger_II_FV\KRS3_Compass!KRS2_Compass,  1063,401,83,71
gauge21=F-5E_Tiger_II_FV\KRS3_Oil_Pressure!KRS2_Oil_Pressure,  1063,715,70,73
gauge22=F-5E_Tiger_II_FV\KRS3_Fuel_Flow!KRS2_Fuel_Flow,  918,792,67,71
gauge23=F-5E_Tiger_II_FV\KRS3_Turn_Indicator!KRS2_Turn_Indicator,  604,484,71,37
gauge24=F-5E_Tiger_II_FV\KRS3_Eng_L_Fire!KRS2_Eng_L_Fire,  513,685,19,75
gauge25=F-5E_Tiger_II_FV\KRS3_Radio_Call!KRS3_Radio_Call,  317,509,47,18
gauge28=F-5E_Tiger_II_FV\KRS3_Effects!KRS2_Vortices_Flaps,  364,89,20,20
gauge29=F-5E_Tiger_II_FV\KRS3_G_Meter!KRS2_G_Meter,  800,490,99,99
gauge30=F-5E_Tiger_II_FV\KRS3_G_Meter_Cover!KRS2_G_Meter_Cover,  784,490,53,37
gauge31=F-5E_Tiger_II_FV\KRS3_AOA_Status!KRS2_AOA_on_off,  263,815,16,16
gauge32=F-5E_Tiger_II_FV\KRS3_Aux_Intake_Doors!KRS2_Aux_Intake_Doors,  1070,659,24,24
gauge33=F-5E_Tiger_II_FV\KRS3_Tailhook!KRS2_Tailhook,  237,712,30,31
gauge34=F-5E_Tiger_II_FV\KRS3_Eng_R_Fire!KRS2_Eng_R_Fire,  776,685,20,76
gauge35=F-5E_Tiger_II_FV\KRS3_Master_Caution!KRS2_Master_Caution,  893,779,25,81
gauge36=F-5E_Tiger_II_FV\KRS3_Navigation_System_ww!KRS3_Navigation_System_initialize,  200,180,20,20
gauge37=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Radios_initialize,  171,198,20,20
gauge38=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Master_Avionics,  819,909,32,43
gauge39=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_System_initialize,  262,137,20,20
gauge40=F-5E_Tiger_II_FV\KRS3_Radar_System!KRS2_Radar_Screen_rund_hv,  807,664,104,105
gauge41=F-5E_Tiger_II_FV\KRS3_Mirrors_night!KRS2_Mirror_right_hv,  1088,227,263,406
gauge42=F-5E_Tiger_II_FV\KRS3_Mirrors_night!KRS2_Mirror_left_hv,  -68,224,259,403
gauge43=F-5E_Tiger_II_FV\KRS3_Switch_Panel!KRS3_Panel_Switches_hv,  754,590,152,61
gauge44=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Strobe_Lights,  836,595,20,20
gauge45=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Nav_Lights,  836,626,20,21
gauge46=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Panel_Lights,  860,594,19,20
gauge47=F-5E_Tiger_II_FV\KRS3_Radios!KRS3_Radios_small,  575,908,59,50
gauge48=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_White_Lights,  859,624,21,24
gauge49=F-5E_Tiger_II_FV\KRS3_Switches!KRS3_Hangar_Box_Switch,  492,528,35,31
gauge50=F-5E_Tiger_II_FV\KRS3_Switches!KRS2_Speed_Brake_Light,  130,682,27,25
gauge51=F-5E_Tiger_II_FV\KRS3_Smoke_System!KRS3_Toggle_Smoke,  0,0,40,40
gauge52=F-5E_Tiger_II_FV\KRS3_Auto_Flaps!KRS2_Flaps_Auto_Control,  664,44,30,28
gauge53=F-5E_Tiger_II_FV\KRS3_Auto_Flaps!KRS2_Flaps_Position_Indicator,  238,563,25,25
gauge54=F-5E_Tiger_II_FV\KRS3_Hydraulic!HYDU,  897,522,40,40
gauge55=F-5E_Tiger_II_FV\KRS3_Hydraulic!HYDF,  956,522,41,41
gauge56=F-5E_Tiger_II_FV\KRS3_Trim_Indicator!KRS2_Pitch_Tri

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Mar 23rd, 2012 at 12:08am
Hi ivo.

The HUD should be one of these listed in tis section:

[Vcockpit00]
Background_color=0,0,0
size_mm=1000,1000
visible=0
pixel_size=700,700
texture=$MM_F5E_P1

gauge00=..\panel\MM_F5E!ASI,         17,  15, 158, 158  
gauge01=..\panel\MM_F5E!ATI,        194,   7, 175, 175
gauge02=..\panel\MM_F5E!ALT,         18, 199, 158, 158
gauge03=..\panel\MM_F5E!HSI,        201, 209, 158, 158
gauge04=..\panel\MM_F5E!AOA,          9, 383, 180, 180
gauge05=..\panel\MM_F5E!VSI,          5, 575, 184, 184
gauge06=..\panel\MM_F5E!SATI,       193, 383, 180, 180
gauge07=..\panel\MM_F5E!RPM1,       376,   4, 134, 134
gauge08=..\panel\MM_F5E!RPM2,       514,   4, 134, 134
gauge09=..\panel\MM_F5E!EGT1,       376, 146, 134, 134
gauge10=..\panel\MM_F5E!EGT2,       514, 146, 134, 134
gauge11=..\panel\MM_F5E!NOZ1,       374, 288, 135, 135
gauge12=..\panel\MM_F5E!NOZ2,       514, 288, 135, 135
gauge13=..\panel\MM_F5E!FFL,        376, 428, 135, 135
gauge14=..\panel\MM_F5E!FLQ,        514, 428, 135, 135
gauge15=..\panel\MM_F5E!OIL,        655, 288, 135, 135
gauge16=..\panel\MM_F5E!CPR,        655, 428, 135, 135
gauge17=..\panel\MM_F5E!TRM,        560, 575,  70,  70
gauge18=..\panel\MM_F5E!FLP,        645, 575,  72,  72
gauge19=..\panel\MM_F5E!LGC,        610, 660,  25,  25
gauge20=..\panel\MM_F5E!LGL,        568, 659,  25,  25
gauge21=..\panel\MM_F5E!LGR,        654, 659,  25,  25
gauge22=..\panel\MM_F5E!TRC,        560, 696, 138, 45
gauge23=..\panel\MM_F5E!GFI,        660, 150, 125, 125
gauge24=..\panel\MM_F5E!HYDU,       657,   4,  70, 70
gauge25=..\panel\MM_F5E!HYDF,       737,   4,  70, 70
gauge26=..\panel\MM_F5E!CLK,        380, 580, 160, 160
gauge27=..\panel\MM_F5E!AID,        715, 575,  72, 72
gauge28=..\panel\MM_F5E!AAI,        810,  20,  45, 110
gauge29=..\panel\MM_F5E!RDP,         10, 755, 240, 230
gauge30=..\panel\MM_F5E!CWS,        705, 657, 283, 180
gauge31=..\panel\MM_F5E!MCT,        945,   1,  42, 131
gauge32=..\panel\MM_F5E!EFL,        860,   1,  42, 131
gauge33=..\panel\MM_F5E!EFR,        905,   1,  42, 131
gauge34=..\panel\MM_F5E!TWP,        797, 543, 200, 100
gauge35=..\panel\MM_F5E!OXYG,       793, 145,  80,  80
gauge36=..\panel\MM_F5E!OXYP,       903, 145,  90,  90
gauge37=..\panel\MM_F5E!ENG1,       671,  80,  74,  54
gauge38=..\panel\MM_F5E!ENG2,       751,  80,  74,  54
gauge39=..\panel\MM_F5E!ABI,        962, 934,  25,  25


Unless it is created as a part of the model itself (built in). I don't know which entry it is either. And because I don't own a copy of that aircraft, I can't really help you any further with it. Sorry.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ivo on Mar 23rd, 2012 at 9:12am
Many thanks Markoz, I hope that someboby read this topic and help us

Bye Ivo

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by bobo on May 3rd, 2012 at 5:39pm

Captain Sim wrote on Feb 9th, 2011 at 3:14pm:
The Weapon is a simple one click installation for default aircraft (listed in the Manual). But installation to a random third-party aircraft obviously requires some extra efforts from a user.


On the Weapon for FSX product page you mentioned in bold red text:
"The Weapon is not just a modification for some specific aircraft.
The Weapon works with any FSX aircraft/rotorcraft."

This would cause a customer, such as myself who purchased today, to assume it does just that.  However upon discovering this thread it seems to fall short of that.  I didn't think I'd have to be poking  around in files, experimenting, editing etc. for it to work with other third party aircraft.  Personally I don't have the time or know how to do all that.  

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on May 3rd, 2012 at 7:49pm
It works fine in every aircraft I ever added it to. The VC HUD is the tricky bit and must be done by you. That's what this Topic is mostly about, adding the Weapon for FSX VC HUD into other 3rd party addons.

The 2D Weapon Control Panel, HUD and HUD Glass all work fine in any aircraft.

Mark

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by bobo on May 3rd, 2012 at 9:21pm
Thank you for enlightening Mark.  Seeing all the posts with data in this thread had my mind staggering.

