+RAVEN Posted September 4, 2010 Posted September 4, 2010 Question? What is the advantage of using the “FakePilot” method (add-on component as a seat)as opposed to just using a add-on component as a Pilot? Raven
+Wrench Posted September 4, 2010 Posted September 4, 2010 because the 'fake pilot' is only 1 pixel in width/height/lenght, and uses a completly transparent skin, thereby rendering is invisible. The 'seat' he/she/it/they uses are the components added (ecm humps on Scooters, canards, plyons on the F-79, etc) wrench kevin stein
+RAVEN Posted September 4, 2010 Author Posted September 4, 2010 (edited) What happens if you use the component as a Pilot entry? Works Diffrent?? Iv'e used both methods and see no diffrence. Big Edit : Just found what I was looking for "you add it as a fakepilot seat then it will always show and never get jettisoned" Found that in an older post. Thanks anyway Wrench! Raven Edited September 4, 2010 by RAVEN
+FastCargo Posted September 4, 2010 Posted September 4, 2010 If you make it the seat, it will show up in a parked aircraft. If you make it the pilot, it won't show up when the aircraft is parked. FC
Lexx_Luthor Posted September 4, 2010 Posted September 4, 2010 You can also set the visible extra pilot location to infinity -- a very high value -- and so not worry about seeing it. One limitation is rotation. At least in SF1 you can't rotate the pilot. Addon fake weapons can rotated in all three axes.
PeacePuma Posted September 4, 2010 Posted September 4, 2010 (edited) You can also set the visible extra pilot location to infinity -- a very high value -- and so not worry about seeing it. One limitation is rotation. At least in SF1 you can't rotate the pilot. Addon fake weapons can rotated in all three axes. But neither can rotate seats .... or if you can?? One more question ... Can you make an animation (interactive) with this fake pilot? eg. add as a refueling probe and release / retract with a animation key, just a crazy idea. PP. Edited September 4, 2010 by PeacePuma
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