09 Feb 2018 18:08 - 09 Feb 2018 18:10#37699by Algernon
Having tried out a number of warbirds, we've decided on a "core four" based on their general flyability. However, there is some interest in allowing customised aircraft (no unrealistic FDMs, but other mods are fine). If you'd like to customise your own aircraft, or bring something else that isn't in our core selections, you're welcome to do so, with one stipulation - you must make sure it has the smoke code modification, and then you must upload your modified aircraft and provide a link to it in the
main event thread
before 1600hrs on Saturday 9th Feb, ready for people to download in time for the flight.
You need to take a few simple steps to modify your aicraft. These are as follows:
1. Download the FTag mod package
and extract the FTag directory within to your Flightgear/data/Aircraft.
2. Go to your aircraft's root Models directory, and open the main model XML file.
You can adjust the <x-m> variable if you like, this is how far away from the rear your aircraft the smoke begins to trail.
4. Fire up FlightGear with your bird of choice, making sure the FTag Scenario is running (
download here, but expect updates on Saturday
). Before you get in the air, open the Nasal Console from the Debug menu and type in the following:
Click the execute button in the Nasal Console. You should see and hear a notification that you are testing the smoke, and you should see quick bursts of blue and red smoke from the rear of your aircraft. Try it out airborne too, just to make sure you're happy with the <x-m> adjustment. You can run the smoke_test function as often as you like.
5. You might also want to try and get someone to help you out with a Multiplayer test, just in case something in the aircraft is interfering with the required MP properties.
And that should be that!
The following user(s) said Thank You: Vodoun da Vinci
Smoke is produced by the particle system, whose properties are defined in an XML called through the model files. You shouldn't have much trouble copying the technique used in the aircraft we fitted it to for the FlightNight - we created a directory for the smoke which sits in the Aircraft directory, making it available to any aircraft with a simple model include in its root model XML.
You can get it via the link in our FlightNight thread - it's included in the downloadable package.
It's just controlled by a condition - IIRC, you can either put the condition in the particle configuration XML itself, or use a select animation on any of the objects associated with particles. I think we put our in the FTag/Smoke/ftag_smoke.xml file, deselecting either red smoke, blue smoke or both dependent upon the pilot's game status.
Absolutely - those MP properties in the conditions can be anything. I would personally create a display-smoke boolean property somewhere in the aircraft's property tree, and then assign a key and/or joystick binding to toggle it - press for on, press again for off.
I'm trying to write code examples, but the website seems to have a problem with a character I'm using somewhere. I'd be happy to demonstrate the code required in an aircraft of your choosing, I have a bit of free time this week...