I appreciate your taking the time to reply.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 7th, 2012 at 8:46am
[....] The "Loader" usually adds the Weapon Control Panal at Window01, the HUD at Window02 and the HUD Glass at Window03 (SHIFT+1, SHIFT+2 and SHIFT+3). This sometimes messes up the aircraft panel especially if the panel is aliased to another aircraft ....

how to proceed when the panel is aliased to another aircraft ?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 7th, 2012 at 11:45am

ontheair wrote on Jul 7th, 2012 at 8:46am:
[....] The "Loader" usually adds the Weapon Control Panal at Window01, the HUD at Window02 and the HUD Glass at Window03 (SHIFT+1, SHIFT+2 and SHIFT+3). This sometimes messes up the aircraft panel especially if the panel is aliased to another aircraft ....

how to proceed when the panel is aliased to another aircraft ?

This is how I dealt with that in the WoP3 Spitfire:

The is how the " Weapon Loader" did it:
[Window Titles]
Window00=Main Panel
Window01=Weapon Control Panel
Window02=HUD
Window03=HUD Glass
Window04=Map
Window05=Radios
Window06=Maintenance Hangar
Window07=none0
Window08=none1
Window09=none2    
Window10=dbg
Window11=none3
Window12=none4
Window13=Clipboard
Window14=Mini Controls
Window15=Payload and Fuel Manager

This is what I changed it to:
[Window Titles]
Window00=Main Panel
Window01=Clipboard
Window02=Mini Controls
Window03=Payload and Fuel Manager
Window04=Map
Window05=Radios
Window06=Maintenance Hangar
Window07=Weapon Control Panel
Window08=HUD
Window09=HUD Glass
Window10=none0
Window11=none1
Window12=none2    
Window13=dbg
Window14=none3
Window15=none4

The none0, none1, none2, dbg and none4 panels were changed (put to the bottom of the list because you can't "open" them anyway). The Weapon Control Panel, HUD and HUD Glass were placed after the A2A panels. This allows all the panels to work fine.

When you change, for example, the Window07=none0 to Windows10=none0, the you need to then find [Window07] and change that [Window10] so that it matches the change you did under [Window Titles].

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 7th, 2012 at 4:39pm
thanks for the info I already saw in one of your previous post

But concerning the aliased panel it's a bit different. For the WoP3_P47 + AccuSim there are 3 models : D20, D22 and D23 each of them with a panel.cfg (I'm not talking about the Weapon panel.cfg of course) and the D22 and D23 models are both aliased to the D20 this way

D22 and D23 panel.cfg

[fltsim]
product_code=FSIM
alias=WoP3_P47D-20\panel

just hope I'm clear enough ???

so, in this case of aliased panels what is the correct way to proceed when installing Weapon ?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 9th, 2012 at 5:03am

ontheair wrote on Jul 7th, 2012 at 4:39pm:
thanks for the info I already saw in one of your previous post

But concerning the aliased panel it's a bit different. For the WoP3_P47 + AccuSim there are 3 models : D20, D22 and D23 each of them with a panel.cfg (I'm not talking about the Weapon panel.cfg of course) and the D22 and D23 models are both aliased to the D20 this way

D22 and D23 panel.cfg

[fltsim]
product_code=FSIM
alias=WoP3_P47D-20\panel

just hope I'm clear enough ???

so, in this case of aliased panels what is the correct way to proceed when installing Weapon ?

If they are each in their own folder (as in WoP3_P47D-20, WoP3_P47D-22 and WoP3_P47D-23), this is how I would do it.

Add Weapon for FSX to all of them, then modify the panel.cfg in both the WoP3_P47D-22\panel.csweapon folder and the WoP3_P47D-23\panel.csweapon folder, by replacing everything in the panel.cfg with this:

[fltsim]
product_code=FSIM
alias=WoP3_P47D-20\panel.csweapon


Then save it.

Now the WoP3_P47D-22 and WoP3_P47D-23 are still aliased to theWoP3_P47D-20, but they are using the WoP3_P47D-20\panel.csweapon\panel.cfg.

That should have all of them working fine.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 9th, 2012 at 1:28pm
"That should have all of them working fine"

I confirm all models are working fine when D22 and D23 models are both aliased to the D20 the way you told me. Thank you very much Mark !

Concerning the <!-- Station position (x,y,z) meters, angle of incidence, ammo units quantity --> I'm a bit lost. For example :

<Station name="Left Wing Outer" params="-4.0,0,-0.5,0,-0.017,0,200" />

it makes a total of 7 different values where :
x=-4.0m
y=0m
z=-0.5m
AoA = 0
ammo units qty = -0.0017 ??
next value 0 ??
last value 200 ?? (guess 200 is the ammo units qty)

what am I missing ? how can I get those values x,y,z, and AoA for a specific a/c ?

           

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 9th, 2012 at 4:39pm
<Station name="Nose" params="0,9,0,0,-0.039,0,200" />
<!-- Station position (x,y,z) meters, angle of incidence, ammo units quantity -->

Station position:
x = 0 meters (left/right)
y = 9 meters (forward/backward)
z = 0 meters (up/down)

Angle of incidence:
bank =  0 degrees
pitch = -0.017 degrees - range is + or - 0 to 90 or 180 degrees. Negative (-) is upwards and positive (+) is downwards. I think it is 1.7 degrees.
yaw  = 0 degrees

I may have the bank and yaw reversed, meaning it could be yaw, pitch, bank.

ammo units quantity:
200 = bullets

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 10th, 2012 at 7:21am
thanks, it's now crystal clear

How and where can I get those data and measurements that are aircraft specific ?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 10th, 2012 at 7:27am
from the SDK manual page 7 :

"VC HUD gau should be installed on the aircraft's HUD. Of course there's got to be a physical 3D HUD glass with $ poly in the model"

"$ poly" ??? guess it's related to polygones but i don't get what it means

how can I make sure about the "physical 3D HUD glass" present or not in the model ?


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 10th, 2012 at 8:14am
It works on most (if not all) aircraft that already have a HUD. The "polygon" that the original HUD is displayed on, is also used for the Weapon for FSX HUD.

You remove the original 3D HUD (fa-18!MFD) and replace it with the Weapon for FSX HUD (CSWeapon!hud3d).
The example I used above is the CS_F/A-18, which uses the default Acceleration FA-18 VC and therefore it will use the HUD "poly" that comes with it.

Hope this makes sense.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 10th, 2012 at 2:10pm
After installation via the CSW loader, I tried to disable the original 3D HUD (fa-18!MFD) and replace it with the Weapon for FSX 3D HUD (CSWeapon!hud3d) in the Boeing T45C "Goshawk". The new Vcockpit01 is as follows :

[Vcockpit01]
Background_color=1,1,1
size_mm=512,512
visible=1
pixel_size=512,512
texture=$t45vc

;1 = left DDI
;2 = right DDI
;3 = center DDI

//gauge00=fa-18!MFD, 36,36,440,440, 4 NOSCANLINES   // Original F/A-18 Hud !!!
gauge00=CSWeapon!hud3d, 569.8, 523, 462, 500, 4 NOSCANLINES    // CS Weapon VC hud3d !!! width, height, hor. size, vert. size

and there is no CSW HUD3D showing in the Vc !!!! just the red circle is showing for 2 seconds before vanishing

do the new width, height, hor.size and vert.size (569.8, 523, 462, 500) must match the previous ones (36,36,440,440) ?

from a/c .cfg [Views] eyepoint=12.100, 0, 2.60
from default Weapon.xml <CollimationData>0.0,14.01,3.358,0.307</CollimationData> changed to :<CollimationData>0.0,14.01,2.600,0.307</CollimationData> to get the same Z value

"The Y (to include in the collimation along with X and Z) you can get in two ways : from the model source files or playing with aircrft.cfg eyepoint Y value (-17.0 in sample above) until the eyepoint will lie in the same plane with HUD. Then record the findings to <CollimationData> and set the aircrft.cfg eyepoint back to initial condition"

I did not play with the eyepoint Y value "until the eyepoint will lie in the same plane with HUD" because I'm not sure to understand "will lie in the same plane with HUD" ???? Should I do that to get the best possibel Y value ? I got the CSWeapon!hud3d working in the FSX default F/A 18 whitout doing that kind of manipulation...

where is  the model source file if available ?

I've got exactly the same problem with the Grumman F14D. Both a/c are Dino Cattaneo's addons for FSX

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 11th, 2012 at 3:05am
Here is the difference between the another company F-16 information and the co-ordinates required to get it working.

\\gauge00=..\panel\HUD!HUD,            0,46,254,264 <- default another company setting
gauge00=CSWeapon!hud3d,                 2,-20,254,400 <- Actual setting for the Weapon HUD to be displayed

eyepoint                  = 10.79, -0.015, 3.230 <- the eyepoint in the aircraft.cfg

The <CollimationData></CollimationData> is this <CollimationData>0.0,31.5,-4.5,6.0</CollimationData>

Credit for the HUD CollimationData for the AS F-16 goes to Lost in Isaan

So it is a combination of location in the panel.cfg and the CollimationData settings. There is a lot of blood, sweat and tears involved!

Just take note of all the changes you make and the results to the HUD upon making them. I had the HUD appearing away off in the distance. Upside down. Mirrored. Off to the left. Off to the right. You name it, I had it happen. It gave me a headache trying to do it. I did not know at the time to finish it, as I found that Lost In Isaan had already done it, so I used his results and quit trying it. I have started to do it in the Iris F-14 Tomcat, but because I needed to uninstall, then reinstall FSX, I have not gone back to finish it. I think that the last time I messed with it, it was either upside down, or mirrored. If memory serves me, you are using meters in one, feet in another, so you need to continually convert between them as well. Very frustrating indeed!

