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tonight on ini dancing with the stars,  precision adjustments to 4 decimal places (and a random 180 degree rotation to get it to work)

img01079.thumb.JPG.9e3ebe362e272d693c0a4fb205f3ddeb.JPG

or "if the fan blades arent in the model i'll just sticker them in myself!"

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Really looking forward to the Canuck... that said I've never understood why Belgium of all places ordered it.

Sure in the vast northern wastes of the Arctic it makes perfect sense... however you could drop the nation of Belgium on top of Canada and never find it again... :dntknw:

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speaking of cockpits reminded me of this....anyone know how to set the compass arrowed in 6th pic?..most of other stuff I know how to set up the ini for...

t1a.jpg

2.jpg

3.jpg

4.jpg

5.jpg

6.jpg

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In case that magnetic scale is moving around, you can set it up as such:

[MapHSIWheel]                                    <----naming off your choice
Type=MAGNETIC_COMPASS
NodeName=mapcompass              <----- given mesh's name
MovementType=ROTATION_Z
ValueUnit=DEG
Set[01].Position=360.0                    <----- values can be different depend on your Z-axis pointing forward or to the rear
Set[01].Value=0.0
Set[02].Position=270.0
Set[02].Value=90.0
Set[03].Position=180.0
Set[03].Value=180.0
Set[04].Position=90.0
Set[04].Value=270.0
Set[05].Position=0.0
Set[05].Value=360.0

the green arrow depend on if you want it to show heading or course

[CourseArrow]
Type=COURSE_ARROW
NodeName=course_arrow
MovementType=ROTATION_Y
ValueUnit=DEG
Set[01].Position=00.0
Set[01].Value=0.0
Set[02].Position=360.0
Set[02].Value=360.0

or  

[CourseIndicator]
Type=BEARING_MARKER
NodeName=Nav_Course
MovementType=ROTATION_Z
ValueUnit=DEG
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=360.0
Set[02].Value=360.0

If the white arrow is course deviation then you can set it like this if side ways movement

[CDev_Bar]
Type=COURSE_DEVIATION
NodeName=CDev_Bar
MovementType=POSITION_X
ValueUnit=DEG
Set[01].Position=-0.02
Set[01].Value=-5.0
Set[02].Position=0.02
Set[02].Value=5.0

or in case it rotates from a bottom axis

[GlideSlope_vertical]
Type=COURSE_DIFFERENCE
NodeName=Glideslope_vertical
MovementType=ROTATION_Y
ValueUnit=DEG
Set[01].Position=39.5
Set[01].Value=-4.0
Set[02].Position=-39.5
Set[02].Value=4.0

the course counter you can set up the following way

[CourseCounter]
Type=COURSE_ARROW
CounterNodeFormat=MapCourse_dig%d
MovementType=ANALOG_COUNTER
ValueUnit=DEG

and the range counter:

[RangeCounter]
Type=RANGE_INDICATOR
CounterNodeFormat=MapRange_dig%d
MovementType=ANALOG_COUNTER
ValueUnit=NM

Of course system names[.. ] and mesh names are anything to your liking. Also values might need adjustment depend on the movement size you want to display.

 

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8 hours ago, russouk2004 said:

speaking of cockpits reminded me of this....anyone know how to set the compass arrowed in 6th pic?..most of other stuff I know how to set up the ini for...

t1a.jpg

2.jpg

3.jpg

4.jpg

5.jpg

6.jpg

Viggen´s?

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Thanks logan will take the dat and add soon as I have completed 3d stuff thnx

@wilches   no m8 hawk T1a

post-66-1248677306.jpg

hawkwalkaround0135.jpg

Edited by russouk2004
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no m8    it need mapping completing I think..ive been v busy  if get chance will try do ones that are close to completion

 

Edited by russouk2004
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32 minutes ago, russouk2004 said:

no m8    it need mapping completing I think..ive been v busy  if get chance will try do ones that are close to completion

 

Good to see you back in action! :good:

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Your welcome Russ!

