HMS Victorious circa 1960

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DaveG
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Re: HMS Victorious circa 1960

Post by DaveG »

Spent some time this evening chasing Vicky around the North Sea. I found that if I took off from EGNT and picked her up just off the coast, no lights were showing. I repeated this several times with different aircraft, some equipped with the RFN gauge, and some not. Same result.
On the final try, after I had done one flypast, I reset the ship traffic slider to zero so the Vic disappeared, then reset it back up. When the Vic reappeared all the lights were showing, and responding to the RFN gauge.
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Re: HMS Victorious circa 1960

Post by TSR2 »

Chaps,

just substituted Ark into the same traffic file and shes lit up like the proverbial Christmas tree. apart from the Bridge lights which aren't on, but not sure if they were configured. Tried the Vic Circa 1940 and no lights, but steam and smoke effects are working. Changed to Invincible and no lights either. Finally to King George, no lighting. (All in FSX)
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Re: HMS Victorious circa 1960

Post by TSR2 »

Hi DG, I tried that earlier, but with no joy. What aircraft where you flying?

[EDIT] tried that again in P3D mate and it works, so long as you are close enough to her the first time you see her with no lights. I took the Hunter up about 1000ft and 1 mile off her rear, sliders to 0, back flying for a further 5 seconds, then sliders back to 50 and the FLOLS were there. :thumbsup:

[EDIT 2} works in FSX and P3D
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Re: HMS Victorious circa 1960

Post by DaveG »

The reset thingy only seems to work for me if I'm already quite close. Wonder if it's something to do with the embedded xml code not getting initiated properly *-)
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Re: HMS Victorious circa 1960

Post by TSR2 »

No idea dave, as I'm not sure how it works put if I do it when I'm sitting on the runway at Newcastle (10 miles away) it has no effect. *-)

Ark seems ok though. As an aside, I've noticed the AI ships pitch and role more in FSX than they do in P3D, P3D seems very "flat"
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Re: HMS Victorious circa 1960

Post by spatialpro »

I have the same problem with the RFN Gauge in Prepar3D v2 with the Nimitz:

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Also, when approaching Victorious 1960 with the RFN Gauge tuned-in to her I notice that if I'm flying up the ship's center line (i.e. to the left of the glideslope) I get the LSO saying I'm "drifting right", which is the opposite sense and very odd. Does anyone else get this? What is also confusing is so far as I can tell the "drifting left" and "drifting right" sounds aren't included in the RFN Gauge. I could easily be mistaken and perhaps someone else can confirm? This may not be related to the lights problem... put on the other hand it could be!

I'm also busy posting about this stuff over at Flying Stations:

RFN Gauge 4.1 with Prepar3d v2?

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Re: HMS Victorious circa 1960

Post by DaveB »

This 'drifting left' and 'drifting right' has me a bit baffled too Andy and seems to be contrary to what I'm actually seeing. No idea where the English/American voices are coming from. I presume there's a carrier tutorial built into FSXA and it's part of that :dunno:

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Re: HMS Victorious circa 1960

Post by SkippyBing »

DaveB wrote:This 'drifting left' and 'drifting right' has me a bit baffled too Andy and seems to be contrary to what I'm actually seeing. No idea where the English/American voices are coming from. I presume there's a carrier tutorial built into FSXA and it's part of that :dunno:

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The voices are from the Carrier Approach Tutorial in FSX, you have to copy them across to P3D2 if you don't want a warning message coming up every time you tune into the carrier.

The Nimitz and Ark lights aren't showing in P3D2 because the required effect doesn't seem to be included by LM, the RFN_Gauge has no effect on them whatsoever.
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Re: HMS Victorious circa 1960

Post by DaveB »

Here's a couple for the album..

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A new member at FS posted a question asking if the Scimitar could cat launch. I gave it a try and it wouldn't. Suspecting a missing 'Launch Assist' entry and being too idle to fly the 'suspect' Scimitar to Vic again, I saved the flight with her on deck. I closed the sim, added the launch entry, opened the sim and selected the flight. The first pic shows the flight having opened.. I'm at deck level but the Vic has already left me :lol: There were flols! :-O The second shot is after I'd launched and trapped. Just look at the size of those lights! :-O

Anyhoo.. it seems the FLOLS will show (as will the nav lights on the Whirlwind) if you save a flight ON VICTORIOUS. They weren't working when I saved the flight by the way.. only when I went back to it :) This is the v2 mdl by the way.. not the release, not the pre-release but the last one made available over at FS ;)
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Re: HMS Victorious circa 1960

Post by spatialpro »

SkippyBing wrote: The voices are from the Carrier Approach Tutorial in FSX, you have to copy them across to P3D2 if you don't want a warning message coming up every time you tune into the carrier.

The Nimitz and Ark lights aren't showing in P3D2 because the required effect doesn't seem to be included by LM, the RFN_Gauge has no effect on them whatsoever.
Regarding the first point, how come they are still called by the RFN Gauge in P3D2? As far as I can tell from the XML for the gauge never uses the "drifting left/right" sounds... but please do check (I couldn't have mis-read). It may be completely unrelated, but it just struck me as odd given there is no Carrier Tutorial in P3D2, the RFN Gauge doesn't use these two sounds anyhow, and the the "drifting right" sound is heard when you're on the left side... Somehow, somewhere these sounds are being called and it happens when the aircraft is in the wrong place (left vs. right).

Regarding the second point... I think I'm understanding how this is put together now Phil. Would I be correct in saying that your created your own lights for the Vic, independent of FSX, P3D or RFN... but you use the RFN Gauge to "drive" the animation of these lights according to the glideslope info etc.?

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