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Posted (edited)
1 hour ago, Blade said:

You may try adding a line in the plane's _CockPit.ini:

[CockpitSeat001]
ModelName=
HideExternalNodeName=<Put HUD node name here>

 

Could you please clarify if it is possible to hide multiple nodes using this method? 

Thanks

Edited by GKABS
Posted
1 hour ago, GKABS said:

Could you please clarify if it is possible to hide multiple nodes using this method? 

Thanks

AFAIK only one 'HideExternalNodeName=' statement can be added in a _CockPit.ini (which includes the node in question and everything else down in its hierarchy).

  • Like 1
Posted

Okay I'm having an issue moving the pilot (who's in the wrong position in the screenie) back towards the back. The problem is that the game doesn't recognize me moving the pilot and me messing with the x,y,z coordinates. I save the file of course but no movy.

img00003.JPG

Posted

that almost looks like when an Intruder shot its nav half way out

A6_Landing_LT_Gallagher_1.jpg.2d46ab108a22975ce9bee11c7094424e.jpg

are there any entries in the cockpit ini that need adjusting (presuming you've played with the data ini)?

are you working in the right folder?  not being mean, it happens and can take awhile to figure out

  • Haha 2
Posted

Yeah it's the right jet, not confused, just wondering why it won't move. I mean it should, but it won't. I messed with it again but no worky.

Posted

I don't know how GKABS fixed the issue, but he did and didn't let on how he did it, and I actually never thought to ask.

Posted

Hmm I just tried manually inputting the coordinates and it didn't work. I'll have to remember that for next time I have to deal with it.

  • 1 month later...
Posted

Well Happy Belated New Year and all, but not much is expected from me, other than a project (which is a Super Hornet project) with Soulfreak, GKABS, and ravenclaw_007. I'm not doing much other than textures for the birds, so it's Soulfreak's project, not mine. I think when I mention it GKABS gets a little confused with which project I'm talking about, so I'll mainly show skin work from this one. The good news is that I still have to work on my own project, which will be within two weeks or so, as I'm mainly doing Arma 3 work instead of anything else really. I can mod stuff in that game so I gravitate to something that I can actually work with rather than be hampered by my inability to use 3DSMAX or Blender. Frankly the files that I have (the source files) are either .max or .3ds, and while I could probably import it into Object Builder, I don't think it will work out with what I want to do, or buckle down and find a copy of 3DSMAX and Blender is easy to get since it's free more or less.

With the change of payment plan that has affected the site I'm not sure what I'm doing with my stuff in regards to the suggested pricing of the mods. It's only speculative right now, and right now the firm issue is that you have to pay a subscription to download mods, and that includes all of my stuff (and everybody else's of course). If they move into a price per mod system, I'll try and keep it low so it's not like you have to sell body parts for a skin or whatnot. Again I don't know what's going on with Erik other than what has been brought up recently. But if he takes the suggestion that users pay for individual mods then again I'll try and keep it reasonable if I do have a say in pricing. If not then don't bring the pitchforks against me due to abstract pricing, but again it's speculative and so on, so I know much about the way things are headed just like you.

Anyway, I hope to improve the Super Hornet stuff in the future, just have to find the right time and place to do it, as I still have stuff to tweak and so on, but not much since the last upload for the Super Hornet stuff.

  • Like 3
  • 2 weeks later...
Posted

Turns out the AIM-174B was missing the LOD file, and consequently causing issues. So after seeing a related topic and the fix was available due to another member, and so I added it to the AIM-174B folder, now fixed in the major download too. Simply put this where it goes and you'll be set for this missile anyway:

AIM-174B.7z

  • Like 1
  • Thanks 1
  • 3 weeks later...
Posted

Thanks man, I'd have to have a model of the pod, and the coding necessary to make it work within the game engine, which is like four weeks, rather than two weeks.

  • Like 1
  • 3 months later...
Posted (edited)

PSA:

Don't DM me, don't message me on Discord for any of my mods, and if you don't feel like paying money to download stuff from here, I will block you and delete any messages I can. I put my files on this site for wider distribution. If you message me because you don't feel like paying good money for a service, then don't ask me to give you a mod because of that. I don't think it's fair for everybody else to host their files on this site, and people finding ways to circumvent it because you just can't help out. I'm not in the mood to do this because it means people will assume they can simply ask someone to download a file without paying, and you don't want to. It doesn't work like that, and it means you're just looking to take advantage of people rather than paying the minimum so you can go through the Downloads section and get what you want. I don't live to make my stuff available for you because you can't do the right thing and pay for a service that is probably one of the best.