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 11th, 2012 at 5:27am
"There is a lot of blood, sweat and tears involved!"

you bet !! It would also give me a headache trying to find the good figures/settings for both the Boeing T45C and Grumman F14 .

Just expecting Lost In Isaan will have a look at both those a/c ... who knows ?

Thanks very much Mark for your constant help

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 12th, 2012 at 7:42am
I'm asking if someone is willing to make a tutorial for VC HUD INSTALLATION with 3rd party a/c. This person should be some kind of an expert of such things cause it seems not that simple. The SDK manual gives some info but, in my opinion, it's not enough :

1. In CSWeapon.xml <GaugeInfo> section set <Collimate>0 аnd <TestFrame>1. That will bring a fixed test pattern to HUD:
2. In panel.cfg place hud3d gau as required. For example : .............
3. In CSWeapon.xml <GaugeInfo> section set aircraft specific collimation data. F/A-18 sample : ..............
Where to get the numbers for my aircraft ? HUD center position X and Z can be taken from aircraft.cfg [Views] eyepoint = -17.0, 0.0, 3.358. The Y you can get in two ways: a) From the model source files b) or playing with aircrft.cfg eyepoint Y value until the eyepoint will lie in the same plane with HUD. Then record the findings to <CollimationData> and set the aircrft.cfg eyepoint back to initial condition.
4. In CSWeapon.xml <GaugeInfo> section set <Collimate>1 аnd <TestFrame>0.That will remove fixed test patern from the HUD.
5. Run FSX, load the aircraft. If HUD appears to small ........... If HUD appears to big............
6. Pless Ctrl+Shiftt+0 or Ctrl+Shift+9 to check HUD calibration.

I tried at the very beginning and I got the fixed test pattern to HUD described above : the pattern appears in the 2d cockpit. Guess it's normal...
But I did not go ahead cause I do not really understand "until the eyepoint will lie in the same plane with HUD" What does that mean ? how can I see the eyepoint in the pattern HUD ? if I can where the eyepoint should be located in the pattern HUD ? at the center of the pattern ? anywhere in the pattern as far it's inside the pattern ?

well, I think all those questions deserve a tutorial to benefit the Weapon full fonctionnality

Thanks for considering


Title: A-10a Weapons Movement
Post by Dpavan96 on Jul 22nd, 2012 at 8:30pm
Hello!
I have a bit of an 'unusual' request, but I'm wondering if you could help me out at all. I'm not too computer savvy, so sorry if I ask "nu duh" questions. I'm using the IRIS A-10a and I'm wondering how to tweak the weapons pack to fit the Warthog as if it was included in the IRIS download.

1. I love the weapon pack and the HUD, but for the A-10, I'd like to keep the HUD that IRIS gives you, and still have it be accurate. When you switch the A-10's HUD mode to WD-1, a gunsight appears. I would like to get the weapons configured so the gun (and other targeting systems) points to the gunsight, and not straight ahead.

2. I'm doing my best to find out the specs of the GAU-8 cannon, and change the provided M61 information to nearly match that of the GAU. I've found the information, but how would I go about plugging that in?

GAU-8 Avenger
Weight: 619.5 lb
Barrels: 7 (vs 6 on the M61, but probally doesn't matter for sims)
RPM: 4,200
Effective Range: 4,000 feet
Max. Range: 12,000 feet

3. How would I go about changing ammo. amounts?  Ex. instead of having 1200 rds, having 1,150 rds.

4. Moving the gun's external position to make it look like it's firing out of the actual cannon and not the air-to-air refueling gate.

5. If this is even possible, which I kinda doubt it is. One of the HUD modes on the A-10 is STBY, where no HUD is presented, as if it was off. Is there any way to replace the 'no-hud' with the CS 3D HUD? I'm really stretching asking for this, but I figured the only dumb question is one not asked.

Thanks so much if you could help. Hopefully I didn't forget anything, but I'll add something if I did.  ;)


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 23rd, 2012 at 4:31am
1. When adding the Weapon for FSX to the IRIS A-10 Warthog, it does not change the VC 3D hud that is installed with it. It only adds the Weapon Control Panel, 2D HUD and 2D HUD Glass. I don't think you can get the guns to fire to where you point the gunsite. Only directly towards a specific direction (by changing the x, y, z coordinates and angle of incidence).

2. The M61 (6 barreled), only really has a rate of fire. You do not see the barrels rotating so whether it has 1, 6 or 7 barrels is not going to change anything. You can change the rate of fire, the range and the damages per shell to match the GAU-8 as well as adding a sound for it as well (if you can get your hands on it).

3. Changing the amount of ammo is done in the CSWeapon.xml. So open the CSWeapon.xml file with Notepad. Find the following section:

       <Weapon>
           <Gun>M61 Vulcan</Gun>
           <Shell>Vulcan Bullet</Shell>
           <Unlimited>1</Unlimited>
           <Station name="Nose" params="0,9,0,0,-0.039,0,1200" />
           <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
           <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>

Change the 1200 to 1150 so it looks like this:

       <Weapon>
           <Gun>M61 Vulcan</Gun>
           <Shell>Vulcan Bullet</Shell>
           <Unlimited>1</Unlimited>
           <Station name="Nose" params="0,9,0,0,-0.039,0,1150" />
           <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
           <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>

For the effective range, you need to change the <TargetRange>1500</TargetRange> to <TargetRange>4000</TargetRange>

       <Gun>
           <Type>MachineGun</Type>
           <Name>M61 Vulcan</Name>
           <Desc>M61 Vulcan six-barreled cannon</Desc>
           <HudString>GUN</HudString>
           <Pix />
           <ConeAngle>0.0015</ConeAngle>
           <TargetRange>1500</TargetRange>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\VulcanCannon.wav" loopBeg="0.5139" loopEnd="1.3059" finishLoop="0" gain="1.0" />

to this:

       <Gun>
           <Type>MachineGun</Type>
           <Name>M61 Vulcan</Name>
           <Desc>M61 Vulcan six-barreled cannon</Desc>
           <HudString>GUN</HudString>
           <Pix />
           <ConeAngle>0.0015</ConeAngle>
           <TargetRange>4000</TargetRange>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\VulcanCannon.wav" loopBeg="0.5139" loopEnd="1.3059" finishLoop="0" gain="1.0" />

4. Moving the guns position is in the same place as where you set the amount of ammo. It is not all that easy and it's fiddly. Not easy, but once you achieve the result, it is satisfying.

       <Weapon>
           <Gun>M61 Vulcan</Gun>
           <Shell>Vulcan Bullet</Shell>
           <Unlimited>1</Unlimited>
           <Station name="Nose" params="0,9,0,0,-0.039,0,1200" />
           <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
           <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>

The parameters are: the first three are x,y,z in meters.  The next three are the angle of incidence (yaw, pitch, bank or bank, pitch, yaw). The final set of numbers is the ammo quantity.

5. I don't think it's possible. You have either the IRIS A-10 HUD or the CS 3D HUD. Setting up the CS 3D HUD is a whole new ball game and requires more tweaks and messing around to get it right. Take a look at the changes required for the another company F-16 by Lost in Isaan.

I only ever added Weapon for FSX to the IRIS A-10. I did not tweak the location of the guns, rockets and missiles. I had planned to do it, but never got around to it. Not only that. I have a bad habit of deleting all my hard work when I run into problems with FSX or the addon aircraft. When that happens, I have a hard time going back and completing it.

If you mess something up in the process, you will know when you open the Weapon Control Panel and turn it on. Your ammo will read all zero's (000 or 0000). So backup the CSWeapon.xml in the aircraft folder before you start making changes (if you decide to do it). ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Dpavan96 on Jul 23rd, 2012 at 4:56am
Outstanding! I guess if you don't have a gun position already figured out for the A-10, I'll just mess around with the numbers until I can get it aligned correctly. Other than that, fastest support I've ever recieved on a forum. Keep up the good work. Thanks!    ;D

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 23rd, 2012 at 5:24am
If you know the dimensions of the aircraft, then you can get a close estimate of where they go. If I don't know them, I move them one meter, to see how far it moves, then I can take a more "educated" guess for the next move. The hard part is the Angle of Incidence! If my scalp wasn't so tough, I would be bald from tearing my hair out over them (them AND figuring out the CS 3D HUD).

I keep a pen and paper (Windows Notepad actually) when making changes so as not to lose what I have done or which change does what and in what direction.

I forgot that I had given the information on Location and Angle of Incidence in a reply above (http://www.captainsim.org/yabb2/YaBB.pl?num=1297264482/226#226) to help someone else, so take a look at that for more help.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ontheair on Jul 23rd, 2012 at 6:26am
[...] Setting up the CS 3D HUD is a whole new ball game and requires more tweaks and messing around to get it right [...]

you bet !! and the SDK manual gives only general guidance that does not really help.

My strong feeling is that Captain Sim and Weapons developper are both reluctant to give more guidance than the SDK... Everytime they ask us to recall the sempiternel refrain : "WE HAVE PROVIDED VERY FLEXIBLE WEAPON SYSTEM AND ONE OF THE EASIEST WAYS TO MAKE A MODIFICATION (MOD): ONE XML FILE CONFIGURATION. BUT THE MOD-PERSON MUST HAVE ADVANCED KNOWLEDGE OF BASIC FSX SDK, OUTSTANDING ATTENTIVENESS AND PATIENCE. IT IS NOT FOR EVERYONE"

The only person I know who is really cooperative is a guy whose name is Mark. Thanks to him !

