This file was designed using Windows Notepad and a Microsoft Sans Serif, regular style, #10 fonts with Word Wrap enabled.




NICKS A-I JET EXHAUST WITH CONTROL GAUGE


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I have produced 2 tutorials for this effects package. This file contains the shortest set of installation instructions possible in getting the effects up and running. The HELP_ME.txt file included with this package is the same tutorial as presented below but it contains VERY detailed 1-2-3 step information for individuals who do not understand how to locate/edit aircraft or panel configuration files. You may refer to the HELP_ME.txt file if you are having problems getting the effects to work or need much more detailed information as you read through and follow the directions below.

The very last section of the HELP_ME.txt file deals with properly locating the effects to the aircraft engine exhaust port for 3rd party aircraft. I * highly suggest * the section LOCATING THE EFFECTS TO THE MODEL of the HELP_ME.txt file is read very carefully when it is noted to do so in these instructions.


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IMPORTANT NOTE FOR -ALL- NICK'S JET SMOKE USERS:

If you are using Nick's Jet Smoke the references to the NickSmokeFXControl.xml and NickSmokeFXControl2.xml gauges and all the fx_nicksmoke_XXX_ effects files from that package MUST be removed from all the configuration files and replaced with references to the files from this package. It will be noted how to accomplish the change in the instructions below as you install the new package.



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ABOUT THE REAL WORLD:

Most modern jet aircraft engines do not *smoke*. They emit a shimmer or visual distortion of heat at low throttle along with a visually light tint of reddish/brown (at least to my eyes) burned jet fuel particals which usually only becomes really visible under very high throttle conditions. The amount of jet exhaust which becomes visible not only depends on environmental factors such as temperature and light angles but also the type of engine and year of its manufacture. Some jet engines of the past expelled such dark exhaust it could be seen from the ground well before the aircraft could be visually identified in the sky with the naked eye.

The effects files included with this package are NOT designed to be huge billowing plumes or puffs of brown, gray or black,.. thick, knurly smoke.. they are designed to add a smooth and fairly transparent jet heat/exhaust animation where there is none in the simulaton which in my opinion makes the sim experience a bit more realistic. The effects were designed for the best all-around results when viewing the different class of A-I aircraft from close up, in chase, a distance -or- when viewing the effect being generated by the aircraft being flown by the user. I went to great lengths in code testing/editing to influence the effects to work with all the aircraft under different zoom, lighting and viewing distance conditions on my system and in the process gave them a color, contrast and tint consistency which works well under all the test conditions I ran. However.. there was a point at which I had to give a little in order to get the overall result. Had I made them too light -or- too dark the effects would be visually erratic and not appealing at all under the different enviromental and viewing conditions as the simulation is run.

The included 777_AB effects file is designed in scale for the size of the exhaust port of newer aircraft (Airbus, 767, 777) and is extremely light in contrast as compared to the 747 effect file which was designed to have that aircraft's inherent darker tint of initial exhaust at the port. The lrg_lear-MD_7X file was designed for the typical scale of the 707, 727, MD8X size engine and to also work with large Lear jets along with military applications as well. None of the effects files were designed for a specific aircraft engine, its specifications or year of manufacture.

Influencing the simulator to display the effect 100% perfect compared to its real world counterpart for every single class of A-I and 3rd party aircraft along with the real time changes in 3D rendering of lighting, shadow, angle, motion, zoom and not to mention the wide variety of video cards being used in the world would require thousands of hours to research, test and produce. Even then there would be no way to please everyones taste to what is seen on the screen.

Please do not email me and tell me all about jet heat/smoke... I know what it looks like and how it should look. I have had my face too close to it and had the displeasure of breathing it in more than once in my life. What I have provided with this package not only works, it works very well on my system. It also comes to you with the totally ultimate and undeniably positive attribute... its free. ;0)

..ON THE OTHER HAND! I DO appreciate constructive feedback (positive and negative) so I can improve my effects code writing and try to resolve problems that I was unaware existed. It is important to understand that I do not have a high end professional video card installed on my system and it is possible there could be visual issues that my system will not display at all and a system with a Pro class video card may, such as color blotchiness under certain light conditions or other anomalies. I do appreciate feedback about such issues because it assists me in correcting them in later updates. A picture speaks a thousand words so if you see something out of place while running these effects on your system and you wish to bring it to my attention, snag a clear screenshot of the issue (Keyboard: hit PrintScreen, then paste into a blank Microsoft Paint page and save as JPG) and send it along in email with a detailed explanation of the problem.

