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Posted (edited)

Hi guys : )

 

Read this

http://combatace.com...opy-operations/

 

I found something about the canopy opening.

We are here with 08 patch installs.

Nothing new, but nothing that I see in the mods...

 

1) the canopy MUST be animated

Let's take an exemple with the RavenClaw 007 RF-4E_GAF

 

in the data.ini file :

 

[Canopy]

SystemType=ANIMATION

InputName=ANIMATION_10

DeploymentMethod=MANUAL

AnimationTime=6.0

AnimationID=3

 

The canopy will be animated by the 3D model animation n°3 and the key is n°10

 

 

2) in this case, the cockpit has an animated canopy too

 

in the cockpit.ini file :

 

[Canopy_Unlocked]

Type=EXTERNAL_ANIMATION_LINK

NodeName=Canopy_Light

MovementType=Light

AnimationID=2

ItemNumber=3

 

The canopy mesh of the cockpit will be animated by the cockpit model animation n°2 and the link is for the animation n°3 of the model.

 

Ok, what I found?

2)bis, as long as there's a specific mesh for the canopy, you can link it to the 3D model animated canopy.

 

The exemple is now the old T-33A by Pasko

 

in the data.ini file :

 

[Canopy]

SystemType=HIGHLIFT_DEVICE

DeploymentMethod=AUTOMATIC_SPEED

Setting[1].Angle=55.0

Setting[1].DeployValue=1.5

Setting[1].RetractValue=4.0

MaxDeflection=55.0

MinDeflection=0.0

ControlRate=0.2

AnimationID=7

ModelNodeName=CanopyFrame

 

will be change to :

 

[Canopy]

SystemType=ANIMATION

DeploymentMethod=MANUAL

InputName=ANIMATION_10

AnimationTime=5.0

AnimationID=7

 

in the cockpit.ini :

 

[CanopyAnim1]

Type=AIRSPEED_INDICATOR

NodeName=Canopyopener

MovementType=ROTATION_Z

ValueUnit=KNOTS

Set[01].Position=-80.0

Set[01].Value=10.0

Set[02].Position=0.0

Set[02].Value=15.0

 

[CanopyAnim2]

Type=AIRSPEED_INDICATOR

NodeName=CanopyFrame

MovementType=POSITION_Y

ValueUnit=KNOTS

Set[01].Position=-1.0

Set[01].Value=3

Set[02].Position=-0.2

Set[02].Value=7

Set[03].Position=0.0

Set[03].Value=13

 

: / the canopy slides aft because it's an F-80 pit !?

So it will become something like this :

 

[CanopyAnim1]

Type=EXTERNAL_ANIMATION_LINK

NodeName=Canopyopener

MovementType=ROTATION_Z

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.95

Set[02].Value=0.0

Set[03].Position=-80.0

Set[03].Value=1.0

ItemNumber=7

 

[CanopyAnim2]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CanopyFrame

MovementType=ROTATION_Y

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=20.0

Set[02].Value=1.0

ItemNumber=7

 

[CanopyAnim3]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CanopyFrame

MovementType=POSITION_Z

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=1.0

Set[02].Value=1.0

ItemNumber=7

 

And add to the Cockpit.ini file :

 

Instrument[XXX]=CanopyAnim3

 

XXX is the next number in sequence

 

Nice : )

 

post-46431-0-43444300-1359921503.jpg

 

Ok it's not perfect, but I like it.

 

Another exemple, more simple because the canopy actualy slides, Cocas' GladiatorMk2 :

 

Data.ini

 

[Canopy]

SystemType=ANIMATION

InputName=ANIMATION_10

DeploymentMethod=MANUAL

AnimationTime=3.0

AnimationID=3

 

Cockpit.ini

 

[CanopyOpen]

Type=EXTERNAL_ANIMATION_LINK

NodeName=Canopy

MovementType=Position_Z

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=-0.65

Set[02].Value=1.0

ItemNumber=3

 

Let's save you some time

 

The A6M2-N Rufe

 

Data.ini

 

[Canopy]

SystemType=ANIMATION

DeploymentMethod=MANUAL

InputName=ANIMATION_10

AnimationTime=5.0

AnimationID=4

 

Cockpit.ini

 

[Canopy]

Type=EXTERNAL_ANIMATION_LINK

NodeName=MAIN_CANOPY

MovementType=POSITION_Y

Set[01].Position=0

Set[01].Value=0.0

Set[02].Position=-1.4

Set[02].Value=1.0

ItemNumber=4

 

The MiG-21MF

 

Data.ini

 

[Canopy]

