ndicki Posted April 18, 2011 Posted April 18, 2011 Just in case this has slipped through the net, it's possible to set service start and end dates more precisely than is usually done. GregoryP found this one - use the mm/dd/yyyy format and you get this: ServiceStartDATE=12/01/1943 ServiceEndDATE=01/01/1955 It may not be so important in post-war simming, as the rate of introduction of new types has slowed down considerably, but for WW2, it's a must! Quote
Wrench Posted April 18, 2011 Posted April 18, 2011 (edited) you can do the same for skins, too, below, from my unreleased MirageIII0, switching from NM to camo: [TextureSet] Name=76 Sqdn Nation=Australia Squadron=76 Squadron StartDefaultDate=1967 <-- Specular=1.000000 Glossiness=0.500000 Reflection=0.600000 Edited April 18, 2011 by Wrench Quote
+daddyairplanes Posted April 19, 2011 Posted April 19, 2011 cool info on the skins. won't make them go away in the loadout screen but as it says it sets the default for what comes up first. any way to make a skin vanish outside its assigned years(the way a F-4D_78 wont show in '77 )? Quote
ndicki Posted April 19, 2011 Author Posted April 19, 2011 I wonder if you can assign days and months to skins - think of early Spitfires. From September 1939 to December 1940, you have some five or six significant and noticeable changes in appearance - black and white undersides without roundels, black and white undersides with roundels, 'Sky' undersides using other similar colours with no roundels, true MAP Sky undersides with no roundels, then with roundels, then finally, Sky undersides with port wing black distemper, roundels and MAP Sky-Blue band and spinner...... It gets a bit complicated, even if you allow for there being a certain time lag between the AMO and its implementation. Not easy to juggle, but if you're a purist, it needs to be addressed. Quote
Wrench Posted April 19, 2011 Posted April 19, 2011 I've never tried whole dates, just years. Say, a 39-40, then 40-41. Roundels/other markings as decal are an easy edit (to leave off!) wrench kevin stein *tried the black/NM or white skin on the DAT Hurris and Spits, but due to mapping the Hurri's radiator will either be all black or all white (a decal can fake it, though). Same with the spits Have a semi/partly completes 1sqd AASF skin for the Phony War I never finished... Quote
ndicki Posted April 19, 2011 Author Posted April 19, 2011 *tried the black/NM or white skin on the DAT Hurris and Spits, but due to mapping the Hurri's radiator will either be all black or all white (a decal can fake it, though). Same with the spits Ran into that with the CFS3 ones, which are originally the same model anyway - I got them remapped. Things are often a bit easier in the world of CFS3! While we're on Spitfires, apparently there's a trick by which you can remove/hide model meshes; I'd be interested to see if the stock Spit IXc can be modified so it no longer has the cannon/cannon stubs and wing bulges. Any ideas? Quote
+daddyairplanes Posted April 19, 2011 Posted April 19, 2011 as a brief update to my question earlier, i tried just StartDate and ServiceStartDate as well as ServiceEndDate and no dice. would be nice but i'm a lazy purist, that is i work with what i got Quote
Wrench Posted April 19, 2011 Posted April 19, 2011 was experimentating with that the other day, but was only partly successful. Removed ONE wing bulge, and none of the cannon barrels (trying to make a Mk.1) These are the statements; there may be other mesh/node names I'm mising, so break out the UNICODE compatible hex editor to read the LOD: (add to the AircraftData section) //moves to remove cannon barrels// Component[011]=Move1 Component[012]=Move2 Component[013]=Move3 Component[014]=Move4 [Move1] ParentComponentName=fuselage ModelNodeName=20mm_barrel_R DestroyedNodeName=20mm_barrel_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move2] ParentComponentName=fuselage ModelNodeName=20mm_barrel_L DestroyedNodeName=20mm_barrel_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move3] ParentComponentName=fuselage ModelNodeName=cannon_bump_R DestroyedNodeName=cannon_bump_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move4] ParentComponentName=fuselage ModelNodeName=cannon_bump_L DestroyedNodeName=cannon_bump_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE wrench kevin stein Quote
ndicki Posted April 20, 2011 Author Posted April 20, 2011 (edited) Interesting. I had no idea even where to start with this. Where do you add these lines to the data.ini? Once I know that... It won't make much of a MkI/II unless you're half blind, but still. The oil coolers and exhaust stubs will give it away, even if for an AI you could do worse. It WILL make a PR.Mk XI. Of sorts. Edited April 20, 2011 by ndicki Quote
Wrench Posted April 20, 2011 Posted April 20, 2011 up at the top, at the bottom of the ]AircraftData[ section: [AircraftData] DestroyedModel=Spitfire9c_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=2915.0 EmptyInertia=9437.3,6601.0,13770.8 ReferenceArea=22.48 ReferenceSpan=11.23 ReferenceChord=2.13 CGPosition=0.0,0.0,0.0 CockpitCGOffset=TRUE OnGroundPitchAngle=11.5 Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=Tail Component[006]=LeftStab Component[007]=RightStab Component[008]=VertTail Component[009]=LeftOuterWing Component[010]=RightOuterWing //moves to remove cannon barrels// Component[011]=Move1 Component[012]=Move2 Component[013]=Move3 Component[014]=Move4 [Move1] ParentComponentName=fuselage ModelNodeName=20mm_barrel_R DestroyedNodeName=20mm_barrel_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move2] ParentComponentName=fuselage ModelNodeName=20mm_barrel_L DestroyedNodeName=20mm_barrel_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move3] ParentComponentName=fuselage ModelNodeName=cannon_bump_R DestroyedNodeName=cannon_bump_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move4] ParentComponentName=fuselage ModelNodeName=cannon_bump_L DestroyedNodeName=cannon_bump_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE Quote
ndicki Posted April 20, 2011 Author Posted April 20, 2011 Try this instead: Component[011]=Move1 Component[012]=Move2 Component[013]=Move3 Component[014]=Move4 Component[015]=Move5 Component[016]=Move6 [Move1] ParentComponentName=fuselage ModelNodeName=20mm_R DestroyedNodeName=20mm_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move2] ParentComponentName=fuselage ModelNodeName=20mm_L DestroyedNodeName=20mm_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move3] ParentComponentName=fuselage ModelNodeName=cannon_bump_R DestroyedNodeName=cannon_bump_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move4] ParentComponentName=fuselage ModelNodeName=cannon_bump_L DestroyedNodeName=cannon_bump_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move5] ParentComponentName=fuselage ModelNodeName=cap_L DestroyedNodeName=cap_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move6] ParentComponentName=fuselage ModelNodeName=cap_R DestroyedNodeName=cap_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE Running a search for _L in case sensitive mode seems to yield results! Now I expect I'd better think about painting it... Quote
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