Delta6Actual 0 Posted November 16, 2009 Recently I have been messing around trying to make an accurate QF-100D. I have the default F-100D, and QF-100D skins from column5. I changed the data files, so there is no armament, no pilot, and so on. I can't figure out how to get rid of the refueling probe. The real ones didn't have one. I went into the drone picture/texture (don't know what its called)set and erased it from there. In the game, the probe is still there, but now its white. I couldn't find anything in the data.ini that shows the probe. Saving any advanced modifications, is there a way to do this? Had the same problem with the gun ports. Any help would be appreciated. Share this post Link to post Share on other sites
Guest rscsjsuso5 Posted November 16, 2009 try this model i always shot it down using a chinese mig http://forum.combatace.com/index.php?app=downloads&showfile=5839 link is from a f100a taiwan air force know if it helps but trying and testing would do. enjoy Share this post Link to post Share on other sites
Wrench 9,875 Posted November 16, 2009 (edited) There's some MAJOR differences in between the A and D models, as stated in Dave's readme for the ROCAF Rehab Version. The FM edits alone will make it unusable for the D model drones. -------- The reason the probe is now white, is you've removed the 'paint' by fiddling with the skin map. The right and proper way to remove it is use the "remove components trick' via data ini edits. What you need to know is the node or mesh name of the probe. One needs to extract the F-100D.LOD from the Objects.cat (Classic series games) or from which ever it's in in the NextGenners, and have a hex editor, and know how to use it. In this case, only to find the mesh name. Then, you take the hex editor, open the LOD and search for... "probe". This will turn up the name "refuel_probe" (without the quotes, of course). Then, you extract the data ini, if you haven't already --one can assume you're building the specalized QF-100 drone, and have already edited the various and sundry inis to create the stand alone type- ... Open the data ini, and in the ]AircraftData[ section, where the major Components are listed, add this, where *** is the next number in sequence Component[***]=Remove1 Component[***]=Remove2 Then, below that, add this statement, that'll REMOVE the probe from sight [Remove1] ParentComponentName=fuselage ModelNodeName=refuel_probe DestroyedNodeName=refuel_probe DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Remove2] ParentComponentName=fuselage ModelNodeName=refuel_base DestroyedNodeName=refuel_base DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE save and close the QF-100D_DATA.INI Note: if you only want to remove the MAIN probe, just use the first statement. The 2nd statement will remove the mounting base that's under the wing. you're probe will now be gone. I've done this LOTS of time, and it works like a charm. Post a screenie when you're done, so all can see! Just wish I could remember WHO found this trick in the first place...Fubar? FastCargo? AD??? wrench kevin stein Edited November 16, 2009 by Wrench oppsy-forgot there's 2 parts to the refuling thingy Share this post Link to post Share on other sites
+Dave 2,322 Posted November 16, 2009 Crusader discovered the trick. Yeah the REHAB F-100A wouldnt work as a QF-100D, although they might of looked alike (they used D parts to the REHAB version) they flew very differently. Share this post Link to post Share on other sites
+Crusader 2,101 Posted November 16, 2009 BPAo. Declaring mesh parts as damage model to hide them was used first in his F-100D_FR mod. Share this post Link to post Share on other sites
Wrench 9,875 Posted November 16, 2009 Excellent...!!! Then, with every such edit we perform, we can honor him. One of the very coolest tricks in the Modders Kitbag! Olivier, we thank you! wrench kevin stein Share this post Link to post Share on other sites
Delta6Actual 0 Posted November 17, 2009 (edited) It actually worked, No more probe! You guys rock! I'm bad with computers, and don't know how to do all that was suggested, so I improvised. I based these modifications on how they are in the ROCAF F-100. If I'm not mistaken, that model is based on the standard model of the D. I'd post a screenie, but I don't know how to. When I figure it out, I will. By the way, the gun fairings still show, is this a similar fix? [AircraftData] EmptyMass=9361.4 EmptyInertia=78490.6,17267.8,115760.9 ReferenceArea=37.16 ReferenceSpan=11.81 ReferenceChord=4.14 CGPosition=0.00,0.12,0.00 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 Component[010]=Remove1 <========New Line Added Component[011]=Remove2 <========New Line Added [Probe] ParentComponentName=wing_right_inner ModelNodeName=probe_ok DestroyedNodeName=refuel_base DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Remove1] ParentComponentName=fuselage ModelNodeName=refuel_probe DestroyedNodeName=refuel_probe DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Remove2] ParentComponentName=fuselage ModelNodeName=refuel_base DestroyedNodeName=refuel_base DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE Edited November 17, 2009 by Delta6Actual Share this post Link to post Share on other sites
Wrench 9,875 Posted November 17, 2009 Delete the "probe" section ... just use the data EXACTLY as I've supplied it. (as in copy/paste it from the post above) Looking into the LOD, there is only a listing for "gun_holes_right" and "gun_holes_left", so it might not be possible to remove the blisters. As seen below, the recessed area for the muzzles seem to be cast into the nose, and probably can't be filled in with Bondo. -- To post a picture, look at the bottom left of the screen, when typing a new post or when replying ... you'll see the "Attach This File" blue button, along with an empty window and the Browse and Clear Selection. Browse will open a popup for your computer, navigate to the folder where the screenie is (making SURE it's been converted to a jpg) and attach. Or upload to our Gallery, right click to find the URL, and copy it. On the post/post reply screen, you'll see the little buttons at the top, you can use the Picture to create the place to paste the screenies URL into, is hosted in our Gallery or on a personal site. wrench kevin stein Share this post Link to post Share on other sites
Lexx_Luthor 57 Posted November 17, 2009 Bpao again!!! I've been wondering lately who came up with this trick, I couldn't remember but I knew at one time. Thanks fellas/fellattes. One example I use. I bpao'd the Thudwire B-52 "drop" tanks which are not droppable, nor even unselectable. I can now replace them with suitable large functioning drop tanks. Don't know where I'd find a B-52~esque tank for this though. Maybe use the PASKO B-58 pod. Share this post Link to post Share on other sites
Stratos 3,192 Posted November 21, 2009 Nice threat! Wondering If is possible to associate "enemy" planes into a terrain, so for example when you fly over the "Range" terrain, you can encounter and shoot down only QF100 and that unmanned drone. Possible? Share this post Link to post Share on other sites
Wrench 9,875 Posted November 21, 2009 Nope. No enemy airfield for them to spawn from wrench kevin stein Share this post Link to post Share on other sites
Delta6Actual 0 Posted November 22, 2009 What if you changed it so the NationName=SOVIET. This is how the Firebee is set up. I suppose you would have to mess around a lot with the range is set up too. Share this post Link to post Share on other sites
Wrench 9,875 Posted November 22, 2009 (edited) See above, particulary the 2nd line. For enemy aircraft to appear, they have to have someplace to come from. The Ranges (both Red and Blue), ain't got no enemy airfields Of course, there's always my "Empty Desert" terrain ... it has one airfield ONLY for each side. wrench kevin stein Edited November 22, 2009 by Wrench Share this post Link to post Share on other sites
Lexx_Luthor 57 Posted November 23, 2009 Have you fellas done a red/blue dissmimilar training type thing? Two sides competing from different bases. A new install setup just for this. Guns could be given invisible tracers, damage modelling might be tailored to just disable AI combat flying, and coloured smoke emitted by damaged/destroyed parts to simulate feedback from the ground, instead of the usual burning smoke type thing. Didn't they do whole campaigns like this for training? That would be ALOT of work molding the game into something as completely different as this. **haha** try molding the game to SAC~vs~PVO you could spend YEARS doing this. Share this post Link to post Share on other sites