I don't want to be "spoon-fed" on how to set up a CS 3DHD, I just want to know the right order to proceed and which parameters needs to be changed, just like the recommendations I found on this T-P thread :

<CollimationData>0.0,14.01,3.358,0.307</CollimationData>
A,B,C,D
A - is actually equal to the second variable of your aircraft.cfg´s eyepoint
B - same as above, first variable (if you change the - to + or vice versa the HUD is mirrored
C -same as above, third variable
D - IS THE MOST IMPORTANT (and difficult to set up the right way). It changes the size of the HUD in VC. The HUD might be way to big at first installation or just as big as a few dots...I had to change this value very often. In some aircraft reducing this value increases the size, others react just the other way.

the only problem is that those recommendations do not work all the time. As an example, take a look at the changes required for the another company F-16 by Lost in Isaan.




Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by artopsy on Jul 25th, 2012 at 9:37pm
ok I'm getting frustrated in regards to the VC 3d hud!!
I've tried this on the
Iris Fulcrum K,
the AlphaSim SU33 and the
vitrivia / alpha F4 package 3
Swapped the standard hud in the panel.csweapons/panel.cfg file for the csweapons hud using pos:x and Pos:y from the standard hud and dimensions of 550 x 550  (I assume I should keep it at 550x550)
upper left corner of hud starts where it should but VChud size is wrong  it's is huge!!!

Sooo go to csweapons.xml in the mentioned aircraft folder and changed the vchud FOV from 17 to 8  This gives multiple results;
no change at all, (most often)
mirrored hud same size (large),
mirrored hud low and to the right (like it starts at 550 in and 550 down
right size right orientation and right position but the font is so mushy and pixelated it can't be read

I have acquired the x and z co ordinates from the aircraft.cfg and got the y co ordinate from moving the eye point.

Sooo reset the csweapons.xml to stock
went back to panel.csweapons  panel cfg changed the hud size to match the original hud dimensions  got a good size well placed but unreadable hud

what is the magic combination?
how do I un-mirror a hud?
How do I get a clean hud?
where do I find smart pills?

Is hud radius; the 4th entry realative to the aircraft model size or the computer generated image?  4" (.307 feet) seems a bit small for a hud in relation to the size of the aircraft

I have found that FSX needs to be closed when editing the csweapons.xml on an individual aircraft

Collimate need to be set to 1 (turned on) to see the changes


(edit)after a few hours and setting x y and z correctly!!! I still have a huge hud or a mirrored hud

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by artopsy on Jul 26th, 2012 at 2:22am
I learned something today
1 you move the hud (green) via the panel.csweapons/panel.cfg  and negative numbers are ok
2 you move the red circle via the csweapons.xml file (not correct  :(
3 you can size the green hud via the panel.cfg and the xml file 3dhud fov)

it's not all alignment and sizing via the csweapons.xml file   and keeping the hud at 550x550 in the panel.cfg isn't that important


correct????

How do I bring the targeting circle down  ???  right now it rides near the top of the hud

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 26th, 2012 at 3:11am

Quote:
1 you move the hud (green) via the panel.csweapons/panel.cfg  and negative numbers are ok
I don't quite understand you here. If I can get the 3D VC HUD working, I remove the CS 2D HUD and HUD Glass entries from the panel.cfg, so all I have is the VC 3D HUD and the 2D Weapon Control Panel. That works for me.

For example in the the IRIS F-14 Tomcat:
This is how it look after adding Weapon for FSX:
[Window Titles]
Window00=Control Panel
Window04=
Window05=
Window06=
Window01=Weapon Control Panel
Window02=HUD
Window03=HUD Glass

So I have removed some and it now looks like this:
[Window Titles]
Window00=Control Panel
Window01=Weapon Control Panel

I then deleted the [Window02] and [Window03] entries further down the panel.cfg as well.


Quote:
2 you move the red circle via the csweapons.xml file
I don't touch it. I do get a red circle appearing, but only briefly, then it is gone.


Quote:
3 you can size the green hud via the panel.cfg and the xml file 3dhud fov)
I keep the CSWeapon 3D HUD at the same size and location as the default 3D HUD:

//gauge00=..\panel\F-14_Systems!HUD-V14,            13,12,1000,1000
gauge00=CSWeapon!hud3d, 13, 12, 1000, 1000
gauge01=..\panel\F-14_Systems!IRIS_F14WingsweepControl,  0,0,20,20
gauge02=..\panel\F-14_Systems!IRIS_F14WingsweepControlSetAutoMode,  0,0,20,20
gauge03=..\panel\F-14_Systems!SYSTEM_Onboard, 1,1,1,1
gauge04=..\panel\F-14_Systems!SYS-INIT, 1,1,1,1

All the other changes I have made are in the CSWeapon.xml:

<CollimationData>0.0,14.01,3.358,0.307</CollimationData> <- Default
<CollimationData>0.0,26.86,4.85,0.307</CollimationData> <- My changes

That is the only changes made to it so far, and it is sitting nicely in the VC of the F-14.
I only have one problem with it - it is white, not green! I am still looking for what I am doing wrong there. ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by artopsy on Jul 26th, 2012 at 6:23am
Yes I know I can be a bit wordy and confusing when I am confused sorry
by the way mark I have been reading this thread for a few weeks now and have to say   glad you are here!!  to help us sort through this

I agree once the 3d hud works   goodbye 2d
(do I need to calibrate the targeting system via the 2d cockpit??)

glad to see that using the stock 3d hud dimensions works
didn't quite work on the mig 29 or f4 phantom it made the type slushy

in the iris mig (I haven't gone back to the f4 phantom yet)
the targeting zone is quite high, actually in the heading tape. It works but it is to high.
How do I bring that down?  


for the mig 29 I am using

<AntiAlias2d>1</AntiAlias2d>
<AntiAlias3d>1</AntiAlias3d>
<HudFov2d>20.34</HudFov2d>
<HudFov3d>9.50</HudFov3d>
<CollimationData>0.0,17.30,4.00,0.307</CollimationData>
<EyePtDeltaRatio>0.8</EyePtDeltaRatio>

and

[Vcockpit01]
//gauge00=FA18_HUD_VC_R!FA18_HUD_VC_R,  53,671,264,270
//gauge00=Yellow Hud!HUD,  55,671,250,280
gauge00=CSWeapon!hud3d, -64, 550, 500, 500


the target circle to high I need to lower that somehow .
 the green fonts are a bit hard to read but not impossible



Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 26th, 2012 at 8:58am
The targeting is too high in the F-14 too. I'm still getting my head around how to fix it, then I'll let you know what to do (hopefully).

In the SDK it says "Pless Ctrl+0 or Ctrl+9 to check HUD calibration" so when I did it, the red circle was too high. I think this means I need to either change (reduce) the angle the the weapons fire at (0.039), or raise the 3D HUD.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by artopsy on Jul 26th, 2012 at 9:19am
mine rides high in both the 3d and 2d hud
So I think raising the 3d hud via the panel.csweapons/panel.cfg doesn't quite work... you run out of room and loose the heading strip on the top.  I think It might also fly you into the ground.
there has to be a general (red circle) targeting setting. It should be in  the csweapons.xml, since it affects the 2d and 3d hud.
Would changing weapon angle would have to be done to each piece of ordinance?
or
is it the 4th setting in the <CollimationData>
or
something else

just a thought.... could it be made elliptical? or does it have to stay a circle?


btw your white graphic hud info ... any luck?

have you found a way to switch the hud off and on while flying via a key combination or placing a switch on the dash?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jul 26th, 2012 at 10:56am

Quote:
Would changing weapon angle would have to be done to each piece of ordinance?
It could help. I did this for the A2A WoP3 Spitfire. In fact I moved the location of the guns to the correct position on the wings, and the rockets firing from beneath the wings. Changed the pitch angle down (which was needed for it in that instance). I also change the heading angle of them all so they were heading towards the centre of the Gun Site (not too much though). It did help in the Spitfire.

Here is the M60C:
<Station name="Nose" params="0,9,0,0,-0.039,0,200" /> <- ORIGINAL
<Station name="Left Wing Outer" params="-4.0,0,-0.5,0,-0.017,0,200" /> <- MODIFIED

See the differences in the xyz location and angles of incidence.


Quote:
is it the 4th setting in the <CollimationData>
From the manual:
0.307 – HUD radius (feet)

So it is the radius of the HUD. I played around with it in the F-14, but it either got too big or too small, but it is worth playing around with.


Quote:
just a thought.... could it be made elliptical? or does it have to stay a circle?
Yes. I think it can. Changing the the dimensions in the panel.cfg can change the shape:
gauge03=CSWeapon!hud3d, 526, 515, 550, 550
Changing the last two numbers will change its shape. gauge03=CSWeapon!hud3d, 526, 515, 1000, 500 would make it elliptical in the vertical (like an Australian Rules, or Rugby, football being placed on its tip).


Quote:
btw your white graphic hud info ... any luck?
Not yet. Been to busy today to look into it today (so far).


Quote:
have you found a way to switch the hud off and on while flying via a key combination or placing a switch on the dash?
2D HUD or 3D VC HUD?
Most aircraft with a HUD, have a switch to turn on/off the 3D VC HUD. But for the 2D HUD you would need to create an XML switch for it that you may or may not be able to put on a 3D panel in front of you.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by artopsy on Jul 26th, 2012 at 7:51pm
See the differences in the xyz location and angles of incidence.
I do see the the differences  the angle of incidence didn't change just the x,y,z

0.307 – HUD radius (feet)
my bad  I forgot that

CSWeapon!hud3d, 526, 515, 550, 550
That makes the hud gauge elliptical  I was thinking the target circle, (the red circle).  I would assume the answer is most likely no, it stays a circle.

