Uhu Posted June 25, 2009 Posted June 25, 2009 Hello! I tried to turn the Hunter F6 available here into a FGA 9 variant, using some data of a SF2 mod (from here). I did not manage to remove the rocket rails for the 60lbs rockets, they're still showing up. Is there any way to do this without 3d-modelling software? I looked in the .OUT file, found entries about the left wing and right wing rocket stations and removed them, editing the _data.ini accordingly. Any help will be really appreciated! Greets, Uhu Quote
+KnightWolf45 Posted June 25, 2009 Posted June 25, 2009 Hello! I tried to turn the Hunter F6 available here into a FGA 9 variant, using some data of a SF2 mod (from here). I did not manage to remove the rocket rails for the 60lbs rockets, they're still showing up. Is there any way to do this without 3d-modelling software? I looked in the .OUT file, found entries about the left wing and right wing rocket stations and removed them, editing the _data.ini accordingly. Any help will be really appreciated! Greets, Uhu used hex editor to remove the parts you want exported files can not be altered has far has i know any outher way hope that i have helped you Cocas ps dont aks me how to use a hex editor beacouse i dont know sorry. Quote
+Wrench Posted June 25, 2009 Posted June 25, 2009 You know the FGA.9 is stock in WoE and WoI (even if the WoI variants are called 59 & 70), and probably SF2E (and the other hunters in SF2 are based off the WoE-ish/WoI model. Importing the WoE version would be pretty straight forward, just EXTRACT everything releated to it, and move it over. Which you'll probably want to do for the cockpit, anyway for ADs Hunter. but to the question at hand.... You can do it with data ini edits ... I've done this LOTS of times, in particular removing the HVAR mounts and wing guns from the TBM-3 to make it a TBF-1 (early model) Obviously, you'll need the Hunter's data ini and the OUT, which you have. Open the data ini, and scroll down to the ]AircraftData[ section, that lists the MAJOR components.... [AircraftData]EmptyMass=5747.00 EmptyInertia=23799.8,8718.9,44566.9 ReferenceArea=31.59 ReferenceSpan=10.26 CGPosition=0.0,0.0,0.0 //CGPosition=0.0,1.8,0.0 Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=LeftStab Component[006]=RightStab Component[007]=VertTail Component[008]=LeftOuterWing Component[009]=RightOuterWing (note adjusted CG position for 08 patch levels) Then, what I do, is add a break line //--moves to remove stuff--// so, for folks that look at inis, can get an idea as to how it's done. Then I add the "new" components, so they can be removed in the step. BTW .. you MUST list every single one of the rocket stations!!!! Below, exampled by not listing all of them, is right from ADs OUT file: Component[010]=left_pylon_outer Component[011]=left_pylon_middle Component[012]=left_rocket_pylon Do the same for the Right side pylons. they MUST to listed EXACTLY as displayed in the OUT file!!! Then, below that, I add the 'removal statement' of the nudely displayed component name -they MUST MATCH EXACTLY the component listing from above !!! I'll just show a couple... [left_pylon_outer]ParentComponentName=fuselage ModelNodeName=left_pylon_outer DestroyedNodeName=left_pylon_outer DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [left_pylon_middle] ParentComponentName=fuselage ModelNodeName=left_pylon_middle DestroyedNodeName=left_pylon_middle DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [left_rocket_pylon] ParentComponentName=fuselage ModelNodeName=left_rocket_pylon DestroyedNodeName=left_rocket_pylon DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE and the same for the right side. There's really nothing to it!! I disremember exactly WHO discovered this, but it coolio maximus!! wrench kevin stein Quote