Hearing about positive results along with the video card specifications for the computer running the simulation also helps me to know what visually works for future reference as well.


I sincerely hope you enjoy this add-on as much as I enjoyed creating it.



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HISTORY AND ACKNOWLEDGEMENTS:


Nick's Jet Smoke was my first project in adding exhaust effects to jet aircraft. I have learned allot about the flight simulator effects files and XML coding since then. The files included with this package are completely new and different from my original project. They have been much better tuned for scale and visual appeal. They are also -very- frame rate friendly as compared to my first package released several months ago. This release add a new element to the flight sim experience by including animated exhaust for all A-I traffic. The new effects files included render a distortion effect behind the engine which represents the heat shimmer and emissions produced by hot jet exhaust while in taxi and takeoff. They also do not -plume- during taxi and only expand into a light exhaust/heat -trail- after the plane is accelerated for takeoff. This is the same for A-I planes or the aircraft being flown by the user. The heat shimmer effect will not appear from the A-I aircraft engines until the plane has gone through its push back sequence and is throttling up to taxi from the terminal. Upon decent and before/after landing the exhaust effects are not displayed with the A-I traffic while it returns to the terminals and parks.

The A-I addition to my effects package comes from study of the simulator and how it works in conjunction with the configuration files of the aircraft being accessed for A-I traffic. I discovered during the creation of Nick's Prop Dust that all A-I air traffic (prop and jet) have 1 switched channel available to them at all times which can be edited with an effect file or controller independantly for each aircraft. The simulator will always play the effect that light type #7 (recognition light) is referenced to in the aircraft.cfg file since this light is on at all times during A-I flight. The wing, logo and taxi light channels are not switched on by the simulator for A-I traffic, at least not during the daylight hours, and the effects assigned to those lights will not display. Since it is not possible to have a controlled effect file on an existing strobe, beacon, cockpit or landing light channel, the recognition light becomes the key to accessing any/all A-I aircraft (jet or prop) with an effect that will not only display with all the A-I planes it is assigned to but also allow control of it on the aircraft actually being flown by the user in the same simulation.


Although the gauge and effects files included in this package are my developments, the idea to use some of the aircraft light channels to create switched and controlled effects and credit for the code which eliminates multi-keystroke command errors while monitoring and switching those channels goes to Rob Barendregt and his "Flame and Afterburner Gauge" for which I based my original jet smoke effects package several months ago and who has also been of great assistance to me in education of XML gauge coding.


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LEGAL:

PERSONAL AND NON-COMMERCIAL USE LIMITATION:
Unless otherwise specified in writing, the software provided herein is for your personal and non-commercial use. You may not modify, copy, distribute, transmit, display, perform, reproduce, publish, license, to create derivative works from in order to transfer and sell any information, software, products or services obtained from the use or review of this software package.

NO UNAUTHORIZED DUPLICATION, MODIFICATION OR REPACKAGING IS PERMITTED WITHOUT WRITTEN CONSENT AND/OR THE WRITTEN CONSENT OF THE AUTHOR(S) WHO’S WORK IS INCLUDED AND DEFINED HEREIN AND HERETO. AS FREEWARE THIS GAUGE/EFFECT OR ANY OF THE INDIVIDUAL CONTENTS OF THE FILE(S) CANNOT BE REPRODUCED, IN PART OR WHOLE, FOR ANOTHER FREEWARE PACKAGE OR USED IN ANY PACKAGE THAT REQUIRES, SUGGESTS OR PERPETUATES A PURCHASE OR SALE OR ANY FORM OF COMPENSATION OR TRADE.

DISTRIBUTION
Only the websites and/or companies I have given expressed written consent to distribute this effects package are authorized to distribute it as FREEWARE. An authorized distributor falls under the same distribution guidelines as defined above. The end user is authorized to use this package strictly for personal use in conjunction with MS Flight Simulators. Proper acquisition of expressed written consent is required before reusing this effect, in part, in whole or in any other fashion in order to avoid legal issues from unauthorized reproduction and distribution.

