+russouk2004 Posted January 3, 2013 Posted January 3, 2013 Been on this all afternoon and give up..converting C to the K version for stopgap when get in game...this is state of ...wingfold....airbrake...and hook refuses to work. heres data for the bits...if anyone can spot my error...?? set pivot on outerwings for folding.maybe I need to use a mesh to link to wing and link outer wing to that.? also missiles seem to have moved ... all pylons that will move have the relevant last two same lines as here below. [RightOuterWingStation4] SystemType=WEAPON_STATION StationID=25 StationGroupID=4 StationType=EXTERNAL AttachmentPosition= 3.802,-2.836,-0.195 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1550 AllowedWeaponClass=AHM AttachmentType=WP ModelNodeName=RightOuterPyl LaunchRailNodeName= PylonMass=72.58 PylondragArea=0.02 FuelTankName= SpecificStationCode=AA12 MovingPylon=True RotatingPylon=True L outer and R outer wings SystemName[008]=LeftWingFold (rightwingfold) [LeftWingFold] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=3 [RightWingFold] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=3 [Airbrake],,,,,Parent is fuselage SystemType=AIRBRAKE DeployTime=3.0 RetractTime=2.0 AnimationID=2 ModelNodeName=Airbrake DragArea=0.80 [Tailhook],,,Parent Fuselage SystemType=ARRESTOR_HOOK MaxDeflection=60.0 Retractable=TRUE DeployTime=1.0 ModelNodeName=Hook HookArmLength=1.608 AttachmentPosition=0.0,-5.906,0.017 1 Quote
+Veltro2k Posted January 3, 2013 Posted January 3, 2013 I usualy do the wing fold without seperating left and right and I would set the airbarakes animation to 6 and wingfold to 9 Quote
FastCargo Posted January 3, 2013 Posted January 3, 2013 Russ, couple of things: First, if you use an Animation slot as pure animation (ie not tied to a control surface or landing gear/hook), any weapons attached to that node will not rotate properly. We encountered this with the Hornet and Super Hornets. Second...silly question, but did you put the SystemNames for the Airbrake and Hook in the appropriate component section? FC Quote
fallenphoenix1986 Posted January 3, 2013 Posted January 3, 2013 Can't help but I'd been hopping a 29K would emerge from someones workshop for a while. Need some Russian hookers to chase in my Tomcat Craig Quote
+76.IAP-Blackbird Posted January 3, 2013 Posted January 3, 2013 encountered this problem with my Su33kub and stoped the project so far. would be nice to see a result. hope you find a solution Quote
+logan4 Posted January 3, 2013 Posted January 3, 2013 (edited) For the hook instead of SystemType=ARRESTOR_HOOK try SystemType=ARRESTER_HOOK I think thats only a type-o. Btw, nice plane. Also (might not needed) RetractTime=2.0 or something similar Edited January 3, 2013 by logan4 Quote
+Veltro2k Posted January 4, 2013 Posted January 4, 2013 this is what im using for the helldiver and its working great [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.993,1.407,-0.268 AttachmentAngles=0.0,0.0,0.0 LoadLimit=370.0 AllowedWeaponClass=RCKT AttachmentType=USN,USAF MovingPylon=TRUE RotatingPylon=TRUE ModelNodeName=L02 PylonMass=5 PylondragArea=0.02 [LeftAirbrakeUpper] SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=DBrake_Lt AnimationID=6 DragArea=1.5 [Tailhook] SystemType=ARRESTER_HOOK MaxDeflection=30 Retractable=TRUE DeployTime=1.0 AnimationID=5 ModelNodeName=TailHook AttachmentPosition=-0.0,-2.3164,-0.3915 HookArmLength=1.52 [WingFold] SystemType=ANIMATION InputName=ANIMATION_9 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=9 Quote
+russouk2004 Posted January 4, 2013 Author Posted January 4, 2013 arrester hook good spot...will try the other stuff Quote
usafphantom2 Posted January 4, 2013 Posted January 4, 2013 Wow! I've been looking for one of those,Looks great!Good luck with it buddy. Quote
+russouk2004 Posted January 4, 2013 Author Posted January 4, 2013 (edited) right...airbrakes,fold and hook ok.. just cannot get the outer pylons to load at correct point. unlinked them,reset xform and relink back to outerwing and double checked points and loaded up...still doing this..top pic also now the shock anim is going loopy,starts off off ground a tad then as soon starts to roll...the shocks come down...if cant fix that will just disable.thing is its stock settings from original C version data.ini. btw. outerwing is connected to fold mech then thats linked to main wing. Edited January 4, 2013 by russouk2004 Quote
Fubar512 Posted January 4, 2013 Posted January 4, 2013 Russ, On that weapons station, are you using both of the following entries? MovingPylon=TRUE RotatingPylon=TRUE Quote
+russouk2004 Posted January 4, 2013 Author Posted January 4, 2013 yes m8 just 2 of the offending pylons [LeftOuterWingStation4] SystemType=WEAPON_STATION StationID=24 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-3.802,-3.132,-0.2 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1550 AllowedWeaponClass=AHM AttachmentType=WP ModelNodeName=LeftOuterPyl LaunchRailNodeName= PylonMass=72.58 PylondragArea=0.02 FuelTankName= SpecificStationCode=AA12 MovingPylon=True RotatingPylon=True [RightOuterWingStation4] SystemType=WEAPON_STATION StationID=25 StationGroupID=4 StationType=EXTERNAL AttachmentPosition= 3.802,-3.132,-0.2 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1550 AllowedWeaponClass=AHM AttachmentType=WP ModelNodeName=RightOuterPyl LaunchRailNodeName= PylonMass=72.58 PylondragArea=0.02 FuelTankName= SpecificStationCode=AA12 MovingPylon=True RotatingPylon=True Quote