2D HUD or 3D VC HUD?
Most aircraft with a HUD, have a switch to turn on/off the 3D VC HUD. But for the 2D HUD you would need to create an XML switch for it that you may or may not be able to put on a 3D panel in front of you.
I was thinking of keeping the stock hud and the csweapons 3d hud.  
If i remove the stock hud, the left behind switch doesn't turn off or on the csweapons hud. (the original hud has some nice features, cage uncage, declutter, color changes etc. plus graphically it is cleaner ) Even if it did If i put both huds in the vc the one switch would turn off and on both I would assume .

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by artopsy on Jul 26th, 2012 at 7:53pm
I did this for the A2A WoP3 Spitfire. In fact I moved the location of the guns to the correct position on the wings, and the rockets firing from beneath the wings. Changed the pitch angle down (which was needed for it in that instance). I also change the heading angle of them all so they were heading towards the centre of the Gun Site (not too much though). It did help in the Spitfire.

when doing that did you notice the red circle move up or down?


tried changing the z parameter on the guns and missiles to 0.00  that moved the targeting circle to dead center hud (good)
but it didn't effect the radar sensor red circle that is still high

there has to be a parameter for that it is not screen dependent like the 2D hud so it has to be told where to be in relation to the aircraft

  • i doubt it is lined up with the aircraft eyepoint?? z axis in the aircraft cfg?

  • it's not the colimation data... that moves the hud gauge

  • when you calibrate the 2d hud the hudfov2d changes and when you change the hudfov3d the green hud gauge changes

I am perplexed

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by PHo27 on Jul 31st, 2012 at 6:26pm
Anyone added Weapon 3D HUD on Iris Thunderbolt A-10A?

Couple of important gauge and xlm lines would save me a lot of time.


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 1st, 2012 at 3:13am

PHo27 wrote on Jul 31st, 2012 at 6:26pm:
Anyone added Weapon 3D HUD on Iris Thunderbolt A-10A?

Couple of important gauge and xlm lines would save me a lot of time.

I have. And this is how I did it:

1. Add Weapon for FSX to all of the IRIS A-10A Warthog's.

2. In all of the IRIS A-10A Warthog - XXX\Panel.csweapon folders (EXCEPT the IRIS A-10A Warthog - CL), open the panel.cfg using windows notepad, select everything (CTRL+A) and DELETE it all. Then add this:

[fltsim]
alias=\IRIS A-10A Warthog - CL\Panel


And SAVE.

That should be all you need to do to get it working. It works for me.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by PHo27 on Aug 1st, 2012 at 9:17am

Quote:

1. Add Weapon for FSX to all of the IRIS A-10A Warthog's.


Like you explained earlier in this message thread?

I already did add the wapons 2D HUD (went ok) and tried to add 3D HUD only on the clean version (because it seemed the easiest case no aliases etc.).

3D HUD worked but it was upside down? Don't know why. I used with the Weapon 3D HUD the A-10A HUD coordinates. Isn't that so that those should only change the placement and size not turn the gauge upside down? Placing the HUD gauge I made according to the advice in the SDK manual.

Pekka

upsidedown.jpg (Attachment deleted)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 1st, 2012 at 2:45pm

PHo27 wrote on Aug 1st, 2012 at 9:17am:

Quote:

1. Add Weapon for FSX to all of the IRIS A-10A Warthog's.


Like you explained earlier in this message thread?

I already did add the wapons 2D HUD (went ok) and tried to add 3D HUD only on the clean version (because it seemed the easiest case no aliases etc.).

3D HUD worked but it was upside down? Don't know why. I used with the Weapon 3D HUD the A-10A HUD coordinates. Isn't that so that those should only change the placement and size not turn the gauge upside down? Placing the HUD gauge I made according to the advice in the SDK manual.

Pekka

I haven't tried doing the 3D HUD for the IRIS A-10A, only for the IRIS F-14.

I think the reason it looks like that is that in the HUD collimation data, one of the coordinates needs to be reverse (the Z coordinate I think).

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by PHo27 on Aug 1st, 2012 at 5:50pm

Quote:


I haven't tried doing the 3D HUD for the IRIS A-10A, only for the IRIS F-14.

I think the reason it looks like that is that in the HUD collimation data, one of the coordinates needs to be reverse (the Z coordinate I think).


Reverse? What do you mean? I changed the  Y and Z coordinates and those just moved the HUD. Negative numbers took it totally out of sight. They didn't turned it downside up. I know that it can be done from the source code but in this case it is impossible. Is there any way to make it outside the gauge code?

The collimation gauge (HUD) is seen ok but not this original Weapon gauge. Perhaps there is some trick I don't know?

Pekka

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 2nd, 2012 at 3:40am

PHo27 wrote on Aug 1st, 2012 at 5:50pm:


The collimation gauge (HUD) is seen ok but not this original Weapon gauge. Perhaps there is some trick I don't know?

There is, but I'm trying to remember exactly what it is.
I remember that I had the same problem as you are having, and I'm sure that I changed one of the entries from a positive number to a negative number and so I got it sorted out.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by PHo27 on Aug 3rd, 2012 at 5:55pm
The answer was found nearer than I thought: http://www.captainsim.org/yabb2/YaBB.pl?num=1333859861 in LostinIsaan's message.

"...<HudFov3d>-17.00</HudFov3d>
      <!-- vc HUD field of view. Degrees // A negative value in this case-->..."

The HudFov3d setting must be negative in this case too. It turned the gauge from downside to up again. Now there is still much fine tunning because the gauge is aiming the guns too much upwards.

Pekka

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 4th, 2012 at 4:40am
You can change the firing angles of the weapons. So you might not need to change anything else in the collimation section.

In the WoP3 Spitfire, they were shooting too high, so I decreased the angle from -0.039 to -0.017:

<Station name="Nose" params="0,9,0,0,-0.039,0,200" /> <- Default angle

<Station name="Left Wing Outer" params="-4.0,0,-0.5,0,-0.017,0,200" /> <- Spitfire angle

I did that so the bullets/missiles/rockets are heading towards the center of the gun site (that is included in the WoP3 Spitfire) and when I aim at an object to destroy, they will head straight towards it and not over the top of it

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by zsoltfireman on Nov 14th, 2012 at 4:14pm
Hello,

It would be nice to a precise calculation of the Virtavia A-4 model
It would be nice if Skyhawk HUD display appear CSW HUD
Is there a way?

Thank you!
Zsolt Beleznay

Title: Virtavia F-4 Phantom
Post by Alexis on Dec 17th, 2012 at 2:16pm
I tried installing the HUD in this aircraft and I couldn't get it to show at all. Here are my weapon.xml settings. I tried the F/A-18 weapon.xml collimation settings, and I got the red, calibration circle to show in my VC, but that was the best I could get.

Code (]  <GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>20.34</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>17.00</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>20.459,0.0,2.78,0.307</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>1</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>1</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>
[/code):


panel.cfg
[code]
[Vcockpit08]
Background_color=0,0,0
size_mm=512,512
visible=0
pixel_size=1024,1024
texture=$pan9

gauge00=..\panel\CSWeapon!hud3d,  0,35,512,547
//PhantomGaugesDCB!F4 HUD

Title: Freeware F-14D issue
Post by pete197 on Oct 9th, 2011 at 8:26pm
Hi,
I have the freeware F-14D for FSx, and I have some issues. I replaced the HUD in the VC, but when I zoom in it gets bigger, while I zoom out it gets too small to read.
Is there a way to fix this? As the product is so good, with the freeware, it would be the ultimate product.
Peter

Title: Re: Freeware F-14D issue
Post by Helifan123 on Oct 10th, 2011 at 8:34am
Open your CSWeapon.xml which is located in the F14 Aircraft Folder.


Make sure that the Gauge-Info looks like this

   <GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>23.62</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>17.00</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>0.0,14.01,3.358,0.307</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>0</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>0</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>

Title: Re: Freeware F-14D issue
Post by pete197 on Oct 11th, 2011 at 8:12pm
Thanks, will do.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by AirCanadaGuy on Jan 12th, 2013 at 10:15pm
I can't get the VC hud visible in the Dino Cattaneo F-14 Tomcat, wondering if someone could give me a hand?

For the panel.cfg I have this for the vc:

[Vcockpit01]
Background_color=1,1,1
size_mm=512,512
visible=1
pixel_size=512,512
texture=$vc

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=CSWeapon!hud3d, 526, 515, 550, 550

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 13th, 2013 at 1:46am
AirCanadaGuy. I suggest you look at the way changes, that others have made, to "fit" the VC HUD into other 3rd party aircraft to see how they were done. It might help give you an idea of what they did.

I don't have that F-14, so I can't help you there. Maybe if I tried doing it to my Dino Cattaneo F-35, then it might help you. I just haven't bothered to do try it on that aircraft yet.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by AirCanadaGuy on Jan 13th, 2013 at 4:38pm
Okay, I am getting close but there is still a problem.