DISCLAIMER:
All Microsoft products and the effects code used in the custom designed effects files contained herein are the property of Microsoft Corporation through the terms of the Flight Simulator End User License Agreement and are protected by registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. No intent to defraud or illegally use the Microsoft trademark, its software, code, and name or secure any income or compensation from the production of this effects package is expressed or implied with the creation of this effects package and supporting files. Any other company names, names of authors or their work displayed in this package are for reference only. Unless otherwise specified, no connection to them or their products is expressed or implied. The author of this software or the site it was downloaded from is not responsible for any damage that may result from its installation or use.


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TO EVERYONE:

Any feedback, comments, suggestions or support issues should be directed to:

Nick Needham
klondikekit@yahoo.com


I sincerely hope the flight simulator community enjoys this awesome effect. Sincere thanks from me go out to everyone who has donated their valuable time to create flight simulator software for the community.


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*************************** KNOWN ISSUES *******************************

Nothing serious but please read the KNOWN_ISSUES.txt file


Most users will have absolutely no problems at all using these effects however I have put together the known issues list so you are aware of everything that I know of and how, if possible, to fix it should a problem arise.

Please read that file before emailing me for assistance. ;0)
It covers just about any issue you may come across.


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IMPORTANT:

In order to enjoy the full visual impact this package has the ability to render you will need to install the effects to all 5 of the Microsoft jet aircraft which installed automatically with the flight simulator software. If you have made changes to A-I traffic through TTools and have eliminated many of the Microsoft aircraft as A-I then you will need to make sure that all of the configuration files for 3rd party A-I planes in your flight simulator setup you wish to apply the effects to are indeed edited/modified to use this package.

If you upgrade any aircraft with repaints or any other additions which in the process overwrites the aircraft.cfg file -or- add a new panel to an aircraft after installing this effects package you must remember to transfer the required edits to the new aircraft.cfg and/or new panel.cfg files.


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INVENTORY:

Unzipping the downloaded NicksAIjetExhaust.zip -or- NaiJE.zip to a location of your choice will produce the following list inside a NicksAIjetExhaust folder:

1.
Images directory = includes images of the effect in action

2.
FILE_ID.DIZ = A synopsis of the effect

3.
HELP_ME.txt = This file will provide very detailed assistance for each step under the section: EDITING THE CONFIGURATION FILES should you need more help.

4.
MS_AIRCRAFT.txt = A complete set of aircraft and panel configuration edits ready to use for all the Microsoft Jet aircraft included with Flight Simulator. This tutorial includes instructions on how to properly copy/past the provided code lines in the MS_AIRCRAFT.txt file to the aircraft.cfg and panel.cfg files of the identical Microsoft jet aircraft installed with Flight Simulator on your system.

5.
KNOWN_ISSUES.txt = If you have not already done so, you may wish to review it.

6.
NicksAIjetEX_FS2004.exe = For automatic FS9 (2004) gauge and FX files installation.

7.
NicksAIjetEX_FS2002.exe = For automatic FS FS2002 gauge and FX files installation.

8.
README_FIRST.txt = This instruction file and tutorial

9.
screenshot.jpg or screenshot.gif = Introduction Image

10.
TWEAK_IT.txt = A tutorial on how to tweak and/or create a custom exhaust control gauge from the one provided in this package.

11.
AUTO_CONFIG = A folder which contains auto install .exe files for all the default Microsoft jet aircraft.


READY?.. Heeeeeeeere we go! :))


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INSTALLATION:

STEP 1:

AUTOMATIC .xml GAUGE AND HEAT/EXHAUST FX FILE INSTALLATION:
(If you prefer manual installation, not recommended for inexperienced users, it is described below this step)


The following files will install the needed effects files and gauges to their proper location.
For ease of installation I the provided two automatic installation files in this package:

NicksAIjetEx_FS2004.exe -and- NicksAIjetEx_FS2002.exe.

a. Simply double click the .exe file for your version of Flight Simulator and a WinZip box will appear which is preset to install the needed files to the proper Flight Simulator directories as shown below:

For FS9 (FS2004) Users:
C:\Program Files\Microsoft Games\Flight Simulator 9

For FS2002 users:
C:\Program Files\Microsoft Games\FS2002

b. When the Winzip window appears click "unzip" and allow the contents to extract directly into the directories. If your version of Flight Simulator is located other than where I have indicated above you MUST browse the Winzip extractor manually to the correct location.


c. Skip down to STEP 2 located below the MANUAL GAUGE AND EFFECT FILE INSTALLATION heading.


