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Afterbunner Design

PostPosted: Tue Feb 17, 2004 2:54 pm
by foo_fighter
:) ;) :D ;D

Hi chaps!

1st time here in this specific forum   ;D
(I'm becomin too inquerin' LOL)
anyway,
I want to use DSB's fx in order to create afterbunner fx for other aircrafts that has none, my problem is:

which files I have to input and exactly location, cos what is happening now is somethin like this: I have to hit "I" in order to see the AB, but when using Viper or Typhoon all I have to do is max power and the flame comes out (awesome) - so, which files go where???

thanks in advance

cya!

Re: Afterbunner Design

PostPosted: Tue Feb 17, 2004 8:03 pm
by N4733D
Bad news, in order for the afterburner to appear at max power (which mind you, adds no additional thrust), it has to be built into the model of the aircraft itself. No effect (minus hitting I) can do it properly without it looking kind of...well...shitty.... :P

Re: Afterbunner Design

PostPosted: Tue Feb 17, 2004 9:16 pm
by foo_fighter
:) ;) :D ;D

hhmmm =/ I think I was doing somethin wrong, but no, it's a model problem :P :-[ :-X :-/ :(

that's ok!

thanks anyway pal!  ;D

Re: Afterbunner Design

PostPosted: Wed Feb 18, 2004 9:33 pm
by Travis
Actually, it probably isn't a model problem . . .

have to hit "I" in order to see the AB, but when using Viper or Typhoon all I have to do is max power and the flame comes out


Meaning you have succeeded in adding ABs to another aircraft?  That means you are using fx files to do so, and any fx file can be activated (through the smoke system) by a gauge you can add to the aircaft's panel.cfg file, which is probably how the Typhoon and Viper do it.  Not being a military aircraft fan, I wouldn't know. ;)

What I would suggest is you get CfgEdit, which is a freeware panel creator and open either the Viper or Typhoon panels and see if there is a gauge in there that doesn't seem like it belongs (such as being in a useless spot and really small).  This usually means its a gauge with functions other than telling you how an aircraft is functioning.  Copy that gauge (Ctrl+C) and open the panel.cfg of the aircraft you are wanting to add the ABs to.  Paste the gauge in and put it almost anywhere (it will be invisible in FS).  That should do it.  If it doesn't work, come back and we'll fix it . . .

Re: Afterbunner Design

PostPosted: Wed Feb 18, 2004 11:02 pm
by foo_fighter
:) ;) :D ;D

yup!

that's it what I'm doing - the hard way, hours foolin around with fx, gauges and panels, now I'm beginin to understand that, and I'll try your sugestion Ender
thanks!

cya!

Re: Afterbunner Design

PostPosted: Sun Feb 22, 2004 1:31 am
by N4733D
I would bet however, if you looked at the Typhoon model, it had animations programed for the afterburners. For example, if you downloaded that incredible SR-71 for FS2002 a while back, I had the FSC to it, the afterburners are back there, and are set to appear at 110% thrust (max).

Re: Afterbunner Design

PostPosted: Mon Feb 23, 2004 8:56 pm
by squall12990
[quote]Actually, it probably isn't a model problem . . .


Meaning you have succeeded in adding ABs to another aircraft?

Re: Afterbunner Design

PostPosted: Mon Feb 23, 2004 10:19 pm
by Travis
What do you mean "under water injection"?  If you mean the actual FUNCTION of the afterburner, it doesn't have any effect on any aircraft in FS, just a little bit of eye-candy.  There is no increased thrust from the ABs using the effects systems.

Re: Afterbunner Design

PostPosted: Fri Feb 27, 2004 11:11 pm
by N4733D
For an actual thrust increase, like I said, in FSEdit, go to Jet Engine and click the box labled "Afterburner." Boom now that 747 of yours will get up and go! ;D ;)