Is anyone in this forum familiar with animations in FSDS 3.5? I'm trying to animate a magneto switch. It looks promising in FSDS, but is without movement in the sim. That means I must be doing something wrong! 

Cees


Cees
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Well, I got it animated (in part) but it is quirky! I tried to animate it in four stages: off- mag1- mag2- both, with three intervals. I used the 'switch_ignition_magnetos_trimotor' tag and animated at frs. 0, 25, 50 and 75. I used these rotations: -45, -15, 15 and 45. But! There is only movement between the frames 25 and 50 and it moves from the off-position to the both-position. So I have -off- off- both- both- instead of -off- mag1- mag2- both-. I've got the feeling that I'm missing something obvious, but I can't figure out what.![]()
I sure hope someone here can help me!
Cees
Is it possible to put a second magneto switch in the same plane? I'm building a Fokker S.IV trainer with two panels, and I want to put a second magneto switch in the second cockpit. I've animated it, but it doesn't do anything.
Cees
Is it possible to put a second magneto switch in the same plane? I'm building a Fokker S.IV trainer with two panels, and I want to put a second magneto switch in the second cockpit. I've animated it, but it doesn't do anything.
Cees
Glad someone was able to help with the switch!
I was trying to help with what little I know from FS9 stuff, but wasn't sure how the keyframe numbers worked for FSX.
The xml looks WAY different for parts when compared to gauge xml, though. At least what I've messed with in the past for FS9, that is.
Are all the values used for gauges also available for use in parts when it comes to FSX?
Is this something to do with FSDS or is there something else to look at? I've played around with GMAX for the M-2 and don't remember anything like this. I'm guessing it's only for FSX, correct?
Regards,
Jorge
Miami, FL
You’re most welcome. Great to hear.Thanks Paul! I have that code already in my modeldef! Just tested it. It works!
Cees
The XML syntax changed significantly between FSX and FS2004 and earlier. Some FS2004 code will work in FSX if it is written in the correct format but any early syntax XML (i.e. FS2000, FS2002, etc.) code will not. None of the FS2004 'canned' animation codes will work in FSX either, all animations have to be created individually and coded appropriately.Glad someone was able to help with the switch!
I was trying to help with what little I know from FS9 stuff, but wasn't sure how the keyframe numbers worked for FSX.
The xml looks WAY different for parts when compared to gauge xml, though. At least what I've messed with in the past for FS9, that is.
Are all the values used for gauges also available for use in parts when it comes to FSX?
Is this something to do with FSDS or is there something else to look at? I've played around with GMAX for the M-2 and don't remember anything like this. I'm guessing it's only for FSX, correct?
Regards,
Jorge
Miami, FL
Now back to getting contact points and such straightened out.