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MANUAL GAUGE AND EFFECT FILE INSTALLATION ONLY:
(Not recommended for inexperienced users)

a. Choose the proper .exe file for your version of flight simulator and double click it. MANUALLY browse and extract it to a location other than your main FS directory. There will be 2 main directories extracted and 1 sub directory:

Gauges\nn-gauges -and- Effects

b. Open the \Gauges directory and inside you will find a folder named: nn-gauges. Copy the ENTIRE nn-gauges folder into the \Gauge folder of your main Flight Simulator directory. This should be:

For FS9 (FS2004) Users:
C:\Program Files\Microsoft Games\Flight Simulator 9\Gauges

For FS2002 users:
C:\Program Files\Microsoft Games\FS2002\Gauges

If your version of Flight Simulator is located other than where I have indicated above you MUST browse manually to the correct location.

WARNING: DO NOT COPY/PASTE THE ACTUAL GAUGE FILES LOCATED INSIDE THE nn-gauges FOLDER INTO THE FLIGHT SIMULATOR GAUGE FOLDER. COPY THE ENTIRE FOLDER nn -gauges AND PASTE IT INSIDE THE FLIGHT SIMULATOR GAUGE FOLDER JUST THE WAY IT IS.

c. Open the Effects directory from the manually decompressed zip file. Copy all the files into the following directories:

For FS9 (FS2004) Users:
C:\Program Files\Microsoft Games\Flight Simulator 9\Effects

For FS2002 users:
C:\Program Files\Microsoft Games\FS2002\Effects


d. Proceed to STEP 2 below.


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STEP 2:

EDITING THE CONFIGURATION FILES


This section about editing the configuration files is designed in 2 parts. The first section is a tutorial for enabling the effects for the jet aircraft installed automatically with the Microsoft Flight Simulator software. The second is for manually adding and enabling the effects for 3rd party aircraft.


*** About Automatic Install Methods for Configuration Files, ...and why I will no longer use them ***
The reason I do not include pre-edited configuration files in automatic install packages anymore is because in the past when I have provided those methods I was receiving a slew of email complaints from users on the subject of my automatic installation files overwriting aircraft upgrades, repaints and replacement panels they had installed for their original Microsoft aircraft. What I discovered is there are a whole lot of users out there who for the most part do not read directions, ignore warnings, double click an .exe file and click NEXT, NEXT, NEXT faster than a speeding bullet because it says "automatic" and the bottom line is there is no work involved and no reading necessary in order to get the --> free <-- reward. I was once like that and got into allot of trouble for it. I got into things I should not have because I was too impatient and didn't want to bother to stop, read and pay attention. I would chuck the card or the tag attached to the box aside and went strait into ripping open someone elses Christmas present.

I was about 3 to 6 years old. ;)

On the other hand I have no access to VB software that will make single line edits to the configuration files and even if I did provide that method there is still the possibility of making changes/additions that conflict with the files or the simulator -AND- you must manually tweak the location of the FX to the model for 3rd party aircraft anyway no matter what method of editing the files is used. There is no real savings in time by using automatic methods. In reality, it requires more experience to use the auto editing methods due to requirements in understanding the code of the .cfg files well enough to know when it is safe to use auto-install, and when it is not.

Manually editing the configuration files is the sure-fire way to get it right and not destroy what you have previously installed. It is not that difficult to accomplish and will take about 5 minutes per aircraft or less once the process has been repeated once or twice. If you have never done it then it will be a good learning experience and I have provided enough documentation to cover just about any question and level of skill. I have also always been happy to assist -anyone- that asked for help.

I have spent hundreds of hours producing these packages, answering questions and assisting users. There are 5 steps or less to each section below and more complementary supporting documentation to answer any questions that may arise about each step than most commercial pay software produced for flight simulator. Spending a little time to learn how to make the line edits and understand what it is that is actually being accomplished in the process -IMHO- is a really good thing which can be applied toward future flight sim and/or aircraft upgrading.

It also leaves me more time to produce and complete the next --> free <-- effects package.



Onward and upward....