+Veltro2k Posted January 4, 2013 Posted January 4, 2013 Russ I would try in Max disconnecting that Pylon do a reset and adjust pivot..Then use the point to measure where the attachment should go again. Make sure you measure it in the closed position. Quote
+russouk2004 Posted January 5, 2013 Author Posted January 5, 2013 (edited) right...got irms now in right place in Z axis...outerwings were off do had to reset xform them...still points dont tally...pylons are correct size as i reset them b4...im gonna have to keep moving attach points manually till they line up...veryyyyyyy od why folding wings porks the points up ? odd indeed done some correct pylons too...more detail...got to skin em.(last pic) also there was shad issue on the front wheel rear (green) guard(double faces) fixed that Edited January 5, 2013 by russouk2004 Quote
FastCargo Posted January 5, 2013 Posted January 5, 2013 Russ, remove the wingfold animation entry in the data.ini, put the weapons where you think they should go. If that fixes the problem visually, then having the animation for the wing fold being user controlled is the problem...and there is no solution. FC Quote
+russouk2004 Posted January 5, 2013 Author Posted January 5, 2013 (edited) yes m8 indeed....hadf same prob with the corsair for kevin...had to move points quite a way off from where they should go. gonna post at 3rdwire and see if I get answer lol..wont hold my breathe. tried with no wingfold and weapons show correct....weird.. also dont need this in data as its for sweep and doesnt affect folding wings such as this model. oh well its trial and error time to sort the attachment points.as I did for the F4 corsairs Edited January 5, 2013 by russouk2004 Quote
Wrench Posted January 5, 2013 Posted January 5, 2013 i'm beginning to wonder if something in the latest patching hasnt hosed some of 'what worked before'. Been seeing a LOT of odd behaviours Quote
+76.IAP-Blackbird Posted January 5, 2013 Posted January 5, 2013 Have seen this effect in earlier versions too Quote
FastCargo Posted January 5, 2013 Posted January 5, 2013 I keep trying to tell folks...USER CONTROLLED (manual) animations not tied to things like flight controls, hooks, wing sweep, landing gear, etc, have, as far as I know, NEVER worked with weapons hanging off the mesh in question. The code for pure user control wasn't even in the original game, and was added after people wanted to control the canopy opening manually. FC PS Hmmmm...now I'm not so sure...I tried with the F-111 in the Oct 08 version of WOE, and the weapons mounted fine. However, I could swear we had problems with the Super Hornet for SF1 and so didn't end up using it... Quote
Fubar512 Posted January 5, 2013 Posted January 5, 2013 (edited) I keep trying to tell folks...USER CONTROLLED (manual) animations not tied to things like flight controls, hooks, wing sweep, landing gear, etc, have, as far as I know, NEVER worked with weapons hanging off the mesh in question. Wanna bet? Edited January 5, 2013 by Fubar512 Quote
FastCargo Posted January 5, 2013 Posted January 5, 2013 Wanna bet? Maybe. The SF1 version of the Super Hornet has roughly the same issue Russ is seeing on the MiG-29K. Yet, the F-111E has no such problem. Ed, what I need is an aircraft that the wing rotates in the Y axis, and the weapon stays in the same relative location...AND the weapon rotates properly. For instance, it took a while for us to notice the missile was not rotating. Because it was staying in the same proper location (on the wingtip). Russ, try the entry like before (with the user controlled animation), but comment out the RotatingPylon=TRUE line. See if the missile at least mounts properly. FC Quote
FastCargo Posted January 5, 2013 Posted January 5, 2013 Damn it...too slow. Okay, I see it...yep, that looks correct. Well, hell...now I'm stumped. Ed, can you send me the latest data.ini and I'll see if there is something I'm missing. Actually, can you send the OUT file too? FC Quote
+russouk2004 Posted January 6, 2013 Author Posted January 6, 2013 (edited) Damn it...too slow. Okay, I see it...yep, that looks correct. Well, hell...now I'm stumped. Ed, can you send me the latest data.ini and I'll see if there is something I'm missing. Actually, can you send the OUT file too? FC that for su-33 ? if so can I take a look too plz what ive got...< = direction of heirachy Parent : leftwing<wingfoldright (which is actually leftouterwing end mesh)<leftouterwing... animated the wingfold then im wondering if I should link as so. Parent : LW<LOW<WFold ps I did comment out the rotate pylon as its not actually rotating,,,thats for swept wings..and has no effct either way I did it Edited January 6, 2013 by russouk2004 Quote
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