+FastCargo Posted June 25, 2009 Posted June 25, 2009 used hex editor to remove the parts you want exported files can not be altered has far has i know any outher wayhope that i have helped you Cocas ps dont aks me how to use a hex editor beacouse i dont know sorry. Woah, woah, WOAH! Do NOT do this! If you do this, you risk making the LOD file unreadable! This is very different from renaming a skin inside a LOD file through hex editing. Go with Wrench's technique...much less risky! Also, manipulating the OUT file does nothing for you. All that file is is a report generated by the 3ds MAX ThirdWire plugin which details what meshes, what heirarchy, and what materials and textures were assigned to each mesh. The sim does not use that file AT ALL. It's mainly a useful document for modders. FC Quote
Spinners Posted June 25, 2009 Posted June 25, 2009 The OP is referring to Armourdave's Hunter and Ndicki's Rhodesian Hunter - two totally different 3D models. Quote
+Wrench Posted June 25, 2009 Posted June 25, 2009 True, but the data ini edit procedure works on ANYTHING (well, except GroundObjects)...the only difference is we don't have the OUTs for 3W models, hence the need for a hex editor to find the mesh names. That's ALL it would be used for in that case (as in the A-4A Scooter mod, with it's removed refueling probe from the A-4B lod) wrench kevin stein Quote
Uhu Posted June 26, 2009 Author Posted June 26, 2009 Sadly, I don't own neither WoE or WoI or any 2nd-gen-game, so that I cannot import any plane - I've got to cope with SFP1 (my playground) and WoV data. I think that I've already removed any mention of the rocket rails. Nevertheless, the still show up: I know that there is no pylon for the Sidewinder and that the weapons do not sit very accurately on the pylons. [LeftWing] ParentComponentName=Fuselage ModelNodeName=left_Wing DestroyedNodeName=DAM_LeftWing ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DESTROYED MassFraction=0.118 HasAeroCoefficients=TRUE LiftSurface=TRUE CLa=0.8039 CD0=0.0014 CDL=0.0022 Cmq=-0.2973 Cmad=-0.0055 Cyb=-0.0349 Clb=-0.1140 Clp=-0.1088 Clr=0.0230 Cnb=-0.0968 Cnp=0.0049 Cnr=-0.0130 CLaMachTableNumData=4 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=0.982,1.000,1.063,1.125 CD0MachTableNumData=4 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.816,1.000,1.038,16.952 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000 CmqMachTableNumData=4 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=0.869,1.000,1.909,-1.045 ClbAlphaTableNumData=15 ClbAlphaTableDeltaX=4.00 ClbAlphaTableStartX=-28.00 ClbAlphaTableData=-1.550,-1.232,-0.913,-0.594,-0.275,0.044,0.362,0.681,1.000,1.319,1.638,1.956,2.275,2.594,2.913 ClpAlphaTableNumData=15 ClpAlphaTableDeltaX=4.00 ClpAlphaTableStartX=-28.00 ClpAlphaTableData=5.200,4.062,3.100,2.312,1.700,1.262,1.000,0.913,1.000,1.262,1.700,2.312,3.100,4.062,5.200 ClrAlphaTableNumData=15 ClrAlphaTableDeltaX=4.00 ClrAlphaTableStartX=-28.00 ClrAlphaTableData=-6.569,-5.623,-4.676,-3.730,-2.784,-1.838,-0.892,0.054,1.000,1.946,2.892,3.838,4.784,5.730,6.676 CnpAlphaTableNumData=15 CnpAlphaTableDeltaX=4.00 CnpAlphaTableStartX=-28.00 CnpAlphaTableData=-46.384,-30.045,-18.478,-10.636,-5.623,-2.650,-1.000,0.000,1.000,2.650,5.623,10.636,18.478,30.045,46.384 CnrAlphaTableNumData=15 CnrAlphaTableDeltaX=4.00 CnrAlphaTableStartX=-28.00 CnrAlphaTableData=46.712,34.332,23.856,15.285,8.619,3.857,1.000,0.048,1.000,3.857,8.619,15.285,23.856,34.332,46.712 XacMachTableNumData=4 XacMachTableDeltaX=0.40 XacMachTableStartX=0.00 XacMachTableData=0.681,0.686,0.716,0.296 CheckStall=TRUE CLmax=0.2892 AlphaStall=18.55 AlphaMax=24.45 AlphaDepart=31.32 Ymac=-1.42 MinExtentPosition=-0.981,2.179,0.103 MaxExtentPosition=-5.214,-2.89,-0.371 CollisionPoint[001]=-0.981,2.179,0.103 CollisionPoint[002]=-5.214,-2.89,-0.371 CollisionPoint[003]=-5.214,2.179,-0.154 CollisionPoint[004]=-0.981,-2.89,-0.154 SystemName[001]=LeftFlap SystemName[002]=LeftMainGear SystemName[003]=LeftWingFuelCell SystemName[004]=LeftWingStationOuter SystemName[005]=LeftWingStationMiddle SystemName[006]=LeftSidewinderStation The right wing is set up accordingly with "RightFlap" etc. I've attached the Hunter F6 INI's used as base and the current state of my FGA9 edits. hunter_F6_data.zip hunter_FGA9_data.zip LOD's and BMP's for FGA9 are renamed versions of the F6 versions. Any ideas for further proceeding? Uhu Quote