SystemType=ANIMATION

DeploymentMethod=MANUAL

InputName=ANIMATION_10

AnimationTime=6.0

AnimationID=4

 

Cockpit.ini

 

[Canopy_Abre01]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CanopyMarco

MovementType=ROTATION_X

Set[01].Position=0

Set[01].Value=0

Set[02].Position=-90

Set[02].Value=1

ItemNumber=4

 

[Canopy_Abre02]

Type=EXTERNAL_ANIMATION_LINK

NodeName=Gancho

MovementType=ROTATION_Y

Set[01].Position=0

Set[01].Value=0

Set[02].Position=105

Set[02].Value=1

ItemNumber=4

 

[Canopy_Abre03]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CanopySellar

MovementType=ROTATION_Z

Set[01].Position=-30

Set[01].Value=0

Set[02].Position=20

Set[02].Value=1

ItemNumber=4

 

[Canopy_Abre04]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CanopyMarcoPadre

MovementType=ROTATION_Y

Set[01].Position=0

Set[01].Value=0

Set[02].Position=3

Set[02].Value=1

ItemNumber=4

 

The new A-26 from SF2, but with the old Kesselbrut pit

(for SF2 of course)

 

Data.ini

 

[Canopy]

SystemType=ANIMATION

DeploymentMethod=MANUAL

InputName=ANIMATION_10

AnimationTime=4.0

AnimationID=10

 

Cockpit.ini

 

[CanopyAnim1]

Type=EXTERNAL_ANIMATION_LINK

NodeName=PilotCanopydoor

MovementType=ROTATION_X

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=15

Set[02].Value=1.0

ItemNumber=10

 

[PDHAnim]

Type=EXTERNAL_ANIMATION_LINK

NodeName=PilotDoorHold

MovementType=ROTATION_Z

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=36

Set[02].Value=1.0

ItemNumber=10

 

[CanopyAnim2]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CoPilotCanopydoor

MovementType=ROTATION_X

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=-15

Set[02].Value=1.0

ItemNumber=10

 

[CanopyAnim22]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CoPilotCanopydoor

MovementType=POSITION_X

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=0.18

Set[02].Value=1.0

ItemNumber=10

 

[CoPDHAnim]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CoPilotDoorHold

MovementType=ROTATION_Z

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=36

Set[02].Value=1.0

ItemNumber=10

 

And add to the Cockpit.ini file :

 

Instrument[XXX]=CanopyAnim1

Instrument[XXX]=PDHAnim

Instrument[XXX]=CanopyAnim2

Instrument[XXX]=CanopyAnim22

Instrument[XXX]=CoPDHAnim

 

XXX is the next number in sequence

 

Not perfect, but still fun

 

The T-37 and A-37 (from the other site)

 

Data.ini

 

[Canopy]

SystemType=ANIMATION

DeploymentMethod=MANUAL

InputName=ANIMATION_10

AnimationTime=5.0

AnimationID=5

 

Cockpit.ini

 

[CanopyAnim1]

Type=EXTERNAL_ANIMATION_LINK

NodeName=Canopy_Frame

MovementType=ROTATION_X

Set[01].Position=0.0

Set[01].Value=0.0

Set[02].Position=80.0

Set[02].Value=1.0

ItemNumber=5

 

[CanopyLockWarningLight]

Type=EXTERNAL_ANIMATION_LINK

NodeName=CanopyLight

MovementType=LIGHT

Set[01].Position=0.0

Set[01].Value=0

Set[02].Position=1.0

Set[02].Value=1

ItemNumber=5

 

There's a light when the canopy is open lol

 

So please 3D modders, animate the canopy of your 3D model, and create a specific canopy mesh in the cockpit (animation not needed)

 

Thanks for reading : )

Edited by Cliff11
Posted

This will not work at the 06 patch correct?

 

If I model the cockpit.lod canopy_frame and the canopy_glass as separate meshes and link them in Max can the ini statments for frame and glass be combined? Just 0ne EXTERNAL_ANIMATION_LINK? 08 patch.

Posted (edited)

For the A-26C Invader with the A-26C_Pit by Kesselbrut

Patch 08, of course

(should work in SF2)

 

Just fun to test

Mind your head!

 

In the cockpit.ini file :

 

[bombsight]

Type=EXTERNAL_ANIMATION_LINK

MovementType=ANIMATION

AnimationID=1

AnimationTime=1.0

Set[01].Position=0.0

Set[01].Value=0

Set[02].Position=1

Set[02].Value=1

ItemNumber=6

 

It doesn't fit if you toss your bombs, aiming with the gunsight or with the nose of the plane.

