Wrench Posted February 21, 2012 Posted February 21, 2012 View File SF2 Q/A-5 Fantan Pak Q-5 Fantan Series Pak = For SF2, Any and All* = *Note: Full-4 Merged reccomended, but can be used in any game with access to the F-4F Phantom from SF2:E* A new skin/decal pak for the Q/A-5 Fantan series, upgraded for SF2. This package is based off lindr2's work for 1stGen, which in turn is/was based off the Insky release, with some modifications/tweeks/fiddling around and general 'messing with' to bring it more in line with SF2 This is a complete package, of 3 aircraft containing various and sundry cockpits - Remember!!! you must have a Full-4 Merged, or at least acess to SF2:Es BLW F-4F Phantom, as the Q-5II references that cockpit. All other pits are included. Rebuilt data inis use the latest (Nov 2011) MiG-19 FM; while not perfect, work much better than before. A new userlist ini is included, for all models, regardless of A or Q naming. They're still Fantans, no matter what. Some name changes have been implemented by me; what was called the D is more closer to the A, so you have the following aircraft, keeping their PLAAF designation, regardles of export status Q-5A Q-5E (called Q-5D/E/F in the displayed name -they're nearly identical) Q-5II The original skins, of course, are included, as is a NEW Sudan AF for the Q-5E. New serial numbers for the SuAf are 'best guess' based upon the 2 photos I could find (SuAF shown in the screenie above) of them. New DDS damage textures are included, but they don't work as advertised. It's your choice to use them or not (turns the aircraft black for some reason -probably a mapping issue) A 'home grown' template for A/D/E/F series is included for skinner. PLAFF weapons, for the most part, are included, as are the pilots & ejection seats. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! As well as the "Notes" section Any/All faults, mistakes, etc are mine & mine alone. Happy Landings! wrench kevin stein Submitter Wrench Submitted 02/21/2012 Category Q/A-5 Fantan Quote
+Stary Posted February 21, 2012 Posted February 21, 2012 sweetie! No more hunting old archives, thanks Wrench! Quote
Kodiak Posted February 21, 2012 Posted February 21, 2012 Some of them have no moving parts, like the A has no moving elevators. Check it out. My best regards, Kodiak. Quote
exhausted Posted February 21, 2012 Posted February 21, 2012 I was going to say the same, Kodiak. I have tried the A and the D, but I don't have moving control surfaces. Rudders - Up Ailerons - Down Elevators - Down Flaps - Up Landing Gear - Up Quote
Kodiak Posted February 21, 2012 Posted February 21, 2012 Yes. I checked it and it is the wrong ModelNodeName for those moving parts, like flaps, elevators, etc... My best regards, Kodiak. Quote
Wrench Posted February 21, 2012 Author Posted February 21, 2012 remember guys, I didn't build the model ... what ever is wrong with the lod, is Insky's fault. And there's no support from them available here, due to their banishment If you find something that's fixable, why not post said fix??? I just assembled it "as is", with whatever I could to do straighten things as best I could. Quote
+paulopanz Posted February 23, 2012 Posted February 23, 2012 Well Guys, using the Q-AII settings they work .... ,,,,, so try these settings: [LeftAileron] SystemType=CONTROL_SURFACE InputName=ROLL_CONTROL MaxDeflection=30.0 MinDeflection=-30.0 CDdc=0.0246 Cldc=0.0252 Cndc=-0.0048 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.257,0.720,0.961,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.961,0.720,0.257 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.942,1.785,1.628,1.471,1.314,1.157,1.000,0.843,1.000,1.157,1.314,1.471,1.628,1.785,1.942 ControlRate=4.0 MaxControlSpeed=160 ModelNodeName=LeftAileron ReverseModelOrientation=TRUE [RightAileron] SystemType=CONTROL_SURFACE InputName=ROLL_CONTROL MaxDeflection=30.0 MinDeflection=-30.0 CDdc=0.0246 Cldc=0.0252 Cndc=-0.0048 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.257,0.720,0.961,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.961,0.720,0.257 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.942,1.785,1.628,1.471,1.314,1.157,1.000,0.843,1.000,1.157,1.314,1.471,1.628,1.785,1.942 ControlRate=4.0 MaxControlSpeed=160 ModelNodeName=RightAileron ReverseModelOrientation=FALSE Not a very long course but the animation works ... maybe someone could tweak Here some pics, too Quote
