VEGAS wrote:Hi Trev,
thanks for the heads up. I did'nt know this worked quite so well in FSX. Might scrub the CLS DC-10 off my Xmas shopping list now.

I just installed and tested this in FSX SP2 as far as the VC functions are concerned.
There needs to be some adjustments made to eliminate the "SP2 induced" texture
problems that cause the VC background textures to become reflective when ANY
light is turned on.
This is a simple fix in the panel.cfg file. Simply change all the Background_color=0,0,0
statements to read Background_color=1,1,1.
Larger issues appear for the autopilot display windows for Mach/Speed, Heading,
Altitude and VS. The numbers do not appear because the panel.cfg placement
X,Y values are negative. FSX doesn't like that at all.
Again, some simple panel.cfg edits corrects this in the VCockpit04 window:
//gauge00=PAPMD11_v2!Autopilot IAS-Mach Window, -24,-5,141,45
gauge00=PAPMD11_v2!Autopilot IAS-Mach Window, 0,0,116,40
//gauge01=PAPMD11_v2!Autopilot Heading Window, -26,33,140,49
gauge01=PAPMD11_v2!Autopilot Heading Window, 0,33,114,40
//gauge02=PAPMD11_v2!Autopilot Altitude Window, -15,75,152,46
gauge02=PAPMD11_v2!Autopilot Altitude Window, 0,75,138,42
//gauge03=PAPMD11_v2!Autopilot VS Window, -15,113,152,46
gauge03=PAPMD11_v2!Autopilot VS Window, 0,113,138,42
There is a missing texture for the vertical speed sign ( +/-)
I fixed this by creating a 5x20 black background BMP and
created a - sign 1/3 down from the top and a + sign about
1/3 up from the bottom. This BMP gets named "AP_Rolling_Numbers_signs.bmp"
and placed in the "1024" folder within the "papmd11_v2.cab".
I unziped the cab file to a same-named folder to do the edits and testing.
I generally leave the xml gauges in folder format rather than try to
"cab" them again. FSX uses the folder-named files, of present, before
it looks in a cab anyhow.
Now to the main reason I dug into the cab file. Starters...they don't work
in FSX and need to be modified, just as was done in the release of the
modified HS748 cab file. I created a simplified version of the starter
code for the three starter gauges and the 3 VC started gauges.
- Engine Start Switch 1 (2, 3) VCengine Start Switch 1 (2, 3 }
Here's the engine 1 code for the 2D starter swith. The only difference for the
VC switch is the switch bmp's used. For engines 2 & 3, simply substitue the
correct number index:
<Gauge Name="Engine Start switch1" Version="1.0">
<Element>
<Select>
<Value>(A:General eng1 starter, bool)</Value>
<Case Value="0">
<Image Name="Switch_Start_Off.bmp" ImageSizes="44,45,44,45"/>
</Case>
<Case Value="2">
<Image Name="Switch_Start_On.bmp" ImageSizes="44,45,44,45"/>
</Case>
<Case Value="1">
<Image Name="Switch_Start_On_Blue.bmp" ImageSizes="44,45,44,45"/>
</Case>
</Select>
</Element>
<Element>
<Select>
<Value>(A:Eng1 N2 RPM, percent) 50 > (L:STARTER1_active,bool) && if{ (>K:TOGGLE_STARTER1) 0 (>L:STARTER1_active,bool) }</Value>
</Select>
</Element>
<Mouse>
<Help ID="HELPID_GAUGE_STARTER_SWITCH"/>
<Cursor Type="Hand"/>
<Click>(>K:TOGGLE_STARTER1) 1 (>L:STARTER1_active)</Click>
</Mouse>
</Gauge>
These modifications will make the VC fully usable in FSX SP2 and the engines
will start in eitherthe VC or 2Dpanels.
Paul