krgf15 Posted January 29, 2012 Posted January 29, 2012 If I have more than one aircraft that has a fake pilot mod, how do I get them both to go in without overwriting? can I just drop all of the fake pilot files into one fake pilot folder?? Quote
+PureBlue Posted January 29, 2012 Posted January 29, 2012 Normally I use it like this: [F104S] PilotModelName=FakePilot SystemType=PILOT_COCKPIT Position=0.0,0.0,0.0 SeatModelName=F-104S SeatPosition=0.0,2.0,-0.370 MinExtentPosition= MaxExtentPosition= CanopyNodeName= The FakePilot is just an invisible model. And the SeatModelName is actually the part you want to add. Quote
+daddyairplanes Posted January 29, 2012 Posted January 29, 2012 working on this myself the FakePilot folder itself will stay the same(it just blanks off a pilot sitting in that position.) however the item you are adding itself will have to be duplicated for each different aircraft and any different skins if the object is a different color. example i am working on, the DECM on the intakes of late model F-4J Phantoms. i have one that mppd uploaded for a F-4J_74 that uses fairly stock USNGrey1 and Grey2 skins, as well as overall gloss gull skin that is the same top color. but for low viz grey and TPS i will have to make a different DECM (F-4J_77 and _80) with the proper color on the skin of the DECM. simply copy and rename the object you are working to add for other renditions of the aircraft. also rename the object in the aircraft data.ini. hope this helps you out. Quote
+Wrench Posted January 29, 2012 Posted January 29, 2012 the FakePilot is always a FakePilot ... like was said above, it's the item being used as the seat that matters -- SuperZipper pylons, canards, etc. Quote
aeenrahimpour Posted March 27, 2016 Posted March 27, 2016 hi who can help me to make Thrust vectoring for F-14 with Fake pilot metods? please help me Quote
+Wrench Posted March 28, 2016 Posted March 28, 2016 how many times do you plan on posting this, and necrothreading things from 3 years ago? -- the simple answer is, you can't. a more difficult answer would be "the aircraft parts don't move, so you have to add it via ini statements, even though the nozzeles won't move Unless you build a brand new "what i" version of it with thrust vectoring nozzeles. The movements are all set as animations in the model itself, and cannot (really) be added to aircraft that don't have them Quote
aeenrahimpour Posted March 28, 2016 Posted March 28, 2016 tanks for your Great helps my friend, I have question : for F-14D, I use this code in the DATA.ini file : ThrustVectoring=TRUE ThrustVectorInputName=THRUST_VECTOR_CONTROL ThrustVectorAnimationID=9 MaxVectoredPitchAngle=-9.0 and use this codes to Controls.ini file: [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=175.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_DOWN DecreaseControl=THRUST_VECTOR_UP CenterControl= I Attach the Data.ini File for my F-14,that may be to show you what I need to chenge, this F-14D was made by mirage factory, (version :F-14SP_V121). I chenged some parameter in this File and in the game when pull back the Joystick Thrust vectoring is working but only Afterburner Flames moving and I cannot make the Exhaust to moving with Afterburner Flames,how can I use the Fake Metods to do this?,Please, help me, its too important to me INI Files.rar Quote
aeenrahimpour Posted March 28, 2016 Posted March 28, 2016 :((((((((((((( please some one help me :(((( Quote
+Wrench Posted March 28, 2016 Posted March 28, 2016 re-read my post above. your answer is there Quote
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