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SF2 Q/A-5 Fantan Pak

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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


 

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sweetie! No more hunting old archives, thanks Wrench!

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Some of them have no moving parts, like the A has no moving elevators.

Check it out.

 

My best regards, Kodiak.

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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

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Yes.

I checked it and it is the wrong ModelNodeName for those moving parts, like flaps, elevators, etc...

 

My best regards, Kodiak.

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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.

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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

 

post-5138-0-70888400-1329980746.jpgpost-5138-0-15454200-1329980749.jpgpost-5138-0-12758400-1329980752.jpg

 

:bye:

 

 

 

 

 

 

 

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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'

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Paulo rocks!:clapping:

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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.

 

:drinks:

  • Like 1

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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! :grin: )

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Ok. :good:

 

 

 

This is the stock PLAAF 'reporked' too

 

 

post-5138-0-83489200-1329986219.jpgpost-5138-0-86766600-1329986224.jpg

 

 

 

No pics about Vietnam one.

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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...

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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

 

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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.

 

:grin:

 

But if You prefer using Your own I'll do a separate skinpack.

 

:drinks:

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When do we get the updated version? 2 weeks? :lol:

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and how large will it be? 2GB?:yikes:

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Several terabytes of genuine pure China skins are in the works .... :rofl:

 

 

 

post-5138-0-71118900-1330003776.jpg

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saaaaaaaaaaaaaawwwwwwwwwwwwwwwwwwwwwwwwwweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeetttttt!!

 

Go For It Paulo!!! :drinks:

 

(I made my own templates off those stock skins ... I think yours are better!)

Edited by Wrench

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Looks great. Any chance of a 'what if' Iranian skin using that Pakistani camo? If not I'll have a go myself.

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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

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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

 

 

post-5138-0-68374200-1330072238.jpgpost-5138-0-52632700-1330072244.jpg

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Gettin' better (look at little parts and old mapping issues on canopy, rails ...)

 

post-5138-0-65062300-1330106257.jpgpost-5138-0-92709700-1330106265.jpgpost-5138-0-46507000-1330106272.jpgpost-5138-0-41676700-1330106279.jpg

 

Quite near to realise, maybe a Q-5C with dedicated camo tanks for PAF?

 

:salute:

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