Guest Raden Posted April 11, 2010 Posted April 11, 2010 (edited) I DL-ed previously the IDF Merkava MK1 from MarcFighters. Its turret-top machine gun does not shoot when attacked by enemy jet fighters/attack choppers of mine (IAF, USAF, TNI-AU, and EAF) from close range/low alt. So, I 'canibalised' its tank_data.ini by ADDING some lines re machine gun from an American modern battle tank. And now the MERKAVA shoots back! But the Muzzle Flash is not correctly aligned with that of the stock machine gun atop its turret. Can someone help me with the issue? My thanks to u all. Edited April 11, 2010 by Raden
Guest Raden Posted April 11, 2010 Posted April 11, 2010 I DL-ed previously the IDF Merkava MK1 from MarcFighters. Its turret-top machine gun does not shoot when attacked by enemy jet fighters/attack choppers of mine (IAF, USAF, TNI-AU, and EAF) from close range/low alt. So, I 'canibalised' its tank_data.ini by ADDING some lines re machine gun from an American modern battle tank. And now the MERKAVA shoots back! But the Muzzle Flash is not correctly aligned with that of the stock machine gun atop its turret. Can someone help me with the issue? My thanks to u all. Re the above, I would be grateful for Wrench's input on the issue. And here is the "new" statements I added in the Merkava)data.ini [MissionData] NationName=ISRAEL ServiceStartYear=1971 ServiceEndYear=2010 GroundObjectRole=TANK Availability=VERY_COMMON Exported=FALSE [GroundObjectData] DamagedModel= DestroyedModel=Tank_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=47600 Component[001]=Chassis Component[002]=Turret [sound] EngineSoundName=TankEngine MovementSoundName=TankTrack [DetectSystem] TargetType=Air_And_GROUND DataLink=FALSE OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.80 MaxVisibleDistance=7000.0 RadarCrossSection=10 [WeaponSystem] TargetType=Air_And_GROUND GunRange=1800.0 PitchAngleRate=16 MaxPitch=20.0 MinPitch=-10.0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=24 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=100 GunStabilization=FALSE GunRadarTracking=FALSE RangeFinder=5 BallisticComputer=4 YawModelNodeName=turret PitchModelNodeName=gun barrel [MovementSystem] MaxRoadSpeed=13.33 MaxOffRoadSpeed=8.33 PowerAvailable=559275.0 MaxTurnRate=16.0 MaxDeceleration=5.0 SuspensionConstant=30.0 MovementEmitterName=TrackedVehicleDustEmitter MovementEmitterPosition=0.0,-3.07,0.50 [Chassis] ModelNodeName=hull lowrez EffectSize=1.0 MaxExtentPosition= 1.76, 3.25, 1.99 MinExtentPosition=-1.76,-3.40, 0.00 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=225 Armor .Thickness=76 Armor .Thickness=76 Armor[REAR].Thickness=51 Armor[TOP].Thickness=25 Armor[bOTTOM].Thickness=25 SystemName[001]=Engine [Turret] ParentComponentName=chassis ModelNodeName=turret DetachWhenDestroyed=TRUE EffectSize=1.0 MaxExtentPosition= 1.26, 1.78, 3.02 MinExtentPosition=-1.26,-1.80, 1.70 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=250 Armor .Thickness=140 Armor .Thickness=140 Armor[REAR].Thickness=57 Armor[TOP].Thickness=25 Armor[bOTTOM].Thickness=25 SystemName[001]=GunBarrel SystemName[002]=KoaxialMG SystemName[003]=FlaMG [Engine] SystemType=ENGINE MaxExtentPosition= 1.06,-0.59, 1.75 MinExtentPosition=-1.06,-2.84, 0.00 [GunBarrel] SystemType=GUN GunTypeName=105MM_M68 MuzzlePosition=0.00,5.68,2.06 MaxAmmo=63 EjectShells=FALSE //[KoaxialMG] SystemType=GUN GunTypeName=30CAL_M2 MuzzlePosition=-0.30,1.75,2.21 MaxAmmo=1000 TracerLoading=6 BurstAmount=12 EjectShells=True //[FlaMG] SystemType=GUN GunTypeName=50CAL_M2 MuzzlePosition=0.52,1.42,2.80 MaxAmmo=1000 TracerLoading=6 BurstAmount=12 EjectShells=True [MachineGun1] -------------------------------->> taken from an American battle tank, Megach perhaps I do not recal its spellings SystemType=GUN GunTypeName=7.62MM_M60 MuzzlePosition=0.492 , 0.366 , 2.83 MaxAmmo=2000 TracerLoading=6 BurstAmount=12 EjectShells=True [MachineGun2] SystemType=GUN GunTypeName=7.62MM_M60 MuzzlePosition=0.041 , 2.341 , 2.508 MaxAmmo=2000 TracerLoading=6 BurstAmount=12 EjectShells=True [MachineGun3] SystemType=GUN GunTypeName=7.62MM_M60 MuzzlePosition=-0.696 , 0.031 , 2.684 MaxAmmo=2000 TracerLoading=6 BurstAmount=12 EjectShells=True Thanks Wrench
Guest rscsjsuso5 Posted April 11, 2010 Posted April 11, 2010 (edited) the answer to your problem is that you will need to edit and change the muzzle positions and if applicable the light positions if in the data it has it plus you need a proper gundata.ini , remember for example positions are for x,y,z = x is left and right and y is forwards and backwards and z is up and down . also read the kb , so many useful things in the kb try it out , i hate saying this over and over again. Edited April 11, 2010 by rscsjsuso5