In my hurry I forgot to mention that the glide slope circle on the left side can be set up as the following:

[ILS_GS_Bar]
Type=GLIDE_SLOPE_INDICATOR
NodeName=GS_bar
MovementType=POSITION_Z
ValueUnit=DEG
Set[01].Position=-0.017
Set[01].Value=-4.5
Set[02].Position=0.017
Set[02].Value=4.5

The limitation of it that only works after waypoint8, until that the game not looks at it.

 

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just something else I messing round with....it's the Fox Monter model.  Also a generic-style "euro" skin. Very much still WIP, some decal placements aren't quite right. The Argentine skin could use some updating as well, as I've discovered 3 different color schemes for them!!

no time set for release (need to finish the AT-26 first)

mb326-ami.JPG

mb326-oz-late.JPG

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8 hours ago, Wrench said:

just something else I messing round with....it's the Fox Monter model.  Also a generic-style "euro" skin. Very much still WIP, some decal placements aren't quite right. The Argentine skin could use some updating as well, as I've discovered 3 different color schemes for them!!

no time set for release (need to finish the AT-26 first)

 

Nice Bob! :good:

Had hoped someone puts his Hands on the MB.326.
Btw, do you know Dino Cattaneo´s MB.326 for FSX?

https://flyawaysimulation.com/downloads/files/23838/fsx-aermacchi-mb-326-e-g-h-k/

Can be a great help für skinning (Stencils etc).

Also his paintkit could be helpful:

https://drive.google.com/file/d/0B1VJtKJlye7FQ1NLQjl5T0VLTzg/view?usp=sharing

 

Edited by Soulfreak

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FAP is listed in the Marcfighter's AT-26's userlist. I had found the serial numbers, can't find my notes (I know where they came from, so have to get them again!).

Souli, I can't get the FSX paint kits to come down. Do you have them, and can shoot them over? (means I'll probably have to upsize the templates from 1024 to 2048 -- got lazy and just left them "as is"

I don't know enough about AMI numbering & presentations, and can't find the serials (MM numbers) for their 326s. Any one that can help, that help would be greatly appreciated!

for the FoxMonter, I plan to release the templates with the aircraft when ready.

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13 hours ago, Wrench said:

Souli, I can't get the FSX paint kits to come down. Do you have them, and can shoot them over? (means I'll probably have to upsize the templates from 1024 to 2048 -- got lazy and just left them "as is"

Sended em to you. BTW for Stencils etc, are the Skins from Dino very helpful.

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the AT-26 Xavante will have it's template included, so other skinners can (fix any of my screw ups) and do other skins too! It'll come with the 1/4 GAV, the "base" Paraguay skin, and a blank 3-tone camo.

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On 1/7/2019 at 10:40 PM, Sundowner said:

Just getting started on some bump & spec maps, de-icer props now spin, rocket pods are part of the aircraft model , in RL they were automatically jettisioned after use, I couldnt find a way to do it through the weapons editor, only the caps would dissapear, at least this way the whole lot goes but only works well if you fire all the rockets in one hit as the whole lot dissapears as you fire the first rocket.

I would ideally like to make the caps and body as parts that could be damaged on firing and drop away as part of the damage model.........I dont even know if it could be done.......way above my head that stuff.

Been putting off doing any serial numbers yet..........I hate decals, I have no problem making them, just a boring job for something 99% of folks would never know if they're real or not ( or care probably )

Pit has had another re-vamp......

The work continues.....

img00210.thumb.jpg.3d35a57b55477f0da78818911cdae39c.jpg

img00209.thumb.jpg.3fc21b50e54e04ef713b9b66f3e53eda.jpg

img00207.thumb.jpg.891c2725382b922aa728c5bab64609e9.jpg

Try making the pod as last rocket so it drops off ?

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