***** PART 1 *****

MICROSOFT JET AIRCRAFT INSTALLED WITH FS2002 and FS2004:


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IMPORTANT:

THIS FILE ASSUMES YOU ARE INSTALLING THESE EFFECTS TO ORIGINAL MICROSOFT JET AIRCRAFT CONFIGURATION FILES. IF YOU HAVE INSTALLED A DIFFERENT PANEL FOR THE MICROSOFT JET AIRCRAFT YOU MUST EDIT THE [VCockpitXX] HEADING IN THE CORRECT NUMERICAL SEQUENCE OF THE PANEL.CFG FILE HEADING LIST WHICH MAY NOT BE THE SAME AS SHOWN BELOW OR IN THE MS_AIRCRAFT.TXT FILE.

IF ARE USING AN UPGRADED AIRCRAFT.CFG FILE YOU MUST NOT OVERWRITE ANY UPGRADES TO THE [LIGHTS] SECTION OF THAT FILE WHICH ARE DIFFERENT FROM THE MICROSOFT ORIGINAL.

IF YOUR MICROSOFT JET AIRCRAFT CONFIGURATION FILES HAVE BEEN CHANGED OR UPDATED AS DESCRIBED ABOVE YOU SHOULD SKIP PART 1 AND REFER BELOW TO: ***** PART 2 ***** 3RD PARTY AIRCRAFT, FOR DETAILS AS TO HOW TO PROPERLY ADD, LOCATE AND NUMBER THE [VCockpitXX] SECTION FOR 3RD PARTY PANELS AND/OR MANUALLY ADD THE [LIGHTS] SECTION LINES TO THE AIRCRAFT.CFG FILE.

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At this point there must be line edits made to the panel and aircraft.cfg files for the aircraft you wish the effects to appear with and be controlled by when you are flying a jet. If you want the effects to work with your entire A-I aircraft fleet you must edit each and every aircraft configuration file that A-I uses in the simulator. There are only 5 default Microsoft jet aircraft. For ease and speed of installation, with this package I have included an MS_AIRCRAFT.txt file which includes all the proper edits needed for the Microsoft jet type aircraft which come installed with Flight Simulator.


a. AIRCRAFT CONFIGURATION FILE EDITS:


1. Open the aircraft configuration files for the following Microsoft aircraft:

737-400
747-400
777-300
Lear 45
MD-83

2. Scroll down and locate the [LIGHTS] section of each file. The MS_AIRCRAFT.txt file included with this package will have a matching [LIGHTS] section for each aircraft in the list which includes the needed exhaust FX file edits. Copy the [LIGHTS] heading and the entire list of light codes below that heading from the MS_AIRCRAFT.txt file and overwrite the entire [LIGHTS] section of the aircraft.cfg file for all the aircraft listed.

If you use my original jet smoke package, this edit will remove the references to the old effects files and add the new ones.


4. Save the aircraft.cfg files.




b. PANEL CONFIGURATION EDIT:


In order to have pilot control of the exhaust effect on the aircraft being flown, the following edit must be made to the panel.cfg files for the 5 Microsoft aircraft configuration files edited above. If you do not care about the ability to throttle control the exhaust for the aircraft you will be flying in the sim you may skip this entire step and you are finished... however! if you skip this step the exhaust FX will display at all times with the aircraft being flown no matter what you are doing in the simulator, where the aircraft is located, including the points in time the aircraft engines may be shut down.



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NOTE:
Original Nick's Jet Smoke users MUST remove the code line placed in the Microsoft aircraft panel.cfg file when that package was installed. Locate the line:

gaugeXX=nn-gauges!NickSmokeFXControl.xml, 0,0

-or-

gaugeXX=nn-gauges!NickSmokeFXControl2.xml, 0,0

It will be one or the other. The XX in the line represents the gauge number.

You should locate the line under the [Window00] heading at the bottom of the [Window00] gauge list. Delete the entire SINGLE line as it is exampled above. Do NOT delete any other gauge lines. This must be done to all the Microsoft jet aircraft which Nick's Jet Smoke was installed to run with. If more information is needed, refer to the instructions included with the original Nick's Jet Smoke package for details and a visual example as to the exact location of that line.

************************************************************************


1. Open the panel configuration files for the following Microsoft jet aircraft:

737-400
747-400
777-300
Lear 45
MD-83 (There may not be a panel for this aircraft. If so, the panel.cfg edit is not needed)


2. In the panel.cfg file, scroll down to almost the end of the file and look for the last:

[VCockpitXX]

... heading entry. The XX in the name above is the heading number. There will be a list of supporting code with a gauge list below the heading. At the very end of the last [VCockpitXX] section, start the new heading. Copy/paste the entire code section provided in the PANEL CONFIGURATION EDIT section of the MS_AIRCRAFT.txt file for the aircraft listed, into your panel.cfg files.