Wrench Posted February 23, 2012 Author Posted February 23, 2012 there's an NK and Paki skin around? Must've missed those! Assume they'er in the 1stGen D/Ls someplace? thanks for the fix Paulo ... some folks around here do nothing but bitch/gripe/complain and offer nothing in the way of positive motion in the direction of 'getting it right' Quote
+paulopanz Posted February 23, 2012 Posted February 23, 2012 there's an NK and Paki skin around? Must've missed those! Assume they'er in the 1stGen D/Ls someplace? Yes they are. But I made some edits & upgradings adding workin' decals too .... If You are thinkig about a V. 1.2 I'ld send You. I'm always glad to help. 1 Quote
Wrench Posted February 23, 2012 Author Posted February 23, 2012 sure thing! nice to add the export versions, at least for Pakistan! (also need a 3-tone USAF Vietnam era camo for the C-47! ) Quote
+paulopanz Posted February 23, 2012 Posted February 23, 2012 Ok. This is the stock PLAAF 'reporked' too No pics about Vietnam one. Quote
Wrench Posted February 23, 2012 Author Posted February 23, 2012 my 'quickie' version of the paki skin -- a did quick repaint (oh! the joy of having templates!) to remove the painted on stuff, and decaled it. still needs serials....where's Sandesh??? what is really needs, is a totaly new model, properly mapped. But we make due with what we have... Quote
Wrench Posted February 23, 2012 Author Posted February 23, 2012 edit: something I should have checked, since the OUT file WAS included...AND I know how to read the damn things! to make the ailerons move, change the node names to LeftAileron RightAileron but DO NOT TOUCH THE AERODYNAMIC VALUES -- just those 2 lines without the underscore; that left over from lindr's original data ini. the horiziontal stabs will NEVER move, as they didn't cut the meshes for them, so they exist in a 'virtual' state Flaps don't deploy properly either ... they're piviot points must be limited somehow. below is the OUT...if someone can point out the horizon stab there ..... F (3168 polys, 9504 verts) '03 - Default' nosegear (206 polys, 618 verts) '07 - Default' nosewheel (188 polys, 564 verts) '07 - Default' Rightwing (1073 polys, 3219 verts) '08 - Default' rightgear (204 polys, 612 verts) '07 - Default' rightwheel (188 polys, 564 verts) '07 - Default' bay1 (124 polys, 372 verts) '07 - Default' bay3 (108 polys, 324 verts) '07 - Default' bay2 (40 polys, 120 verts) '07 - Default' station2 (56 polys, 168 verts) '07 - Default' station1 (56 polys, 168 verts) '07 - Default' edr (56 polys, 168 verts) '08 - Default' RightFlap (136 polys, 408 verts) '08 - Default' RightAileron (54 polys, 162 verts) '08 - Default' rail01 (240 polys, 720 verts) '07 - Default' leftwing (1073 polys, 3219 verts) '08 - Default' leftgear (204 polys, 612 verts) '07 - Default' leftwheel (188 polys, 564 verts) '07 - Default' bay5 (124 polys, 372 verts) '07 - Default' bay4 (108 polys, 324 verts) '07 - Default' bay6 (40 polys, 120 verts) '07 - Default' station4 (56 polys, 168 verts) '07 - Default' station3 (56 polys, 168 verts) '07 - Default' Cylinder01 (68 polys, 204 verts) '08 - Default' edl (56 polys, 168 verts) '08 - Default' LeftAileron (54 polys, 162 verts) '08 - Default' LeftFlap (136 polys, 408 verts) '08 - Default' rail02 (240 polys, 720 verts) '07 - Default' as14 (51 polys, 153 verts) '07 - Default' nosebay03 (28 polys, 84 verts) '07 - Default' nosebay01 (28 polys, 84 verts) '07 - Default' nosebay04 (28 polys, 84 verts) '07 - Default' nosebay02 (28 polys, 84 verts) '07 - Default' station8 (56 polys, 168 verts) '07 - Default' station7 (56 polys, 168 verts) '07 - Default' station6 (56 polys, 168 verts) '07 - Default' station5 (56 polys, 168 verts) '07 - Default' Box03 (12 polys, 36 verts) '03 - Default' nose (1158 polys, 3474 verts) '07 - Default' cgk (200 polys, 600 verts) '07 - Default' glass2 (60 polys, 180 verts) '15 - Default' glass1 (120 polys, 360 verts) '15 - Default' a12 (44 polys, 132 verts) '07 - Default' VertTail (165 polys, 495 verts) '07 - Default' Rudder (18 polys, 54 verts) '07 - Default' wp (192 polys, 576 verts) '07 - Default' fd (112 polys, 336 verts) '08 - Default' rightWingOuter (104 polys, 312 verts) '07 - Default' LeftWingOuter (104 polys, 312 verts) '07 - Default' asd08 (144 polys, 432 verts) 'Material #10' airbrake01 (128 polys, 384 verts) '03 - Default' airbrake02 (36 polys, 108 verts) '03 - Default' airbrake03 (36 polys, 108 verts) '03 - Default' Num Nodes: 53 Total: (11320 polys, 33960 verts) Mesh Max: (3168 polys, 9504 verts) 5 Materials: ( 1) 03 - Default: q5-2.bmp ( 2) 07 - Default: q5-1.bmp ( 3) 08 - Default: q5-3.bmp ( 4) 15 - Default: Transparency enabled CanopyGlass.tga ( 5) Material #10: <No Texture> 4 Textures: q5-2.bmp q5-1.bmp q5-3.bmp CanopyGlass.tga Quote