Here is my CSWeapon.xml section:

<GaugeInfo>
       <!-- gau section -->
       <AntiAlias2d>1</AntiAlias2d>
       <!-- 2D HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <AntiAlias3d>1</AntiAlias3d>
       <!-- VC HUD anti-aliasing. 1-yes, 0-no (1).  0 increases performance.  -->
       <HudFov2d>20.34</HudFov2d>
       <!-- 2d HUD field of view. Degrees -->
       <HudFov3d>-13.70</HudFov3d>
       <!-- vc HUD field of view. Degrees -->
       <CollimationData>0.0,14.01,4.72,0.150</CollimationData>
       <!-- see SDK -->
       <EyePtDeltaRatio>0.8</EyePtDeltaRatio>
       <!-- hud acceleration sensetivity factor -->
       <Collimate>1</Collimate>
       <!-- VC HUD collimation. 1-yes, 0-no (1). -->
       <TestFrame>0</TestFrame>
       <!-- HUD test pattern. 1-yes, 0-no (0). -->
   </GaugeInfo>

And the panel.cfg:

[Vcockpit01]
Background_color=1,1,1
size_mm=512,512

visible=1
pixel_size=512,512
texture=$vc

;1 = left DDI
;2 = right DDI
;3 = center DDI

gauge00=CSWeapon!hud3d, 20,35,460,445
//gauge00=fa-18!MFD, 20,35,460,445, 4 NOSCANLINES

If anyone can figure it out or has an idea that would be great... I must be getting tired?  :o

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 14th, 2013 at 2:17am
Try changing the number for the Y co-ordinate from 14.01 in the CollimationData line. I'm pretty sure that is the one that moves it up/down.

<CollimationData>0.0,14.01,4.72,0.150</CollimationData>

Copy the coordination info to another line (something like this: <!-- CollimationData 0.0,14.01,4.72,0.150 -->) so that you know the starting point. That way you can go back to it and start again if necessary.  Well that's what I do, so I don't get it too messed up. ;)


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by AirCanadaGuy on Jan 14th, 2013 at 2:33am
I have no idea why, but I can't get the attitude to display on the hud? It was the 4.72 and I found that 4.718 works better. Thanks  ;D

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 14th, 2013 at 2:48am
I'll take a look at the F-35 (it's VC HUD might be the same/similar) and see if I encounter the same problems.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 15th, 2013 at 1:33am
The HUD in the F-35 is different. When I adde the CSWeapon 3D HUD, I got nothing showing. I'll have to try later.

I tried getting the F-14, but I couldn't find it anywhere. Dino's blogg says it isn't released yet. :(

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by AirCanadaGuy on Jan 15th, 2013 at 4:14pm
It's up on avsim if you search Dino Cattaneo under FSX. It's a very good freeware, the best F-14D freeware I think.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 15th, 2013 at 11:43pm

wrote on Jan 15th, 2013 at 4:14pm:
It's up on avsim if you search Dino Cattaneo under FSX. It's a very good freeware, the best F-14D freeware I think.

OK. I'll go and get it from there. Thanks.

[edit]I searched, but didn't find it.[/edit]

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by AirCanadaGuy on Jan 16th, 2013 at 7:02pm
From flightsim.com... my bad :P

http://www.flightsim.com/vbfs/fslib.php?searchid=5193473

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 17th, 2013 at 2:12am

wrote on Jan 16th, 2013 at 7:02pm:
From flightsim.com... my bad :P

http://www.flightsim.com/vbfs/fslib.php?searchid=5193473

Got it this time. ;D

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dthiessen on Jan 21st, 2013 at 4:29am
Hello, has anyone figured how to get the actual missiles to show up on the pods..wing mounts.I have done all my aircraft modernday with collimated huds Alphasim/Virt B1,B2,Viggen,gripen,Su33,EFA typhoon,F22 raptor,iris f15,mig29,tornado and rafale m.It would be nice to have the missiles in place and launching from there positions..havent figured it out yet!

Thank you Captsim for a great product.Its truly universal..I have superbug and another company and find although it is a great plane, they have ruined it by being one plane mod.I dont even use the superbug at all anymore.anyway great product and thanks again.

P.S anything in the works for upgrades?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 21st, 2013 at 5:38am
As far as I know, you cannot make the weapons visible on the pods. That would require the weapons models being included in the mdl file.

It might be possible to "attach" the weapons to the aircraft. It would have to be along the lines of the way that a parachute and rockets are added to aircraft when you use the Flight Sim Tools STOL kit does it.

I haven't heard anything about an upgrade for Weapon for FSX, but lets hope there is AND it includes the ability to drop bombs. ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dthiessen on Jan 22nd, 2013 at 12:41am
Thanks Mark for the reply to my post...and I must say your help on this forum is above and beyond..thank you sir!Mark I was wondering if there is a program that can open the mdl to be read and changed and if so then perhaps you could add the weapons models to the mdl and from the cfg place them on the right points? Hope this doesnt sound to stupid ,lol.

P.S has Captsim abadoned us?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 22nd, 2013 at 4:10am

Quote:
Mark I was wondering if there is a program that can open the mdl to be read and changed and if so then perhaps you could add the weapons models to the mdl and from the cfg place them on the right points? Hope this doesnt sound to stupid ,lol.
I believe there are tools that can open the mdl files, but I doubt you can make the changes you need without having a great knowledge of everything in the MDL file and how it works.

And before you ask. No. I don't have any. That's why I don't know which ones they are. You could search the internet for them. That's what I would do to find them. ;)


Quote:
P.S has Captsim abadoned us?
Not at all. They just have the hands full with getting the 777 Captain v1.0 finished and released. Eventually they will get around to the other add-ons. I think that Weapon for FSX may be further down that list though. :(

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dthiessen on Jan 22nd, 2013 at 6:48am
Thanks for the reply Mark.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Gilles on Jan 27th, 2013 at 8:36am
Hello everybody.

I am new at this forum because I bought the Weapon pack a few months ago. Very fun ! So, I would like to read the VC HUD installation in the SDK manual and I don't find it. I have FSX + Acc pack and I  have installed the SDK, but I don't find any item in the summary of the SDK manual and no link on the web. If you can tell me how to find these instructions, it will be great. I would like to install the VC hud into Dino's F-35...

Friendly yours
Gilles

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Jan 27th, 2013 at 9:17am
Hi Gilles.

See VC HUD INSTALLATION on pages 7 & 8 of the Weapon for FSX SDK PDF (available HERE if you don't already have it).

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Erik11 on Nov 6th, 2013 at 4:58pm

PHo27 wrote on Aug 1st, 2012 at 9:17am:

Quote:

1. Add Weapon for FSX to all of the IRIS A-10A Warthog's.


Like you explained earlier in this message thread?

I already did add the wapons 2D HUD (went ok) and tried to add 3D HUD only on the clean version (because it seemed the easiest case no aliases etc.).

3D HUD worked but it was upside down? Don't know why. I used with the Weapon 3D HUD the A-10A HUD coordinates. Isn't that so that those should only change the placement and size not turn the gauge upside down? Placing the HUD gauge I made according to the advice in the SDK manual.

Pekka


Hi PHo27, i have been struggeling with the A-10 HUD this whole afternoon. weapons  work, i get the red circle, but the hud itself is not visible. can you share you're CollimationData?  :-/  thanks in advance, brds Erik

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by alidialiante on Jun 14th, 2014 at 12:27pm
Hello,
I would like to enter the HUD CS Weapon FSX F-14 by Dino Cattaneo.
Can you help me?
unfortunately they are not able
Thx ;)
Best Regards
Antonio ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dc10boy on Aug 22nd, 2014 at 1:56am
When I add CS Weapon to the Aircraft factory/A2A  Corsair I lose the manifold press and R.P.M indications as well as the gunsight.The indicators remain in view but they don't function.Has anybody successfully found a workaround to this?I'm just trying to add guns and rockets much like the Spitfire mod.
Stan

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dc10boy on Aug 23rd, 2014 at 5:29am
I'm also trying to add a 6 gun profile to the RF Hellcat based off of the spitfire profile here.I've added all the guns per the SDK, but I only see the left wing guns firing at the wing.The right wing guns do show up in the gunsight but not at the acft wing. Here is the weapons.xml section referring to the guns.

<!-- aircraft dependent weapon settings -->
       <Weapon>
           <!-- weapon sub-type section. unlimited number of -->
           <Gun>M60C</Gun>
           <!-- weapon sub-type name. must match GunInfo>Gun>Name -->
           <Shell>M60C Bullet</Shell>
           <!-- shell name. must match GunInfo>Shell>Name -->
           <Unlimited>0</Unlimited>
           <!-- unlimited ammo fire. 1-yes, 0-no -->
           <Station name="Left Wing" params="-2.2,0,-0.5,0,0.027,0,400" />
           <Station name="Left Wing Outer" params="-4.0,0,-0.5,0,0.027,0,400" />
           <Station name="Left Wing Inner" params="-3.0,0,-0.5,0,0.027,0,400" />
           <Station name="Right Wing" params="2.2,0,-0.5,0,0.027,0,400" />
           <Station name="Right Wing Inner" params="3.0,0,-0.5,0,0.027,0,400" />
           <Station name="Right Wing Outer" params="4.0,0,-0.5,0,0.027,0,400" />
           <!-- Station position (x,y,z) meters, angle of incidence, ammo units quantity -->
           <Mode name="AUTO" shotrate="10" setshots="0" sequence="1+2+3+4+5+6" />
           <!-- fire mode section. unlimited number of. name= dispayed on HUD in weapon info string. -->
           <Mode name="X10" shotrate="10" setshots="10" sequence="1+2+3+4+5+6" />
           <DefaultMode>AUTO</DefaultMode>
           <!-- default fire mode. Any from the list above  -->
       </Weapon>
Does anybody see where I'm going wrong? Has anybody dona a 6 machine gun profile , like for the Mustang talked about earlier here?
Thanks Stan

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 24th, 2014 at 4:33am
Everything looks fine from what I can see, but I'm viewing this on my Samsung Galaxy 4 mobile phone (my ISP is having technical difficulties at the moment so I can't view this on my computer atm).

