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Uhu

Turning a SFP1 Hunter F6 to a Hunter FGA 9

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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

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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.

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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!! :good:

 

wrench

kevin stein

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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.

 

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

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The OP is referring to Armourdave's Hunter and Ndicki's Rhodesian Hunter - two totally different 3D models.

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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

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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:

 

post-10599-1246040990_thumb.jpg

 

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

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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

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Here are 2 screens of the INI's displayed in WinMerge. F6 is left, FGA9 on the right.

 

post-10599-1246099822_thumb.jpg post-10599-1246099841_thumb.jpg

 

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... :dntknw:

 

Uhu

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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!

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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

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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!!! :good:

 

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

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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

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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

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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

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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!!! :wink: )

 

wrench

kevin stein

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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

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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! :good:

 

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" :rofl:

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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

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