Edited by EricJ
  • Like 2
  • Thanks 2
  • 3 weeks later...
Posted

Anyway, nothing on the horizon right now. Mostly because GKABS is having his health issues, so things are pretty much a standstill, as well... he's helping with the modeling. I think after I'm done (whenever that will be) with Soulfreak's project, I can turn to my own Super Hornets. I do have the max files for my mod, not Soulfreak's, so that's a good thing if I want to ask somebody to work on it in the meantime. I do have a list of things that do need to be worked on, but more or less with the 2030 deadline for the Super Hornet to be removed from the USN inventory (that's the best knowledge, I haven't been keeping up with most of it lately) or something like that, so I want the more detailed Block III jets and so on to be done. Other than that I've been doing a lot of Arma 3 work lately, so I'm kinda focused on some stuff for that game.

Posted

I read that in an article I think on the Aviationist. But a quick Google said the F/A-XX by 2030, so I misinterpreted it. Anyway I make mistakes. Anyway either way I'm not putting much effort into Super Hornet stuff for now. 

  • Like 3
  • 4 months later...
Posted

On a whim about the AIM-174B Gunslinger, I looked up on Google, and will not be modifying the Super Hornet radar (unless I can figure out some non-OP way of doing it (or somebody has a suggestion...) and so on. The way it works via Google is this:

The F/A-18 Super Hornet's improved radar, specifically the Active Electronically Scanned Array (AESA) radar, works with the AIM-174B missile by providing the necessary target data for long-range engagements. While the Super Hornet's radar is capable of its own targeting, the extreme range of the AIM-174 also relies on the broader Naval Integrated Fire Control-Counter Air (NIFC-CA) network, which includes assets like the F-35 and E-2D, to provide mid-course guidance and create a powerful "kill web". This allows the Super Hornet to act as a launch platform for the missile, which can then be guided to the target using data from other networked sensors. 
Role of the Super Hornet's radar and sensors

    AESA Radar:
    The Super Hornet's AESA radar is essential for initial detection and tracking of enemy aircraft, providing the foundational data needed for a missile launch. 

Infrared Search and Track (IRST):
The addition of the ASG-34A IRST further enhances the Super Hornet's ability to detect and track targets, especially in electronic warfare or radar-denied environments. 
Joint Helmet Mounted Cueing System:
This system allows pilots to quickly designate targets, integrating the pilot's head movement with the targeting data from the radar and IRST. 

How the AIM-174 and networked sensors work together

    Missile launch:
    The Super Hornet launches the AIM-174, which can operate on its own active radarseeker for terminal guidance. 

Networked targeting:
The missile can also receive updates in flight through the NIFC-CA network, ensuring it stays on course even at extremely long ranges. 
Role of other assets:
For maximum effect at its longest ranges, the AIM-174's mid-course guidance will likely be provided by other assets in the network, such as an F-35 or E-2D, which have greater radar range and a more powerful view of the battlefield. 

The big picture

    Kill chain breaker:
    The combination of the AIM-174's range and the Super Hornet's sensor suite, augmented by the NIFC-CA network, is designed to break the enemy's kill chain. 

F-14 Phoenix replacement:
This capability helps fill the long-range air-to-air engagement gap left by the retirement of the AIM-54 Phoenix missile. 
Enhanced capability:
By using the Super Hornet as a launch platform supported by networked sensors, the Navy can extend its engagement reach significantly, making it a much more formidable combat aircraft. 

This is what I got through the AI prompt, and so it'll pretty much stand that no update to the Super Hornet Pack will happen. Again if there's a way to make it work at longer ranges, I'm all ears, but as how the game works... It'll just be a bigger AIM-120 so far.

  • Like 3
Posted

In SF2, I think it will most likely just be a bigger AIM-120 yeah...

Even so, I think if I have time I will do several data simulations and shooting tests for it.

While it has unparalleled range, it is large, and its drag and weight will affect the carrier's capabilities.

  • Like 1
Posted

@ravenclaw_007 Making me work with the screenshots in the Screenshots Thread and all... I'll get with him on how he did the pylons to disable the LAU-whatever (It escapes my mind right now as I post) sub-pylon for the original AGM-88 HARMs. Once that's established I can submit an update and recommendation as the Block III jets need to be updated so I can at least use Ravenclaw_007s and simonmiller's AGM-88G and so on, depending when released and such.

Posted

Okay I spent some time learning the _Data.inis of the various Block III planes in SF2, and made sure that the planes worked right. I had some concern with the EA-18G, but the game doesn't spawn the sub-pylon for the AGM-88G that ravenclaw_007 released. I don't have simonmiller416's so I don't know of any issues, so his will vary, but overall if the specs are near the same, then there shouldn't be any issue with using his instead. Anyway I'll upload the Super Hornet mod shortly and more or less get that to your hands ASAP. Fixes include the adaption of the AIM-174B and the AGM-88 and some ini tweaking to make sure it works right, and so on.

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