I  was working on a mod for the A2A P-51 Mustang, but I haven't completed it yet. :(

[edit][timestamp=1408854898]: The internet came back about 30 seconds after I posted this reply! ::)

I still can't see any reason for why it isn't working correctly. :([/edit]

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dc10boy on Aug 25th, 2014 at 5:44am
Thanks for looking Mark,I'm stumped.Is there any way you could attach your P-51 weapon.xml file even if incomplete so I could try it and see if anything changes?I planning to start fine tuning locations this week.
Stan

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 25th, 2014 at 8:01am

dc10boy wrote on Aug 25th, 2014 at 5:44am:
Thanks for looking Mark,I'm stumped.Is there any way you could attach your P-51 weapon.xml file even if incomplete so I could try it and see if anything changes?I planning to start fine tuning locations this week.
Stan

Unfortunately not. I was looking for it so I could check it out, maybe even finish it, but I can't find it. I suspect that I did my usual trick of uninstalling addons, then deleting any files & folders that remain behind, and that means I deleted the mod.

I will continue to search through all my HDD's for it, but I don't expect to find it. :(

[edit]I will start it again and see how it goes. I'm going to use the CSWeapon.xml from my A2A WoP3 Spitfire mod as the base to start it with (or at least as a guide). :D ;D[/edit]

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dc10boy on Aug 25th, 2014 at 5:30pm
Sounds good Mark,If you send it my way afterwards I'll try to adapt it to the Vertigo Hellcat, and I'm still messing with the AF Corsair.Unfortunately, when I add Weapon to the Corsair I lost the R.P.M. and manifold pressure gauges, as well as the gunsight.I can't figure out why and I'm struggling to find a workaround.Mark Schimmers 1943 Solomon Island scenery at Sim-outhouse is an ideal place to use these guns!
Stan

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Xpel on Aug 26th, 2014 at 9:58am
Here is a thought that might work... I guess you lose the gauges & aimpoint cause they are being hidden by the CS glass (used by 2D CS HUD ). Something similar that Dutch was reffering to at the post for another company's F-16.
Since there are 3 panels added by CS weapon (3D, 2D & glass) in panel.csweapon folder .xml & you don't need the 2D HUD for aiming, maybe you should try to delete the line reffering to  CS Glass and/or the 2D HUDalso... It may work, since another user told me that this way he fitted the HUD in a cockpits screen panel... Which by the way may serve as a good "MFD" type solution...

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dc10boy on Aug 26th, 2014 at 11:26pm
:D AHA I got it! When the Corsair is armed in Captain Sim's Weapon,copy the AF_F4U folder from the panel folder into the newly created panel.csweapon folder.This AF_F4U folder contains gauge info.Then, all will work well and is a great addition to this fine acft.
Stan

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dc10boy on Aug 27th, 2014 at 4:05am
Is there any kind of utility for finding exact gun coordinates on different models?Or is trial and error the only way?

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Victory103 on Aug 27th, 2014 at 2:31pm
Based on other threads, I think that is the only way. I'm adding weps to the freeware F4U-7 and started with Markoz Spit cfg, although I need to change out the type of gun and wing locations, plan was trial by "fire" until I get them close and converging as well.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Aug 28th, 2014 at 1:41am
I just move them by making the changes.

BIG steps, then LITTLE steps, then TINY steps.

BIG steps shows me the direction/angle that each change makes.
LITTLE steps move it closer to where I want/need them to be.
TINY steps are used to perfect the changes.

For me, it's all trial and error until I get it done. :-/

Note. If you ever find "any kind of utility for finding exact gun coordinates", let me know! It would be a great help with modding Weapon for FSX to each different aircraft. ;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Xpel on Aug 28th, 2014 at 9:20pm
http://www.youtube.com/watch?v=zNxauGQuMtE

For using Dinno Catanneo's F-14D default HUD for aiming & shooting the
CS Weapons, you may do the following :

1. From plane's "Panel" folder, copy & paste all folders & files except "PANEL.CFG" in "panel.csweapon" folder

2. For aligning 2D CS HUD aimpoint with default F-14D HUD aimpoint, use the following parameters in weapons .xml :

<Weapon>
           <Gun>M61 Vulcan</Gun>
           <Shell>Vulcan Bullet</Shell>
           <Unlimited>0</Unlimited>
           <Station name="Nose" params="0,9,0,0,-0.000,0,1200" />
           <Mode name="AUTO" shotrate="100" setshots="0" sequence="1" skipFrm="0" />
           <Mode name="X10" shotrate="100" setshots="100" sequence="1" skipFrm="0" />
           <DefaultMode>AUTO</DefaultMode>
       </Weapon>

Changing with "-0.000" at all weapons you use accordingly.

3. For the Gun Aimpoint to show up at F-14's HUD, press "SMS" in MFD screen & then the other button as in video (2nd button from left top - don't remember name...)

Another way of course, is just to turn off default F-14 HUD from the HUD switch at right panel (3nd switch down) & with shift + 3 to turn 2D CS HUD on with screen centered...

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Textbooktam on Oct 14th, 2014 at 10:51am
Hi lads
I've just purchased the weapons pack but when I tried to download the sdk from the page i was prompted to it was just the pdf that I got. Where do I download the actual SDK from as I desperately want to attatch weapons to my Razbam a7 corsair & others.

 Also I really am not a computer expert & didn't realise there would be so much adjustment required in the aircraft files & config to get it to work properly with third party add ons which is quite disappointing because I never fly f18 as i detest the thing & only fly aircraft I like not the ones forced on me by developers that seem to only focus on that particular aircraft.

So I guess my question is 2 fold;

Where is the actual SDK & do I have any realistic chance of getting this product to work on aircraft that I want to fly?

I sure hope so as I've seen youtube vids & it seems to work fine on the TP aircraft displayed there but as I said it'll not be much use to me if I require a phd in computer software developement to make it work on the aircraft I'd like to use it on!

Please excuse my ignorance in any area concerning this as I am a newb really & I'm sure I'll have overlooked something or things :)

Thanks for listening guys & any help at all is greatly appreciated




Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Xpel on Oct 14th, 2014 at 1:34pm
Hi.

1. I don't think there is actually some SDK that you can download but maybe I'm wrong. The PDF you are reffering to, has all the info you need to configure CS Weapon for third party planes. With this I mean, how you can fit the CS 3D Colimated HUD to third party aircraft.
It's a lot of work (needs many - many tests until accomplished) but If you care enough for some particular plane, it may worth the effort.

Good news for you are, that Razbam's A-7 HUD is already "made" from another user & you may download it from CS Liveries (Site, not forum). There you may find many interesting things also, like weapons, missions, etc.

2. You cannot attach weapons to any aircraft. Weapons will only show up at the moment they are triggered. For planes (like A-7) that have external weapon loadouts (by the plane developer I mean), you can use this for the "effect" & immersion.

3. Since fitting the colimated HUD in a 3d party plane, is really a lot of work, I preffer to adjust the aimpoint at plane's croshair point (if there is one of course). At the same time, this is much more realistic & immersive than having the F-14 or F-4 for example with an F-15 HUD (the CS 3D HUD is "F-15ish") and much too easier (needs very few tests to accomplish the right spot).

http://www.youtube.com/watch?v=h4DPxgslNxI

Finally, you always have the option to turn on/off the 2D HUD with your screen centered (& without moving your view of course, concentrating on target...)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by zsoltfireman on Oct 14th, 2014 at 5:25pm
hello,

Available the Milviz Phantom CSWeapon.xml file?

Thank you!

Zsolt

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Textbooktam on Oct 14th, 2014 at 9:27pm

Xpel wrote on Oct 14th, 2014 at 1:34pm:
Hi.

1. I don't think there is actually some SDK that you can download but maybe I'm wrong. The PDF you are reffering to, has all the info you need to configure CS Weapon for third party planes. With this I mean, how you can fit the CS 3D Colimated HUD to third party aircraft.
It's a lot of work (needs many - many tests until accomplished) but If you care enough for some particular plane, it may worth the effort.

Good news for you are, that Razbam's A-7 HUD is already "made" from another user & you may download it from CS Liveries (Site, not forum). There you may find many interesting things also, like weapons, missions, etc.

2. You cannot attach weapons to any aircraft. Weapons will only show up at the moment they are triggered. For planes (like A-7) that have external weapon loadouts (by the plane developer I mean), you can use this for the "effect" & immersion.

3. Since fitting the colimated HUD in a 3d party plane, is really a lot of work, I preffer to adjust the aimpoint at plane's croshair point (if there is one of course). At the same time, this is much more realistic & immersive than having the F-14 or F-4 for example with an F-15 HUD (the CS 3D HUD is "F-15ish") and much too easier (needs very few tests to accomplish the right spot).

Finally, you always have the option to turn on/off the 2D HUD with your screen centered (& without moving your view of course, concentrating on target...)


