+Cliff7600 Posted February 25, 2011 Posted February 25, 2011 Tell me if I'm right : The gunsight can move (gunsight depression) if it is designed in the original 3D Max file. It needs a specific mesh. If that's wrong, how to do it? I haven't find out... Thx Cliff
+Wrench Posted February 25, 2011 Posted February 25, 2011 you mean changing the mil? All the stock one 'drop' when selecting air-ground weapons. Simple text edit of the aircraft's cockpit ini...extract a few and look them over. This is the area in question: [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=USK-14_sight.tga AGGunsightName=USK-14b_sight.tga LeadComputing=TRUE MinLeadRange=150 MaxLeadRange=600 DefaultLeadRange=300 MaxDepression=0 <--- DefaultDepression=0 <---
+Cliff7600 Posted February 26, 2011 Author Posted February 26, 2011 (edited) ...still no joy. It's for Kesselbrut's Beaufighter pit. I was trying to move the mil when on caged mode. Thank you anyway! Edited February 26, 2011 by Cliff11
+Wrench Posted February 26, 2011 Posted February 26, 2011 the Beaus used the Mk II or maybe the Mk III gunsights ... they were pretty much 'fixed' in place. Here's the data from my Beau Mk1's cockpit ini (just ignore the other sight callout -- it didn't work) [GunsightFront] HasGunsight=TRUE GunsightMilSize=70 GunsightName=RAFMkII_GUNSIGHT.tga //TorpedoGunsightName=Torpedo_GUNSIGHT.tga LeadComputing=FALSE MaxDepression=0 DefaultDepression=0 this has worked pretty good for me for the last 5 or so years... wrench kevin stein
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