+Wrench Posted June 26, 2009 Posted June 26, 2009 Well, looking at the 2 data inis, you DIDN'T remove ANYTHING!! Follow the instrucions I provided above. As to the winder rails, can't help ya there wrench kevin stein Quote
Uhu Posted June 27, 2009 Author Posted June 27, 2009 Here are 2 screens of the INI's displayed in WinMerge. F6 is left, FGA9 on the right. The other wing looks similar, the uploaded INI's shall prove that... I'm pretty sure that I did remove the rocket rail callings in the files. I can't see the error... Uhu Quote
Tannethal Posted June 27, 2009 Posted June 27, 2009 Sure you removed their definition as [system] on the wing. But that won't remove or make them invisible on the model. Wrench gave you a method of making them invisible by adding them as [components] and have them called out with their node names. S! Quote
Uhu Posted June 27, 2009 Author Posted June 27, 2009 Sure you removed their definition as [system] on the wing. But that won't remove or make them invisible on the model. Wrench gave you a method of making them invisible by adding them as [components] and have them called out with their node names. S! Damn... After reading this, I've got a nasty feeling of blockheadedness ^^... Meanwhile, I think that I've got it, thanks, Wrench and Tannethal! Uhu Quote
+Wrench Posted June 27, 2009 Posted June 27, 2009 I've got a nasty feeling of blockheadedness That is one of the FUNNIEST, and most honest statements I've ever read on ANY board!!! You can leave the SystemName= intact in the various {**Wing} sections, as they'll not be there anymore via those Component edits. It goes without saying, of course, the Loadout.ini will need adjusting as well, but again, that ain't nutting! As may the WeaponsStations in the data ini This is what a 'completed' removal statment in the data in looks like, from the TBF-1 [AircraftData]EmptyMass=4572.0 EmptyInertia=8476.0,11618.95,18229.85 ReferenceArea=45.52 ReferenceSpan=16.51 CGPosition=0.00,-0.25,0.00 Component[001]=Fuselage Component[002]=LeftWing Component[003]=RightWing Component[004]=LeftStab Component[005]=RightStab Component[006]=VertTail Component[007]=Nose Component[008]=LeftOuterWing Component[009]=RightOuterWing //--moves to remove wing guns & HVAR stations--// Component[010]=Gun_WL Component[011]=Gun_WR Component[012]=RockLauncher_L01 Component[013]=RockLauncher_L02 Component[014]=RockLauncher_L03 Component[015]=RockLauncher_L04 Component[016]=RockLauncher_R01 Component[017]=RockLauncher_R02 Component[018]=RockLauncher_R03 Component[019]=RockLauncher_R04 [Gun_WL] ParentComponentName=fuselage ModelNodeName=Gun_WL DestroyedNodeName=Gun_WL DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Gun_WR] ParentComponentName=fuselage ModelNodeName=Gun_WR DestroyedNodeName=Gun_WR DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_L01] ParentComponentName=fuselage ModelNodeName=RockLauncher_L01 DestroyedNodeName=RockLauncher_L01 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_L02] ParentComponentName=fuselage ModelNodeName=RockLauncher_L02 DestroyedNodeName=RockLauncher_L02 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_L03] ParentComponentName=fuselage ModelNodeName=RockLauncher_L03 DestroyedNodeName=RockLauncher_L03 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_L04] ParentComponentName=fuselage ModelNodeName=RockLauncher_L04 DestroyedNodeName=RockLauncher_L04 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_R01] ParentComponentName=fuselage ModelNodeName=RockLauncher_R01 DestroyedNodeName=RockLauncher_R01 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_R02] ParentComponentName=fuselage ModelNodeName=RockLauncher_R02 DestroyedNodeName=RockLauncher_R02 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_R03] ParentComponentName=fuselage ModelNodeName=RockLauncher_R03 DestroyedNodeName=RockLauncher_R03 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [RockLauncher_R04] ParentComponentName=fuselage ModelNodeName=RockLauncher_R04 DestroyedNodeName=RockLauncher_R04 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE The screenie is what it looks like. You'll notice the missing wing gun barrel, about 1/3 the way out from the fuselage, and little 'stub thingys' under the wings are gone for the HVAR mounts wrench kevin stein Quote
