Page 1 of 1

Smoke gauge

PostPosted: Mon Sep 07, 2009 7:49 pm
by Tomcat5
I have absolutely no clue how to make a xml gauge.  All I want is to be able to know how to make an invisible gauge that turns smoke on when the engines n1 and throttle reach a certain level.  Any help would be appreciated.  Thanks.  It would be better if you could explain how to make the gauge, rather than just give me code.  Thanks.

Re: Smoke gauge

PostPosted: Sun Sep 20, 2009 5:38 pm
by microlight
Hi Tomcat, and welcome.

There's exactly the gauge you mention in my AutoEnvironment package, available here. You need to get familiar with the basics of how XML works (look at the tutorials on FS2x.com). Ater that it's getting the hang of the logic that turns on the smoke effect.

Two ways of doing it: using the [smokesystem] or [lights]; the logic needs to be slightly different for each type, and IMHO the lights option is more versatile.

Essentially what you are doing is telling the gauge for example that if N1 is greater than a value, then switch the smoke effect on. What I've done in mine is to use logic such that if the N1 is greater than 10 but less than 50 then it activates an 'idle' smoke effect: if over 50 then it activates a heaver effect to simulate a hard-working engine. Mine also shuts off the effects the higher you go, so that it doesn't interfere with the contrails.

All the variables you need are in the FS2x.com tutorial documents. Let us know how you get on.

;)

Re: Smoke gauge

PostPosted: Sun Sep 27, 2009 3:16 pm
by Tomcat5
Hi Tomcat, and welcome.

There's exactly the gauge you mention in my AutoEnvironment package, available here. You need to get familiar with the basics of how XML works (look at the tutorials on FS2x.com). Ater that it's getting the hang of the logic that turns on the smoke effect.

Two ways of doing it: using the [smokesystem] or [lights]; the logic needs to be slightly different for each type, and IMHO the lights option is more versatile.

Essentially what you are doing is telling the gauge for example that if N1 is greater than a value, then switch the smoke effect on. What I've done in mine is to use logic such that if the N1 is greater than 10 but less than 50 then it activates an 'idle' smoke effect: if over 50 then it activates a heaver effect to simulate a hard-working engine. Mine also shuts off the effects the higher you go, so that it doesn't interfere with the contrails.

All the variables you need are in the FS2x.com tutorial documents. Let us know how you get on.

;)


The AutoEnvironment package here (Is this the right one: http://www.simviation.com/cgi-bin/perlfect/search/search.pl?p=1&lang=en&include=&exclude=&penalty=5&mode=all&q=autoenvironment)