73samster
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File Comments posted by 73samster
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So this does work for XP12?
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8 hours ago, jordi1992 said:
So let me understand. These are different coordinates than what Carda provided in his instructions? Also, will these coordinates work for both 300 and 400 or stick to the instructions for the 300 and your coordinates for the 400?
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16 minutes ago, Ant Craft said:
As far as I know, yes, so long as you know the correct coordinates to put the engines on
Is it different than the coordinates given in the initial instructions?
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Anyone know?
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Anyone know if the carda engines work on this new variant?
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42 minutes ago, Hurri Cane said:
I hope to see the engines on the 764 soon
What do you mean. It will work if we install?
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Will this work with the new Flight Factor 767-400 just released?
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LOVE LOVE The engines but one Problem. Anyone know a way to learn to paint the livery for these engines where there are no liveries available? I cannot figure it out.
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5 hours ago, cardajowol said:
FF liveries would of had AO where the old engine used to be, that is what this is, unless you are using a livery that was made specifically with my engine your gonna get that AO on the wing. (AO = Ambient Occlusion [like a shadow])
Got it understood. Love your engines with or without that AO. HUGE difference. WOW. Thanks for explaining. I thought I did something wrong. Your engines make me wanna fly this thing again. and added a sound pack unbelievably awesome.
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What is this? Issue with the flight factor? and not the mod?
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why do the clouds flicker? Anyone know?
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10 hours ago, JonasN1985 said:
I figured it out myself. All you have to do is to looking for the section
ANIM_hide 0.000000 0.000000 anim/NEO
which should have four sub sections (four times ANIM_begin to ANIM_hide).
Every sub section has an "ANIM_hide" line like
ANIM_hide 1.000000 1.000000 anim/blade/L/1/lo/rem
You have to remove the part "anim/blade/L/1/lo/rem" at each of the four lines and you must set 1.000000 1.000000 to 0.000000 0.000000 also four times.
This works for me.
I think I got it to work. I removed that whole section and deleted. I think it is working.
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On 1/1/2022 at 10:24 AM, JonasN1985 said:
In the manual for replacing the PW Engines from the Toliss A321neo Pack there is the instruction to edit the blades.obj file with an editor. It's not entirely clear for me.
Should I just edit the existing "anim/NEO" part to matching the values in the pdf?
Or should I replace the "anim/IAE" part with the "anim/NEO" values because the "anim/IAE" part originally comes before the "anim/CFM" part in my file.And do I loose something if I delete the "anim/NEO" part instead of editing? At the moment I've deleted it because with editing the existing "anim/NEO" part I had weird black rotating discs in front of the plane.
great work so
Was this answered? I am having same issue here. Which lines do I delete, all?
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Question. Now I want to replace the TOLISS NEO 321 PW with your MOD. I will do this as a separate installation to be only for PW NEO. For this reason, do I Just follow the NEO Upgrade section of the installation manual?
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Real nice and fantastic work. Thank you.
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2 hours ago, cardajowol said:
There is only 1 reason to leave the objects is if you are looking to use 1 of the default engines with 1 of the engine mods, if you are replacing both or just having separate installs for each engine mod then you do not need the objects.
Ah I understand I think. For me I have separate installs for each mod which means removing them was fine, correct? Do I understand you correctly?
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Following up to my last comment, you will see in these pics what I get if I do not remove the original blades engine. Once removed the engines look FANTASTIC. Can you confirm they should or should not be removed?
Screen Shot 2022-02-21 at 4.17.59 PM.zip Screen Shot 2022-02-21 at 4.17.41 PM.zip
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3 hours ago, cardajowol said:
The manual was wrote before the CFM so has no requirement to remove the blades/engines in it, if you read the CFM manual its in there. I know whats in the manual I wrote it.
Carda, I have no doubt you know what you wrote but the install only properly worked after removing the original blades and engine obj in plane maker/ misc objects by pressing clear as I did when installing CFM. Question, having already removed, do I need to put them back or leave as is?
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I think I learned something but anyone please clarify. I understand that the ridges at the end of the engine are chevrons on the CFMs and they only appear based on the livery for the engine correct? Meaning, they only appear by default if the livery has it that is installed for the engine correct or am I missing something?
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Do you know where I can get an A321 Skittles livery for the airplane?
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7 hours ago, cardajowol said:
?
There is an override for the toliss particles to lower some values for performance and there is 1 custom particle I included. In the pack the CFM one, that should only be used when using the engine stand alone and not with the IAE mod.
I am confused. By the way the ridges I am referring to are the chevrons. So if only installing the CFM mod, are you saying I only need one particles folder in the objects folder?
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6 hours ago, cardajowol said:
its all in the manual.
Hi, Actually the manual for the IAE2500 does not mention anything about deleting the blades and engine that already existed in planemaker. However, it does mention this for the CFM mod. I went ahead and deleted and boy LOVE this mod. Fantastic work but please double check your instructions for the IAD 2500 MOD. It does not say to delete anythin in Planemaker.
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Does the engine.obj have to be cleared from the misc objects on plane maker and blades too first?
General Electric CF680C2-B6F Engine Mod for FF767
in Airliner mods
Posted
Anyone can confirm if these mods work on XP 12? please?