+ace888 Posted October 27, 2014 Posted October 27, 2014 Hello All, For the life of me...? I was able to get back to doing my projects this week. I have being working on multiple stuff on the EF2000 project. One of the area that I cannot figure it out is why I am unable to see the "fakepilot" object from the cockpit view? I am unable to see the "Pirate" system for the EF2000 from the cockpit? I have recalled from my other projects in the past that I can view items made from the fakepilot method from the cockpit view. So, now after trying everything and looking through the forum for some answers, nothing? Is it just me, my computer, etc...; what could be the reason that I cannot view a made fakepilot object from the cockpit if the object is within viewing from the cockpit? Any help will be appreciated. Cheers Quote
Fubar512 Posted October 28, 2014 Posted October 28, 2014 A "fakepilot" is only visible from the cockpit if the node that it is attached to has "view from cockpit=true" declared under its entry in the aircraft's data.ini file. Quote
+ace888 Posted October 28, 2014 Author Posted October 28, 2014 (edited) Fubar, this is what I already have... No view still? My game patch is only up to July 2012, I do not think game patch will affect anything, but...? [Fuselage] ModelNodeName=fuselage ShowFromCockpit=TRUE HasAeroCoefficients=TRUE CLa=0.0822 CD0=0.0070 Cm0=0.0018 Cmq=-0.0186 Cmad=0.0049 Cyb=-0.0822 Cnb=-0.0998 CD0MachTableNumData=24 CD0MachTableDeltaX=0.10 CD0MachTableStartX=0.00 CD0MachTableData=1.146,0.988,0.988,0.993,1.000,1.008,1.016,1.024,1.035,1.047,1.051,1.760,1.718,1.674,1.654,1.615,1.574,1.535,1.500,1.471,1.444,1.414,1.385,1.357 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=105.237,66.272,38.352,19.636,8.284,2.455,0.307,0.000,0.307,2.455,8.284,19.636,38.352,66.272,105.237 Cm0MachTableNumData=24 Cm0MachTableDeltaX=0.10 Cm0MachTableStartX=0.00 Cm0MachTableData=1.191,1.201,1.201,1.201,1.000,-0.326,-0.506,-0.615,-0.681,-0.722,-0.743,-0.763,-0.776,-0.790,-0.802,-0.811,-0.816,-0.821,-0.824,-0.826,-0.828,-0.829,-0.830,-0.830 CnbAlphaTableNumData=37 CnbAlphaTableDeltaX=10.00 CnbAlphaTableStartX=-180.00 CnbAlphaTableData=-0.632,-0.620,-0.583,-0.523,-0.441,-0.341,-0.224,-0.095,0.042,0.184,-1.286,-1.147,-1.000,-0.856,-0.500,0.000,0.500,0.866,1.000,0.625,0.500,1.083,2.375,-1.067,-4.667,-1.533,-1.379,0.184,0.042,-0.095,-0.224,-0.341,-0.441,-0.523,-0.583,-0.620,-0.632 MinExtentPosition=-1.464,-6.846,-0.765 MaxExtentPosition=1.464,5.539,0.855 CollisionPoint[001]=0.0,2.0,-0.5 CollisionPoint[002]=0.0,-6.2.0,-0.5 DamageRating=DESTROYED SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=Airbrake SystemName[004]=NoseGear SystemName[005]=InternalGun SystemName[006]=TopRedLight SystemName[007]=BottomRedLight SystemName[008]= SystemName[009]=CentrelineStation SystemName[010]=AMRAMStation1 SystemName[011]=AMRAMStation2 SystemName[012]=AMRAMStation3 SystemName[013]=AMRAMStation4 SystemName[014]=LeftIntakeFlap SystemName[015]=RightIntakeFlap SystemName[016]=Station9 SystemName[017]=Tailhook SystemName[018]=FuselageFuelCell1 SystemName[019]=FuselageFuelCell2 SystemName[020]=Center fuel station SystemName[021]=PIRATE_AMI // Pirate_AMI--------------------------------------- [PIRATE_AMI] SystemType=PILOT_COCKPIT PilotModelName=fakepilot PilotHeadNodeName= Position=0.0,0.0,0.0 SeatModelName=PIRATE_AMI SeatPosition=0.0,0.0,0.99 Edited October 28, 2014 by ace888 Quote
logan4 Posted October 28, 2014 Posted October 28, 2014 Unless you created the fake pilot object off center you have to put it forward, as "SeatPosition=0.0,0.0,0.99" is probably inside the fuselage. In the Typhoon the pilot is [Pilot] SystemType=PILOT_COCKPIT PilotModelName=typhoonpilot Position=0.0000,3.97,0.5 <---- place it more forward than 3,97 somewhere in the range of 4.3-4.8 and about -0.6 to the left and 1.0 on high. Test with these values -0.6,4.6,1.0 from there on you can fine tune it's position. Quote