If you need detailed assistance in making this entry refer to the instructions provided above in PART 1, section b under: PANEL CONFIGURATION EDIT of the HELP_ME.txt file.


3. Once all 5 panel files of the Microsoft Jet aircraft have been edited and saved, your done!



Final Note:
I designed the gauge that controls the effects for the aircraft being flown to generically cover the N1 specifications of the Microsoft jet aircraft however if the effects are not appearing/disappearing at a desired throttle level and you wish to tweak the existing gauge or even create a custom gauge for one of the Microsoft jets, please refer to the TWEAK_IT.txt file located in this package for custom gauge creation and editing.


ENJOY!


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***** PART 2 *****

3RD PARTY AIRCRAFT:

When installing the effects to 3rd party aircraft, although you may refer to the MS_AIRCRAFT.txt file for examples and use them as a basic templates, you can NOT directly copy/past the configuration code from the MS_AIRCRAFT.txt file to a 3rd party aircraft configuration file without properly editing the lines because each aircraft has specific code for engine location and effect scale for aircraft type which varies from aircraft to aircraft.

DEDICATED A-I AIRCRAFT:
If some of your 3rd party aircraft are designed for A-I use only and are not aircraft you fly in the simulator and/or have no panel.cfg file associated with them you need only edit the aircraft.cfg file [LIGHTS] section for those planes. Skip section A and refer to directly to section B below to make the required edits for aircraft that are dedicated strictly to A-I traffic use in your flight simulator setup.


A. GAUGE FILE CODE INSTALLATION:

You must place the entire code section as shown below into the correct location of the panel.cfg file for the aircraft and edit the heading to the correct numerical order in the list. The following was made for copy/paste into your 3rd party aircraft panel.cfg file. The panel.cfg code section with the gauge line is:


[VCockpitXX]
size_mm=512, 512
pixel_size=512,512
texture=$h_cluster
background_color=0,0,0
visible=0
gauge00=nn-gauges!AIJetSmokeFXControl.xml, 0,0



1. In the panel.cfg file, Scroll down to almost the end of the file and look for the last:

[VCockpitXX]

... heading entry. The XX in the name above is the heading number. There will be a list of supporting code with a gauge list below the heading. At the very end of the last [VCockpitXX] section, start the new heading. Copy/paste the entire code section provided above.

2. Next, The XX in: [VCockpitXX] represents the next number in the VCockpit list sequence of your panel.cfg file. The proper VCockpit number must be edited in place of the XX. Don’t forget to verify the new VCockpit section number is in the proper numerical sequence with the one above it.

In cases where there are NO [VCockpitXX] entries in your 3rd party aircraft panel.cfg file simply add the entire section at the very end of the last [WindowXX] section and number it: [VCockpit01]

If you need detailed assistance in making this entry refer to the instructions and example provided in PART 1, section b under: PANEL CONFIGURATION EDIT of the HELP_ME.txt file.

NOTE: Typo errors of the number, code lines, gauge file name itself or any syntax errors will render the gauge totally useless and cause the effects to display constantly on the screen with no throttle control. (# 4 KNOWN_ISSUES.txt)



********************


B. AIRCRAFT.CFG [LIGHTS] EDITS:

The [LIGHTS] section edits are the most difficult of all the edits to make especially if you do not understand the different light types and how they are noted/referenced in the [LIGHTS] list for locating the effect to the aircraft model. Should you wish detailed information about the lines and a breakdown of all the codes in them, refer to the HELP_ME.txt file under PART 2, 3rd Party Aircraft, AIRCRAFT.CFG [LIGHTS] EDITS.


1. Start with the following template. Copy/paste ONLY the number of lines equal to the number of engines your aircraft has and add them to the bottom of the list under the [LIGHTS] heading of your aircraft.cfg file:


light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 1
light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 2
light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 3
light.XX = 7, A , B , C , fx_nicksmokeAI__XXXX // Engine 4



2. Properly number the: light.XX in the new lines to reflect and continue the numerical order of the existing [LIGHTS] list.

