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So here is a pic of the part I would like to "remove" circled in red!

 

The green circles are strange white triangles, which apear when you use a SF1 LOD in SF2, not all not everywhere, but still there.

 

Who made this cockpit?

 

post-8289-0-51336800-1328883410.jpg

 

I`m using this pit for the Su-7 series, the early variants doesnt hat this projector, refering to my books

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looks like SS-45-1-100-OS gun sight camera

 

the pit is by Boopidoo from his Su-15 Flagon, right?

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As a student I have acces to the newest OS "legal" .. I think I have to :D awaiting my new Internet cable connection 64.000 :grin:

 

I was wrong about the Projector, seems all version had it except the "U", so where is wrench :drinks:

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isn't this pit borrowed from Kukulinos&Team S-105???

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Good point Stary,

 

i recall some years ago Kukulino (which is missed) asked boopido permission to modificate his Su-15 Cockpit and turn into a Su-7 one.

 

idea.gif

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I'm right here ... a bit late, but here nonetheless.

 

Yes, as said before, the 'white triangels' (or squares or panels or cylinders) are DX9 aritifacts in SF2. They tend to vanish with DX10, for the most part . Other times, the offending mesh must be moved.

 

you do it basically, like we do to remove external aircraft part, but in the cockpit ini.

 

how I do it, to keep it simple naming-wise, is call the items 'move1', 'move2', etc.

(btw, you can see how it works on the 3W O-1E mod I uploaded last year -- i moved the living daylights around on Kess's Yak pit, to create the cessna(ish) pit

 

you add a new 'insturment' that'll be the move statements:

 

///VARIOUS MOVES AND SUCHLIKE

 

Instrument[024]=Move1

Instrument[025]=Move2

Instrument[026]=Move3

Instrument[027]=Move4

Instrument[028]=Move5

Instrument[029]=Move6

Instrument[030]=Move7

Instrument[031]=Move8

Instrument[032]=Move9

Instrument[033]=Move10

Instrument[034]=Move11

Instrument[035]=Move12

Instrument[035]=Move13

Instrument[036]=Move14

Instrument[037]=Move15

Instrument[038]=Move16

 

then, since the Yak-3 pit came with the OUT file, it was easy to ID the necessary components to move...

 

[Move1]

Type=AIRSPEED_INDICATOR

NodeName=Canopy

MovementType=POSITION_Y

Set[01].Position=-99

Set[01].Value=0

Set[02].Position=-99

Set[02].Value=1

 

[Move2]

Type=AIRSPEED_INDICATOR

NodeName=Frontframe

MovementType=POSITION_Y

Set[01].Position=-99

Set[01].Value=0

Set[02].Position=-99

Set[02].Value=1

 

[Move3]

Type=AIRSPEED_INDICATOR

NodeName=xAussenhaut

MovementType=POSITION_Y

Set[01].Position=-99

Set[01].Value=0

Set[02].Position=-99

Set[02].Value=1

 

[Move4]

Type=AIRSPEED_INDICATOR

NodeName=HandradBase01

MovementType=POSITION_Y

Set[01].Position=-99

Set[01].Value=0

Set[02].Position=-99

Set[02].Value=1

 

[Move5]

Type=AIRSPEED_INDICATOR

NodeName=HandradBase

MovementType=POSITION_Y

Set[01].Position=-99

Set[01].Value=0

Set[02].Position=-99

Set[02].Value=1

 

[Move6]

Type=AIRSPEED_INDICATOR

NodeName=needle_alt10000

MovementType=POSITION_Y

Set[01].Position=-99

Set[01].Value=0

Set[02].Position=-99

Set[02].Value=1

 

[Move7]

Type=AIRSPEED_INDICATOR

NodeName=Gunsightframe

MovementType=POSITION_Y

Set[01].Position=0.06

Set[01].Value=0

Set[02].Position=0.06

Set[02].Value=1

 

[Move8]

Type=AIRSPEED_INDICATOR

NodeName=SightGlass

MovementType=POSITION_Z

Set[01].Position=-0.06

Set[01].Value=0

Set[02].Position=-0.06

Set[02].Value=1

 

[Move9]

Type=AIRSPEED_INDICATOR

NodeName=Mainpanel

MovementType=POSITION_Y

Set[01].Position=0.06

Set[01].Value=0

Set[02].Position=0.06

Set[02].Value=1

 

[Move10]

Type=AIRSPEED_INDICATOR

NodeName=Gearswitch

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

[Move11]

Type=AIRSPEED_INDICATOR

NodeName=RSidePanel

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

[Move12]

Type=AIRSPEED_INDICATOR

NodeName=LSidePanel

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

[Move13]

Type=AIRSPEED_INDICATOR

NodeName=Gunsightframe

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

[Move14]

Type=AIRSPEED_INDICATOR

NodeName=Gunsightholder

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

[Move15]

Type=AIRSPEED_INDICATOR

NodeName=Gunsight

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

[Move16]

Type=AIRSPEED_INDICATOR

NodeName=SightGlass

MovementType=POSITION_Z

Set[01].Position=-9

Set[01].Value=0.0

Set[02].Position=-9

Set[02].Value=1.0

 

unfortunately, we don't have OUT for boopi's Flagon pit, so some work with the hex editor to 'search' or 'find' the node/mesh name is in order. Here's where knowing aircraft components (real life) or even best-guess as to the name comes in handy....

in this case, my best guess would be 'gunsight' ... find and write down all the node names, then start moving them off one at a time. Sometimes, the parent WILL move the child mesh; sometimes not. Be prepared to spend several hours experimentating.

 

have fun! (insert evil grin _HERE_)

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mesh names (and textures names) are usually somehere near the 2/3 of LOD file if that helps

 

(at least used in editable SF1 format)

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