Wrench Posted October 28, 2014 Posted October 28, 2014 to define how this works: the "fake pilot" is the 1 pixel object, placed at the 0/0 point of the aircraft. This is the pilot figure The "seat" is the object being added to create a new pylon or refuel probe or something attached to the aircraft. In the case above, the "seat" is the Pirate_AMI, and it been placed 0.99 meters BELOW the centerline (or 0/0) of the aircraft. It's also been placed centered fore/aft and left/right on the aircraft (most likely inside the fuselage). Given the usual world center of models, you'll NOT be able to see it from the cockpit, and is several meters behind, and 1 meter below you. Ace, how about a screenshot, an external view. showing where this object is supposed to be? Quote
+ace888 Posted October 28, 2014 Author Posted October 28, 2014 Logan and Kevin... OK, guys bare with me... It is most likely that I need to make the changes to the "position" and "seatposition" numbers, but there is this situation. I made the PIRATE off-center of the fuselage and on the direct position on the aircraft where the pirate need to be. I figure that since i made it this way relative to the actual aircraft model that the position numbers would not matter? But, like I have said, I will tweak the numbers and see if it show up. Would it be better just to tweak the position and delete the "seatposition"? Thank you guys for the information. I will post again for the continuing issue or the success of the situation. Thanks again Fubar, Logan, and Kevin. Current situation... Quote
Wrench Posted October 28, 2014 Posted October 28, 2014 that the position numbers would not matter oh, yes they do!!! the "fake pilot" always goes to 0.0,0.0,0.0 the SEAT is the object that get moved around. As the "seat" model is the goodie being added. you need BOTH entries for the item to work. I assume it's that IRST looking thing near the windscreen? If that's the case, you most likely will NOT see it from the cockpit. Ever. Maybe with the "no cockpit' view, but probably not. remember how the position coordinates are stated: left/right Fore/Aft Up/Down in that order Quote
+ace888 Posted October 28, 2014 Author Posted October 28, 2014 Not going to work... The first 3 photos is what happens when i tweak the movement to the left. As you can see, all three objects (Pirate, GPS, lower beacon) moved but still cannot be visible from the cockpit screen. The last 3 photos is the return to the current position. I should've make sure that the numbers where 0.0,0.0,0.0 when I made the objects and place them base on the actual position. Now the 0.0,0.0,0.99 is the only position it can have without misplacing it. Yup, not going to see the Pirate from the cockpit. Minor detail... now back to the key items. Thanks again guys. Quote
logan4 Posted October 29, 2014 Posted October 29, 2014 OK, I didn't know you had several mesh in that. That way 0,0 would be the best for X,Y since you already set the distance in 3dsmax. Also you should be still able to see the top 1/4 of the pirate sensor. I normally work differently with fake objects. I set them up as pilot like bellow. So far these show up with no problem not sure will solve your issue though but might worth a test. [sRBN_tail] SystemType=PILOT_COCKPIT Position=0.0,-7.31,2.245 PilotModelName=MiG21srbn_tail DetachWhenDestroyed=FALSE DamageRating=DISABLED Quote
+ace888 Posted October 29, 2014 Author Posted October 29, 2014 Ok Logan, I will give it a try and see if it will work. Quote
+russouk2004 Posted October 29, 2014 Posted October 29, 2014 why not add as a weapon thats fixed ? Quote
Wrench Posted October 29, 2014 Posted October 29, 2014 weapons don't show on parked aircraft, and the Typhoon has, iirc, used up all it's hardpoint groups Quote
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