Uhu Posted June 29, 2009 Author Posted June 29, 2009 The rocket rails are gone, now, many thanks for the help! A subsequent question: is there any way to set up pylons for the Sidewinders or must these be referenced in the 3D-model? Uhu Quote
+Wrench Posted June 29, 2009 Posted June 29, 2009 Noninially, yes. They'd need to be built into the 3d model, and then only appear when loaded. But, as you can see below, using the 'fake pilot method', new and/or additional pylons can be added. In the case shown, the Paki F-7 (howling1s old mod for the 21F13) now with all 4 stations. wrench kevin stein Quote
Uhu Posted July 1, 2009 Author Posted July 1, 2009 That's great, I've got pylons on it now. :-) Next questions: what avionics are realistic for a ground attack Hunter? Some kind of A/G and A/A-radar, I guess, but with what abilities? Any ECM and countermeasure dispensers? As a realistic approximation, could the avionics of the contemporaneous Mirage III be used or could those be a base for a rework? With a fast google search, I did not get something really conclusive on the subject. Uhu Quote
+Wrench Posted July 1, 2009 Posted July 1, 2009 None Hunter's never carried any radar of any type. I don't even think there was a gunsight-ranging unit, like the F-86 carried. All done with the Mark 1 Eyeball. go into the PropHead Modding Thread; on the 2nd to last page I posted some links to sites that house books on pdf. With a little serching, all your Hunter questions can be answered (if you got a big enough HD for the several terabytes of books you'll be d/ling!!! ) wrench kevin stein Quote
Uhu Posted July 1, 2009 Author Posted July 1, 2009 Thanks for the hint to these links, Wrench! One of those documents stated that the hunter had a radar ranging equipment. I've dropped the idea of making a avionics.ini , at this moment, maybe later. On the other hand, I'm playing with the idea of releasing the thing. Can someone (Wrench? :-) )check the correctness of the licensing in the readme? ReadMe.txt It will include the cockpit files and the faked pylon from ndickis release. The other stuff comes from the SFP1 Hunter uploaded by USAFMTL. Will a release under the CA freeware license be rightful or have I to ask to get a clearance for it? Uhu Quote
+Wrench Posted July 1, 2009 Posted July 1, 2009 if 'ranging' it's probably a similar set up to that as used on the Sabre's, only feeds information to the gunsight for the lead computations. Very low power set, with VERY limited range (maybe 1000 yards max??). ---------- If the folks mentioned are Freeware Signatories, just include their names for credit. btw, I think the aircraf was built by ArmorDave (if this is the really old one!), so don't forget to mention him! :yes: I'd clean up some of the unneeded stuff from ndiki's readme me, unless HIS aircraft is need to apply this mod to; if so, it should be stated. otherwise, looks ok to me! wrench kevin stein note to self -- get off ass and write the tutorial on "how to write a good readme, even though no one reads them" Quote
Uhu Posted July 2, 2009 Author Posted July 2, 2009 OK, it's uploaded: http://forum.combatace.com/index.php?autoc...p;showfile=9334 Does the "File annoucement" thread / support topic come somewaht later, or did I make an error in the uploading? Uhu Quote
Uhu Posted July 2, 2009 Author Posted July 2, 2009 Does the "File annoucement" thread / support topic come somewaht later, or did I make an error in the uploading? Uhu Forget this question - as I nearly had expected, the thread shows up with the file approval. Uhu Quote
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