GunnySonics Posted January 3, 2011 Posted January 3, 2011 Is there a mod to open and close the cockpit, ive seen a few cockpits open in some screenshots but these may be AI aircraft? Quote
+EricJ Posted January 4, 2011 Posted January 4, 2011 The opening canopy is just an animation for that particular aircraft, not a mod in itself. Quote
+Wrench Posted January 4, 2011 Posted January 4, 2011 basic tutorial: (albeit for converting auto-speed to animaiton, but the idea is the same) http://combatace.com/topic/53913-canopy-operations/ what's good about SF2, is TK added the animiation ID in the aircraft's data ini already, so you don't have to guess (this is from the F-4E) [Pilot] SystemType=PILOT_COCKPIT SetCockpitPosition=TRUE Position=0.0,6.36,0.74 SeatModelName=seat_f-4 SeatPosition=0.00,6.36,0.31 MinExtentPosition=-0.25, 5.91,-0.20 MaxExtentPosition= 0.25, 6.99, 0.92 CanopyNodeName=canopy_front_outer CanopyAnimationID=3 <---- HasArmor=TRUE ArmorMaterial=STEEL Armor .Thickness=12 Armor .Thickness=12 Armor[REAR].Thickness=12 Armor[bOTTOM].Thickness=12 Now, all you need to add are the SystemName=Canopy, and the animation statement [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 <-- uses the shift/0 keystroke. most agreed upon one AnimationTime=3.0 AnimationID=3 <--maybe be different for every LOD wrench kevin stein Quote
GunnySonics Posted January 4, 2011 Author Posted January 4, 2011 thanks Wrench, ill have a play with that tomorrow! Quote
+Wrench Posted January 4, 2011 Posted January 4, 2011 opps forgot to mention, you'll need to extract the data in for the aircrft from whichever ObjectData***.cat it's hiding in. if you can't find it, ask. I've already got them all extracted, so I know which one is where wrench kevin stein Quote
+Soulfreak Posted January 4, 2011 Posted January 4, 2011 I ask myself for a long time, when this feature is available why doesn´t TK make it work out of the box? Quote
+Bongodriver Posted January 5, 2011 Posted January 5, 2011 I ask myself for a long time,when this feature is available why doesn´t TK make it work out of the box? The feature is implemented in a different way, TK only makes the canopies openable for static aircraft so they look good parked on the ramp. I imagine TK would suggest manually opening canopies is an unnecessary feature to a 'sim lite' Quote
+FastCargo Posted January 5, 2011 Posted January 5, 2011 I would tend to agree with Bongodriver...because the animation doesn't do anything for game play, it doesn't need to be player controlled. FC Quote
+Spectre_USA Posted January 6, 2011 Posted January 6, 2011 Yeah, but, (Don't ya just yabbuts?), it is an immersion thing for some. I like to take off, do the deal, land and park. It just feels like cracking one open and saying, "It's Miller time" when you can pop the hatch and shut it down. Small things can be big things, which is not the same as less is more... Quote
+Dave Posted January 6, 2011 Posted January 6, 2011 I mean you cant actually crawl out of the pit so I skip it. I land, hit esc, next mission. Quote
+ST0RM Posted January 6, 2011 Posted January 6, 2011 I mean you cant actually crawl out of the pit so I skip it. I land, hit esc, next mission. I on the other hand, am a canopy popper. I too like the emmersion of landing, taxiing and parking. Just wish the damn drag chutes were working. Quote
GunnySonics Posted January 6, 2011 Author Posted January 6, 2011 im with Storm and Spectre, I always land, park up and open up the bubble:cool: , and if its been a particulaly good mission I will crack open a beer in the hangar with some Hendrix playing thanks to the awesome vietnam sounds mod!! Quote
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