+paulopanz Posted February 23, 2012 Posted February 23, 2012 my 'quickie' version of the paki skin -- a did quick repaint (oh! the joy of having templates!) to remove the painted on stuff, and decaled it. still needs serials....where's Sandesh??? I have all the Pakistan serials by myself. And my last upgraded own temps, Kevin, are far better that stock temps we have here at CA. They have rivettes and some dirty around. They are edited and polished as far the model can allow. But if You prefer using Your own I'll do a separate skinpack. Quote
+Dave Posted February 23, 2012 Posted February 23, 2012 When do we get the updated version? 2 weeks? Quote
+paulopanz Posted February 23, 2012 Posted February 23, 2012 Several terabytes of genuine pure China skins are in the works .... Quote
Wrench Posted February 23, 2012 Author Posted February 23, 2012 (edited) saaaaaaaaaaaaaawwwwwwwwwwwwwwwwwwwwwwwwwweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeetttttt!! Go For It Paulo!!! (I made my own templates off those stock skins ... I think yours are better!) Edited February 23, 2012 by Wrench Quote
Spinners Posted February 23, 2012 Posted February 23, 2012 Nice to see this aircraft getting some TLC Quote
+allenjb42 Posted February 23, 2012 Posted February 23, 2012 Looks great. Any chance of a 'what if' Iranian skin using that Pakistani camo? If not I'll have a go myself. Quote
Wrench Posted February 23, 2012 Author Posted February 23, 2012 simple decal swap (well, new skin for IRIAF) [Decal001] MeshName=RightWing DecalLevel=0 DecalFacing=TOP FilenameFormat=InsigniaWingR Position=3.284,-1.988 Scale=1.0 Rotation=0 DecalMaxLOD=3 [Decal002] MeshName=RightWing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=InsigniaWingL Position=3.284,-1.988 Scale=1.0 Rotation=0 DecalMaxLOD=3 [Decal003] MeshName=LeftWing DecalLevel=0 DecalFacing=TOP FilenameFormat=InsigniaWingL Position=-3.284,-1.988 Scale=1.0 Rotation=0 DecalMaxLOD=3 [Decal004] MeshName=LeftWing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=InsigniaWingR Position=-3.284,-1.988 Scale=1.0 Rotation= DecalMaxLOD=3 [Decal005] MeshName=Nose DecalLevel=2 DecalFacing=LEFT FilenameFormat=*snumgoeshere* Position=4.708,0.10 Scale=0.75 DecalMaxLOD=3 [Decal006] MeshName=Nose DecalLevel=2 DecalFacing=RIGHT FilenameFormat=*snumgoeshere* Position=4.708,0.10 Scale=0.75 DecalMaxLOD=3 [Decal007] MeshName=VertTail DecalLevel=0 DecalFacing=LEFT FilenameFormat=FinFlashTiltedL Position=-4.50,1.20 Scale=1.0 DecalMaxLOD=3 [Decal008] MeshName=VertTail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=FinFlashTiltedR Position=-4.50,1.20 Scale=1.0 DecalMaxLOD=3 [Decal009] MeshName=VertTail DecalLevel=2 DecalFacing=LEFT FilenameFormat=xQ-5E\Suaf\Snum Position=-4.50,1.60 Scale=1.0 DecalMaxLOD=3 [Decal010] MeshName=VertTail DecalLevel=2 DecalFacing=Right FilenameFormat=xQ-5E\Suaf\Snum Position=-4.50,1.60 Scale=1.0 DecalMaxLOD=3 [Decal011] MeshName=edl DecalLevel=0 DecalFacing=LEFT FilenameFormat=Q-5E\Suaf\bdl Position=-1.13,0.353 Scale=1.0 DecalMaxLOD=3 [Decal012] MeshName=edr DecalLevel=0 DecalFacing=Right FilenameFormat=Q-5E\Suaf\bdl Position=-1.13,0.353 Scale=1.0 DecalMaxLOD=3 [Decal013] MeshName=Fs DecalLevel=0 DecalFacing=LEFT FilenameFormat=Q-5E\Suaf\bdlf Position=1.713,0.531 Scale=1.0 DecalMaxLOD=3 [Decal014] MeshName=Fs DecalLevel=0 DecalFacing=Right FilenameFormat=Q-5E\Suaf\bdlf Position=1.713,0.531 Scale=1.0 DecalMaxLOD=3 [Decal015] MeshName=airbrake02 DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-2.75,0.19 Scale=1.0 DecalMaxLOD=3 [Decal016] MeshName=airbrake03 DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=-2.75,0.19 Scale=1.0 DecalMaxLOD=3 [Decal017] MeshName=F DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=-2.75,0.19 Scale=1.0 DecalMaxLOD=3 [Decal018] MeshName=F DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-2.75,0.19 Scale=1.0 DecalMaxLOD=3 ============================ the xdecalname is because I didn't have any serials Quote
+paulopanz Posted February 24, 2012 Posted February 24, 2012 As Kevin said this model has several mapping issues and when you try a 3 tone camo you will meet them .. ... BTW I'm doing my best with a new PAF line up Quote
+paulopanz Posted February 24, 2012 Posted February 24, 2012 Gettin' better (look at little parts and old mapping issues on canopy, rails ...) Quite near to realise, maybe a Q-5C with dedicated camo tanks for PAF? Quote
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