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 25 USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD (Read 238696 times)
Markoz
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #135 - Jun 18th, 2011 at 9:02am
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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
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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Simdad
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Re: Position of shot (focus)
Reply #136 - Jul 5th, 2011 at 7:24am
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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 Huh
  
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Markoz
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Re: Position of shot (focus)
Reply #137 - Jul 5th, 2011 at 7:39am
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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 Huh
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
  

Mark Fletcher



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Captain Sim 2
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #138 - Jul 6th, 2011 at 8:13pm
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Internet mysteries. Manual reuploaded, sorry for inconvenience.
  
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Markoz
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #139 - Jul 7th, 2011 at 5:56am
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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 Grin

Mark
  

Mark Fletcher



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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #140 - Jul 7th, 2011 at 3:04pm
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Whew... Smiley
  
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Markoz
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #141 - Jul 8th, 2011 at 2:53am
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Captain Sim 2 wrote on Jul 7th, 2011 at 3:04pm:
Whew... Smiley

That much of a relief eh? Wink
  

Mark Fletcher



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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #142 - Jul 16th, 2011 at 5:33pm
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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!!! Shocked
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!!  Cheesy 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!! Cheesy
  
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Markoz
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #143 - Jul 17th, 2011 at 2:48am
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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
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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isidro.daniel
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #144 - Jul 17th, 2011 at 6:12am
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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!!!! Smiley
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!!! Cheesy Cheesy Cheesy

Daniel
  
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Markoz
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #145 - Jul 17th, 2011 at 6:35am
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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. Wink

Mark
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #146 - Jul 18th, 2011 at 11:00am
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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,
  

Jeremy Jeffreys&&&&I7 920 @ 4.0 ghz&&260 GTX OC &&Win7 64 Pro&&C-130 Pro / C-130X / 757 / 767 / Weapons Pack&&
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Markoz
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #147 - Jul 18th, 2011 at 3:24pm
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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.
  

Mark Fletcher



PC: i7 10700K @3.8/5.1GHz | 64GB DDR4 3200 | 12GB RTX 4070 Super | 32" LCD Monitor | 1TB SSD & 2x2TB SSD | Win 11 Pro - FSX/FSX-SE/P3D3/P3D4/P3D5/P3D6/MSFS2020
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #148 - Jul 18th, 2011 at 3:59pm
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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,
  

Jeremy Jeffreys&&&&I7 920 @ 4.0 ghz&&260 GTX OC &&Win7 64 Pro&&C-130 Pro / C-130X / 757 / 767 / Weapons Pack&&
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Re: USE WITH THIRD-PARTY AIRCRAFT - THE ONLY THREAD
Reply #149 - Jul 23rd, 2011 at 9:16pm
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Looks like the picture was too big... here goes the correct size one!

Daniel Isidro
  

AGM_54_alinhado.jpg (Attachment deleted)
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