Wrench Posted April 11, 2010 Posted April 11, 2010 (edited) WHERE did you get that data ini?? It is seriously f***ed-up; all the armor values are WAY off!! Safe to assume you're not using the corrected one that's in the IsraelME Targets upgrad pak...cause that one above sure ain't mine!! The callouts for weapons engagement (AIR_AND_GROUND) should NEVER be applied to the main gun. Only be applied to the co-ax in the commander's cupola. If you want to add the ranging or anti-infanty MGs, they'd be placed on the main gun mantlet and/or the front hull. (their RealLife positions excape me at the moment ... if it was an M-48/M-60 I could tell ya) here's the CORRECT data in for the Mk.1, minus the coax MGs [MissionData] NationName=Israel ServiceStartYear=1979 ServiceEndYear=2045 GroundObjectRole=TANK Availability=VERY_COMMON Exported=FALSE ExportStartYear= ExportAvailability= [GroundObjectData] DamagedModel= DestroyedModel=Tank_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=50800.00 Component[001]=Chassis Component[002]=Turret [sound] EngineSoundName=TankEngine MovementSoundName=TankTrack [DetectSystem] TargetType=GROUND DataLink=FALSE OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.66 MaxVisibleDistance=4800.0 RadarCrossSection=10 [WeaponSystem] TargetType=GROUND GunRange=1500.0 PitchAngleRate=16 MaxPitch=20.0 MinPitch=-9.0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=24 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=100 GunStabilization=FALSE GunRadarTracking=FALSE RangeFinder=4 BallisticComputer=1 YawModelNodeName=turret PitchModelNodeName=barrel [MovementSystem] MaxRoadSpeed=43 MaxOffRoadSpeed=35 PowerAvailable=650 MaxTurnRate=16.0 MaxDeceleration=5.0 SuspensionConstant=30.0 MovementEmitterName=TrackedVehicleDustEmitter MovementEmitterPosition=0.0,-5.25,0.50 [Chassis] ModelNodeName=Body EffectSize=1.0 MaxExtentPosition= 1.8, 2.7, 1.85 MinExtentPosition=-1.8,-5.1, 0.00 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=410 Armor .Thickness=95 Armor .Thickness=95 Armor[REAR].Thickness=65 Armor[TOP].Thickness=25 Armor[bOTTOM].Thickness=45 SystemName[001]=Engine [Turret] ParentComponentName=Chassis ModelNodeName=Turret DetachWhenDestroyed=TRUE EffectSize=1.0 MaxExtentPosition= 1.20, 0.3, 2.7 MinExtentPosition=-1.20,-1.2, 1.6 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=300 Armor .Thickness=250 Armor .Thickness=250 Armor[REAR].Thickness=150 Armor[TOP].Thickness=50 SystemName[001]=Barrel [Engine] SystemType=ENGINE MaxExtentPosition= 1.2,-1.2, 1.75 MinExtentPosition=-1.2,-2.4, 0.70 [barrel] SystemType=GUN GunTypeName=105MM_M68 MuzzlePosition=0.00,4.90,2.00 MaxAmmo=64 EjectShells=FALSE Use this to replace the screwed up one. The next thing, is RESEARCH the vehicle, find out WHAT and WHERE the coax's are, THEN start adding them, one at at time, and dail in the muzzle flash and bullet location. You'll need a 'tanks test mission' where you have 2 opposing forces, close together, so they can engage with main guns AND coax MGs You'll have to add gunner stations for EACH weapon (up to 3 weapons per gunner -BUT as the top coax is designed for air defense AND ground target engagements, keep it seperate from all others, weapons statements for EACH gun, etc and so forth. LOOK at the data inis from the tanks in the DesertStorm Mod; you'll see how it's done. It DO take a LOT of time to dail in the muzzle flashes for MGs ... so expect to be spending HOURS and HOURS doing it. wrench kevin stein Edited April 11, 2010 by Wrench
Guest Raden Posted April 11, 2010 Posted April 11, 2010 WHERE did you get that data ini?? It is seriously f***ed-up; all the armor values are WAY off!! Safe to assume you're not using the corrected one that's in the IsraelME Targets upgrad pak...cause that one above sure ain't mine!! The callouts for weapons engagement (AIR_AND_GROUND) should NEVER be applied to the main gun. Only be applied to the co-ax in the commander's cupola. If you want to add the ranging or anti-infanty MGs, they'd be placed on the main gun mantlet and/or the front hull. (their RealLife ™ positions excape me at the moment ... if it was an M-48/M-60 I could tell ya) here's the CORRECT data in for the Mk.1, minus the coax MGs Use this to replace the screwed up one. The next thing, is RESEARCH the vehicle, find out WHAT and WHERE the coax's are, THEN start adding them, one at at time, and dail in the muzzle flash and bullet location. You'll need a 'tanks test mission' where you have 2 opposing forces, close together, so they can engage with main guns AND coax MGs You'll have to add gunner stations for EACH weapon (up to 3 weapons per gunner -BUT as the top coax is designed for air defense AND ground target engagements, keep it seperate from all others, weapons statements for EACH gun, etc and so forth. LOOK at the data inis from the tanks in the DesertStorm Mod; you'll see how it's done. It DO take a LOT of time to dail in the muzzle flashes for MGs ... so expect to be spending HOURS and HOURS doing it. wrench kevin stein Thank u SUS and WRENCH. Wrench, I never said the data_ini was/is urs. Thanks for ur data_ini for the Merkava MK1. Smile OK?
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