NOTE: You cannot exceed light.18 =. The simulator will ignore any light line that is numbered light.19 = and higher (see #3 of the KNOWN_ISSUES.txt file)



3. The next step is to properly reference the effects filenames from the lines above, which at this point all have an X at the end of their names. They must be referenced to the FX file which provides the correct scale which closely matches your 3rd party aircraft. I designed effects files for different scale and/or types of aircraft so the effect would visually match the engine exhaust port size of the aircraft being flown. Each FX file has a different file name extension which replaces the X in the filenames above.

INSTALLED EFFECTS FILE LIST:

The package installed the following effects files which you can use for matching 3rd party aircraft based on the descriptions provided below. Simply edit the entire file name which includes the _XXXX in the template [LIGHTS] section lines with the proper effects file name listed below. You may copy/past the file name directly from this list: (only the file name, not the description)

File Name: Description:

fx_nicksmokeAI_737 = for 737 scale engines and aircraft

fx_nicksmokeAI_747 = for 747 scale engines and aircraft (this exhaust is much darker at the exhaust port)

fx_nicksmokeAI_777_AB = for 777, 767 and Airbus scale engines and aircraft (this exhaust is -very- light)

fx_nicksmokeAI_lrglear-MD-7x = for LARGE Lear jets, MD series and B707, 727 scale engines and aircraft
(this file also works well for military jets)

fx_nicksmokeAI_sm_lear = for SMALL Lear jet scale engines and aircraft
(this file also works well for smaller military jets)



So assuming you have a 4 engine jet aircraft which matches the specification for the fx_nicksmokeAI_747 file, the following will be the correct fx_nicksmokeAI_XXX FILENAME entries:

light.XX = 7, A , B , C , fx_nicksmokeAI_747 // Engine 1
light.XX = 7, A , B , C , fx_nicksmokeAI_747 // Engine 2
light.XX = 7, A , B , C , fx_nicksmokeAI_747 // Engine 3
light.XX = 7, A , B , C , fx_nicksmokeAI_747 // Engine 4



4. Locate the effects to your exhaust ports by entering the A - B - C (X-Y-Z) screen location data. This step is *** extremely critical *** to achieve the best visual appeal. I have demonstrated a method that is very fast and fairly accurate for quickly finding a good starting point for the numbers. It is located in the HELP_ME.txt file under:

***** PART 2 *****
3RD PARTY AIRCRAFT:

section B. AIRCRAFT.CFG [LIGHTS] EDITS.

the very last subject: #4, LOCATING THE EFFECTS TO THE MODEL

Unless you are an expert with flight simulator X-Y-Z location math and/or do not care about pinpoint accuracy in matching the visual FX to the engine exhaust ports of the aircraft model... I HIGHLY SUGGEST YOU READ AND FOLLOW THE FX LOCATION DIRECTIONS OF THE HELP_ME.txt FILE.

A properly located effect for each aircraft makes the entire experience much more realistic.


An example of a completed light section for a 4 engine jet aircraft will appear as shown:

(the numbers and file names are just examples)
light.10 = 7, -117.5, -69.5, -8.0, fx_nicksmokeAI_747 // Engine 1
light.11 = 7, -86.0, -38.9, -11.5, fx_nicksmokeAI_747 // Engine 2
light.12 = 7, -86.0, 38.9, -11.5, fx_nicksmokeAI_747 // Engine 3
light.13 = 7, -117.5, 69.5, -8.0, fx_nicksmokeAI_747 // Engine 4

Make sure you have not edited out any of the commas, periods or equal signs from the line as they are exampled above or the effect file associated with the line that contains the syntax error will not display in the simulator!



5. Save the aircraft.cfg file.




$$$$$$$$$$$$$$$$ Once tweaked for location your 3rd party aircraft is ready to go!! $$$$$$$$$$$$$$$$$$$$$$



Repeat the steps above for any other third party aircraft you wish to install the effects for.



Final Note:
I designed the gauge that controls the effects for the aircraft being flown to generically cover the N1 specifications for the majority of aircraft out there however if your 3rd party aircraft does not fall under those specifications -or- the effects are not appearing/disappearing at a desired throttle level for your aircraft and you wish to tweak or create a custom gauge for the plane, please refer to the TWEAK_IT.txt file located in this package for custom gauge creation and editing.



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ENJOY!

Nick Needham
klondikekit@yahoo.com