Engines in the .cfg

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Engines in the .cfg

Postby Shadow » Thu Jun 18, 2009 11:35 am

Is the max number of engines 4?
Also, I saw that the was a "rocket" engine type for FSX, but it is unsupported, does that mean it won't work on FSX or something else?
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Re: Engines in the .cfg

Postby Felix/FFDS » Thu Jun 18, 2009 5:26 pm

Is the max number of engines 4?


Yes.  and they can be of just one type in a model - piston, turboprop, or jet.

Also, I saw that the was a "rocket" engine type for FSX, but it is unsupported, does that mean it won't work on FSX or something else?


it is unsupported in FS-X.... it won't work in FS-X.

However, it is in CFS3.....

[GeneralEngineData]
engine_type=4
Engine.0=0.000000,0.000000,0.000000
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Re: Engines in the .cfg

Postby Alejandro Rhodes » Thu Jun 18, 2009 5:49 pm

Also, I saw that the was a "rocket" engine type for FSX, but it is unsupported, does that mean it won't work on FSX or something else?


What? It means that plans about Howard Hughe's Hercules won't work? :-[

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Just kidding ,It actually think it should be possible by adding extra engines whether Prop1 or N1 to Prop6
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Re: Engines in the .cfg

Postby Travis » Thu Jun 18, 2009 9:28 pm

Alex, I'm fairly sure that even if you added the new entries and changed the corresponding numbers correctly (prop5_slow, PROP ROTATION ANGLE:3) it wouldn't work since FS only recognizes the first four engines.  What you would have to do would be to have four of the engines mimic the other four.  So for each prop entry you would have:

prop_still0_A, prop_still0_B


. . . or something similar.  That way, you'd still get them animated, but they would start at the same time and react with the same levers in the cockpit.  You could also double all the levers in the cockpit (throttles, mixture, starters, etc) so that it would LOOK like you had eight engines.
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Re: Engines in the .cfg

Postby Felix/FFDS » Thu Jun 18, 2009 9:49 pm

You have four engines, no if, ands or buts.

You can have multiple propellers, but beyond prop3_xxxx, they will be variations that need to be added/recognized


Put-Put had a similar problem.  He's created a SARO Princess (10 propllers) and was having problems once he got to propeller 5.  While he's using FSDS, the solutions in gmax would be equivalent.  You add new parts, tied to the prop0-3 visibiility.

Explanation and codes at the FFDS forums... :)
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Re: Engines in the .cfg

Postby ShaneG_old » Fri Jun 19, 2009 10:30 am

Just out of curiosity,

I have several planes with more than 4 engines and they all appear to work.

Are you saying they are just animated past engine 4, and the rest are eye candy?

ex: I could shut down 4 engines, and the performance of the plane will not change at all.

Just wondering, that could explain why my Hughes Hurcules is so hard to get out of the water. ;D Maybe I need to change the cfg to add some Trents to her. ;)
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Re: Engines in the .cfg

Postby Alejandro Rhodes » Fri Jun 19, 2009 11:32 am

Just out of curiosity,

I have several planes with more than 4 engines and they all appear to work.

Are you saying they are just animated past engine 4, and the rest are eye candy?



Shane give me the link (If its a freeware ) and I will tell you my friend ,but that doesn't matter those are not real engines that pull the plane fowards all are
Last edited by Alejandro Rhodes on Fri Jun 19, 2009 11:38 am, edited 1 time in total.
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Re: Engines in the .cfg

Postby Shadow » Fri Jun 19, 2009 5:32 pm

Ok, a few other questions...

1. My friend has what he calls a "hover cfg" his plane takes off vertically but transitions to normal flight... Is this possible in FSX? I've seen the vertal takeoff from his plane on multiplayer, but not the transition.

2. I have an add-on plane for FS'04 (2004 not 1904 if any of you were thinking that, LOL ;D). It is OK but the props are horrible, and thats when you can see them. :( Good thing is, the add-on came with the Gmax files. :) (I beleive this is quite rare). Could I load the file into Gmax and export it as a true FSX model?

I think there was another question hoping around in my head, but I can't remember it.
Last edited by Shadow on Fri Jun 19, 2009 5:33 pm, edited 1 time in total.
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Re: Engines in the .cfg

Postby Travis » Fri Jun 19, 2009 9:51 pm

Which aircraft is it that your friend has?
Last edited by Travis on Fri Jun 19, 2009 9:53 pm, edited 1 time in total.
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Re: Engines in the .cfg

Postby ShaneG_old » Fri Jun 19, 2009 10:01 pm

There are several here like that, harriers, sci-fi ships,F-35's, all of it done with flaps to go from VTOL to normal flight. There are a couple harriers that have been 'transplanted' to FSX.

There is a cool Su-35LEX that uses the flaps to replicate thrust vectoring in an exagerated sort of way.
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Re: Engines in the .cfg

Postby Shadow » Sat Jun 20, 2009 11:25 am

Ok I though it was an FS'04, but it is actually for FS'02, but what ever, I have the source files...

Here is the link:

http://flyawaysimulation.com/downloads- ... tails.html

Ok, so its flaps to mimic thrust vectoring, or something with the gauges.
Last edited by Shadow on Sat Jun 20, 2009 11:27 am, edited 1 time in total.
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Re: Engines in the .cfg

Postby Shadow » Sun Jun 21, 2009 9:53 pm

If anyone can load it up into Gmaxand then export it and send it to me it would be greatly appreciated, if you don't want to download it, I can send the file. Thanks.
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Re: Engines in the .cfg

Postby Travis » Sun Jun 21, 2009 10:37 pm

How is the file a gmax file when the stub on the page says "FSDS Pro model"?
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Re: Engines in the .cfg

Postby Shadow » Mon Jun 22, 2009 11:37 am

I don't know, but it is a Gmax file...
I've been having wierd glitches with gmax recently, so I can't export it.
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Re: Engines in the .cfg

Postby Felix/FFDS » Mon Jun 22, 2009 6:16 pm

And the link points to a Tu-95 that does NOT have thrust vectoring!!!


If it's an FS2002/FS2004 model, you WILL have problems bringing it into FS-X = if that's what you're trying to do.
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