Thanks for the speedy reply mate :)

Cant seem to find the liveries section on the Captainsim site that you refer to :(
Yeah I care enough to learn to do it because for me immersion is everything & I think this weapons pack is the best for that in an overall sense as I will never fly an f18 :)  I live to fly those classic missions over Vietnam & Korea in my Corsair, Skyhawk, F86, Mig15 etc.
I think you are right about retaining the aircrafts own HUD for realisms sake so I`d be interested in learning to do that for some of my models but my main aim is to get it working on my Corsair so any help at all will be greatly appreciated my friend.

kind regards  :)


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Markoz on Oct 15th, 2014 at 1:33am
There is no actual SDK, only the SDK.pdf!  Personally, I wouldn't have named it CSWeapon_SDK.pdf, but would have named it a guide on to how to modify the CSWeapon XML file for use with other aircraft addons, and 3D HUD integration. But it's all that there is in the way of an SDK. ;)

You use the CSWeapon_SDK.pdf to help you modify the CSWeapon.xml for the aircraft that it's been added to, that's all you need to do. Adding the 3D Hud into an addon aircraft is the hardest thing to do IMHO (well it certainly is for me), while figuring out the XYZ for the location of the weapons on the aircraft, and the Pitch, Yaw & Bank of the shooting is a good challenge. Once you master all that, it isn't too bad to do. ;D

It's been quite a while since I did any modding of the CSWeapon.xml, so I'll have to relearn how it all works. :(

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Xpel on Oct 15th, 2014 at 5:11am
Of course .xml is available. I'll post all the info you need later on the day
after come back from work.
Since then and as it happens for me to work on a Vietnam Mission (bombing of Thanh Hoa Bridge. 10/6/1972) right now for A-7 & F-4, some eye candy :

http://www.youtube.com/watch?v=qm1MJ3MHs38

;)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Xpel on Oct 15th, 2014 at 2:22pm
@zsoltfireman

The value that you need from .xml is the following in bold (0.0525) :


Quote:
 <Weapon>
           <Gun>Hydra 70</Gun>
           <Shell>Hydra 70</Shell>
           <Unlimited>1</Unlimited>
           <Station name="LeftWingOuter" params="-5,0,0,0,0.0525,0,7" />
           <Station name="LeftWingInner" params="-2,0,0,0,0.0525,0,7" />
           <Station name="RightWingInner" params="2,0,0,0,0.0525,0,7" />
           <Station name="RightWingOuter" params="5,0,0,0,0.0525,0,7" />
           <Mode name="AUTO" setshots="0" shotrate="7" sequence="1,2,3,4" reset="0" />
           <Mode name="X4" setshots="4" shotrate="7" sequence="1,2,3,4" reset="0" />
           <DefaultMode>X4</DefaultMode>
       </Weapon>


Generally speaking, this value defines how much upwards any "gun" aims. For rockets & vulcan in F-4E, this configuration convergence is about 800m away. Use the same value for missiles (they will lock when target centered at croshair.). Above configuration represents 4 rocket pods on board with 7 rockets each (realistic). Selected mode (X4) fires 4 rockets each time you push trigger. Another realistic configuration derives by changing #7 to #19 (with 4 or 2 rocket pods).

Also be sure (test) if your CS weapon is calibrated ok (with ctrl+shift+9 in 2D cockpit - F10 to enter. For F-4 configuration is enough for the 2 circles to have the same size, ie even if they don't fit to each other. Entering afterwards VC cockpit & testing with ctrl+shift+9 , they fit allright.)

For RAZBAM's T-2D/E the same value is : -0.0079 for guns/rockets, -0.000 for missiles.

@Textbooktam

Log in to Captain Sim site & go to link "Check in". Provide required info & then select "CS Weapon". Then select "Liveries". Last page of liveries for A-7 HUD.

PROCEDURE for Centering Weapons to a Default plane Aimpoint :

1. Spawn with the plane at an airstrip with center line. Go in Slew mode ("Y"). Take some height
(F3 or F4) and decline forward the plane with Aimpoint aiming at the desired spot. That means, how far on the runway & at which point on it, you want the gun or rockets to converge (DECLINE plane with mouse wheel).

2. Shoot the gun or rockets & notice if the impact point is closer or more away from the desired.
Here are the tests starting : Change the value mentioned above with different values for each one of the 4 rockets (FSX IS closed when changing .xml ! Restart FSX & test). The rocket that strikes closer to desired aimpoint leads to the direction of the desired value, increase or decrease accordingly & retest... Rockets & gun usually use the same value (but you may want a different convergence for each one...)

3. To fit missile seaker at planes aimpoint, with screen centered, hit shift+F3 & open 2d HUD. By changing the same value as above, you may move the 2D HUD missile "aim lock" at the position of plane's default croshair. Do some tests as above & you'll get it precisely...

other .xml customization
DECREASING AIM9s ACCURACY :

By changing these 2 values below, you'll have to get more properly at six of target plane (better angle) :

[quote]      <TurnRate>0.4</TurnRate>
               <!-- missiles only: maximum turn rate. Radians -->
               <SteerDelay>1.0</SteerDelay>
               <!-- missiles only: initial acceleration time before self-homing begins. Seconds -->[quote]

If you notice in .xml. AIM7 has a value of 0.2 turn rate (& misses targets that turn rapidly or bad shooting angle). Also you may increae a bit Steer delay value, say 1.5, so that for 1.5 sec missile will fly straight before starting to turn for target, thus inreasing initial angle between missile & target at the firing moment...

Hope these help...


Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Textbooktam on Oct 15th, 2014 at 8:14pm
Thanks Xpel

I`m on it now thanks a million for all your help btw! :)

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Xpel on Oct 16th, 2014 at 7:39pm
No problem mate & Good Luck with your project !

And since you like the Vietnam Era, let me tease you a bit... :)

http://www.youtube.com/watch?v=q7YCBxFt2B4

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by zsoltfireman on Oct 17th, 2014 at 10:42am
What water texture you use?

Title: CS Weapons fully integrated
Post by Chris_P on Jan 14th, 2015 at 5:56am
S-3B "Viking" with fully integrated CS Weapons :

With FSX Mission .xml code, all planes that weapon appearence at pylons is modelled to payload station weight change, can have the attached to plane weapons properly disappearing upon firing'em, as also proper weight changes of the plane of course...

Search in YouTube for the video with v=n5K0TUby74s to check this for Cattaneo's "Viking".
Next plane I'll "convert" is the F-14D by Cattaneo & I'll post the relative missions if there is an interest or request for this.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by ptds on Jan 22nd, 2015 at 1:20am
Chris,

Can you share with us how you have managed to do this.

Pete

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Chris_P on Jan 23rd, 2015 at 6:11am
Hi Pete.

F-14D Air Weaponry : YouTube, v=HArBeyXYwvU

This can be achieved for any military FSX plane that the appearence/disappearence of weapons on board is modelled to the weight change of the relative payload stations. This is the case with Tacpacked planes (ironic ?...) as the freeware Cattaneo's planes are.
I achieve this in FSX Missions where mission .xml code :
- sets all payload station weight to 0 for a clean configuration
- sets specific payload station weight for attachment of specific planes weapons upon them
- detects when a CS Weapon is being fired (by proximity trigger to area attached to user, ie "entrance"-spawning of a CS Weapon in that area), setting relative payload station weight to 0, resulting at proper weight & visual effect upon weapon firing !!!...

So :
1. The attached to plane weapons, are the ones by the plane developer made (not the CS Weapons). But the essence - having proper weight & visual changes - doesnot change or affected really.
2. This is for FSX Military Missions and not for Free Flight. Though it may sound complicated, is very simple & straightforward (at least for me...).

A side note :
Though Free Flight is good for taking screenshots or making videos, only in FSX Missions you can have the interactive v-environment (through triggers & conditions) for FSX Military Operations.
Personally, I feel restricted by weapon addons working exclusively in Free Flight and not in Missions. Hopefully, FSX@War works in Missions as well.

BTW, I'm Xpel (some issue with new forum & cam't log in).

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dthiessen on Apr 10th, 2015 at 4:21pm
Chris please share with us your expertize and post what you have done..please dont deny us your talents just because enough people have not spoken up!

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Chris_P on Apr 11th, 2015 at 7:01am
Hi dthiessen and thank's for the feedback.
Just tell me what you need - want and you'll have it. Simple as that... Send me a PM with what interests you and I'll see what I can do.
I use both weapon solutions for FSX, depending of Aviation Era
and availability of weapons.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dthiessen on Apr 12th, 2015 at 7:11am
Chris where did you get the breathing sounds for your F4E that is icing on the cake man thats cool!

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by Chris_P on Apr 13th, 2015 at 11:53am
From YouTube. Mission "understands" when user has more than 5
sustained Gs and triggers the sound file.

Title: Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Post by dthiessen on Apr 13th, 2015 at 2:29pm
ok thanks Chris.

Title: Re: A2A B-17 HELP PLEASE
Post by harley1380 on May 18th, 2015 at 2:54pm
I have the b-17 xtra pack and it has the shift-2/2d panel just like the weapons pac. is there a workaround to have both working together. I tried fooling around with the  Window Titles
but it did not work
[Window Titles]
Window00=Main Panel
Window01=Clipboard
Window02=Mini Controls
Window03=Payload and Fuel Manager
Window04=Map
Window05=Radios
Window06=Maintenance Hangar
Window07=Weapon Control Panel
Window08=HUD
Window09=none0
Window10=dbg
Window11=none1
Window12=none2

also have the same issue with the steam f-16. its like one or the other, but not both.   thanks for any help and keep up the great work capt sim      robert




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