+Soulfreak Posted June 13, 2013 Posted June 13, 2013 (edited) Hello my modding friends, I´m working on different Starfighter skins for the AI pack. But somehow i´m confused about the things need to been tweeked. The goal from this topic, is to have a complete list of things that can tweeked without the models core file. And please stay on Topic mates (that makes it easier to see relevant posts). ;-) Please post your tweeks here, will add them to the list. Tweek List DLC28 AI Starfighters: Refuel Probe visible from Cockpit in the C Zippers: (thank you Wilches) 104c: [AircraftData]DestroyedModel=F-104_Destroyed.LODDestroyedEffect=VehicleFireEffectEmptyMass=5973.8EmptyInertia=64205.6,3887.8,65364.5ReferenceArea=18.22ReferenceSpan=6.69ReferenceChord=2.91CGPosition=0.00,1.00,0.00Component[001]=FuselageComponent[002]=NoseComponent[003]=LeftWingComponent[004]=RightWingComponent[005]=VertTailComponent[006]=TailplaneComponent[007]=canopy_front_topComponent[008]=canopy_mid_outerComponent[009]=canopy_mid_innerComponent[010]=2canopy_innerComponent[011]=cockpit[canopy_front_top]ParentComponentName=FuselageModelNodeName=canopy_front_topShowFromCockpit=FALSE[canopy_mid_outer]ParentComponentName=FuselageModelNodeName=canopy_mid_outerShowFromCockpit=FALSE[canopy_mid_inner]ParentComponentName=FuselageModelNodeName=canopy_mid_innerShowFromCockpit=FALSE[2canopy_inner]ParentComponentName=FuselageModelNodeName=2canopy_innerShowFromCockpit=FALSE[cockpit]ParentComponentName=FuselageModelNodeName=cockpitShowFromCockpit=FALSE[Fuselage]ModelNodeName=FuselageShowFromCockpit=TRUE <-----------------------------------------------------------------On _COCKPIT.INI:Position=0.00,5.52,0.545 ... to be continued Edited June 13, 2013 by Soulfreak
+Wrench Posted June 13, 2013 Posted June 13, 2013 (edited) I always have the external tanks on, for ALL A-A loadouts... so for standard Air-to-Air, add this: Loadout[03].WeaponType=Tank195_F104 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank195_F104 Loadout[04].Quantity=1 Edited June 13, 2013 by Wrench
+Soulfreak Posted June 13, 2013 Author Posted June 13, 2013 Thank you Kevin, but that should only go for the C Zippers right? The A hasn´t got the centerline missle rails, or?
+Wrench Posted June 13, 2013 Posted June 13, 2013 both it'll put the tanks on the mid-wing station, leaving the wingtip missiles on all (Cs of course, get the lower fuse catamaran)
+Soulfreak Posted June 17, 2013 Author Posted June 17, 2013 BTW, has anyone a fix for the not moving nozzle?
Svetlin Posted June 17, 2013 Posted June 17, 2013 I have compared the data. ini files of the A and C with that of the G model Starfighter and came to a conclusion that TK made a few changes to the G to come up with the A and C models. As nothng I tried worked to make the nozzles move, I am starting to think that the animation was switched off in 3dsMax by mistake. May be a future patch will fix that, just as TK did with the F-4N.
slick cowboy Posted August 13, 2013 Posted August 13, 2013 i was wondering if somebody was working on squadron-specific skins for the dlc... i'm kinda missing the skins i had in the earlier F-104C add-on. i'll prob have to get the add-on back and rename it so i can use it next to the dlc...
+Soulfreak Posted August 14, 2013 Author Posted August 14, 2013 i was wondering if somebody was working on squadron-specific skins for the dlc... i'm kinda missing the skins i had in the earlier F-104C add-on. i'll prob have to get the add-on back and rename it so i can use it next to the dlc... Yes someone is working on skins
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