Otherwise, you won't forget anymore to open the damn bay lol

(and you can delete the arrestor hook entry in the data.ini file)

 

As a back up, the original entry is

 

[bombsight]

Type=ARRESTING_HOOK_INDICATOR

MovementType=ANIMATION

AnimationID=1

AnimationTime=1.0

Set[01].Position=0.0

Set[01].Value=0

Set[02].Position=1

Set[02].Value=1

Edited by Cliff11
Posted

Cliff11, thanks for this; Razbam's F-102A uses this technique to animate the fold-down gunsight (mainly, I think, as a weapons bay "indicator"), but until I read this I didn't really understand how it worked. I've now been able to animate a lot of stuff in the cockpit that wasn't working before.That's two things you've helped me out with on that plane; your rudder fix for Veltro2K's old F-102 worked on this one, too. Thanks again.

Posted

I found it when I was searching desperately for any information, anywhere, for any F-102 when I first started updating Razbam's. Same problem, worked perfectly.

  • 7 months later...
Posted (edited)
Hi, I downloaded the WombRaider open canopy mod for my SF2. I copied the xxx_data.ini files to the diferent aircraft folders and the mod works fine (at least the F8E and F15A work well), but in all the F-4 this happens:
 
3343.jpg

 

 

nhp9.jpg

 

The canopy open fine but the tail...Anyone knows why this happens and how can I solve it? Will be a plane weight setting?

Edited by Norberto Masso
Posted

If you use 1st generation mods for SF2... it might not work at all!

 

Not a weight issue anyway.

 

There should be SF2 entries that are different in the "open canopy file".

According to your screenshots, check the LeftMainGear and RightMainGear parts in the [...]data.ini file

 

[LeftMainGear]

...

AnimationID=1

 

[RightMainGear]

...

AnimationID=1

 

(Don't know if it will solve the problem...)

Posted (edited)

you CANNOT use SF2 data in SF1, and vice versa

Period

 

all the nodes are different

Edited by Wrench
Posted

pretty much the same way, excepting you NEED to extract the aircraft's data ini, place it IN the aircraft folder (which is actually no different than before) and find the canopy animation ID

Located in the Crew Section of said data ini

Posted (edited)

It's the same way in SF1 or SF2. (oops, edit : not the same exactly for the extracting of the file...)

But don't mix the files, they're too different. Don't use files that are not exactly what you want.

 

Open the files, look in them... if you understand what's going on you'll do it your own way.

The canopy MUST be animated at the start, in the 3D model. It cannot be added later.

 

Look at the link in the first post of this thread, download some files from the SF2 section, and try some little edits (back up your files before)

 

And post your question in the SF2 forum, you'll have more views or answers for SF2 issues.

 

In the data.ini file

 

[Nose] (or fuselage... or something else...)

...

SystemName[???]=Canopy

 

and further in the data.ini file you have :

 

[Canopy]
SystemType=ANIMATION
InputName=ANIMATION_??
DeploymentMethod=MANUAL
AnimationTime=?,??
AnimationID=?

 

You must know what the right number for each ?

 

[???] next number in sequence

ANIMATION_? is the toggle you want to use

AnimationTime is in second

AnimationID is the animation of the canopy, sometime you just don't have the right number 1 to 9 (maybe 10? but no more), sometime there's no animation at all.

 

Sorry Wrench, we wrote at the same time and I took longer than you ; )

Edited by Cliff7600
  • 9 years later...
Posted (edited)

I have been messing with the F-106 model by Pasko since forever.
Yet I only found out yesterday that the canopy could be opened also in the cockpit view.

In the data.ini :

[Nose]
...
SystemName[004]=Canopy

 

[Canopy]
SystemType=ANIMATION
InputName=ANIMATION_10
DeploymentMethod=MANUAL
AnimationTime=6.0
AnimationID=9
MaxDeploySpeed=15

-------------------------------------------------------------------------------------------------------------------------------

In the cockpit.ini file :

Instrument[054]=Canopy1
Instrument[055]=Canopy2

 

[Canopy1]
Type=EXTERNAL_ANIMATION_LINK
NodeName=CanopyFrame
MovementType=ROTATION_Z
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=50.0
Set[02].Value=1.0
ItemNumber=9

[Canopy2]
Type=EXTERNAL_ANIMATION_LINK
NodeName=CanopyFrame
MovementType=POSITION_Z
Set[01].Position=0.0
Set[01].Value=0.0
Set[02].Position=1.0
Set[02].Value=1.0
ItemNumber=9

Edited by Cliff7600

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