Jump to content

Recommended Posts

After some checks :

 

LIMITE D UTILISATION => no "E" 

 

Should be LIMITE D'UTILISATION, but the " ' " does not seem to be there :

0522186.jpg

Share this post


Link to post
Share on other sites

Dammit sgain that bloody plate... will fix tomorrow if time allows me to do so

*again, stupid phone

Share this post


Link to post
Share on other sites

Thanks mr. Stary. This "office" is geting better and better.

 

I have some comments to make, please do not take this as a requirement(It is just an observation from a guy who really admire and recognizes your work), here you are the boss.

 

Since there are more updates to come, you could take a look at the aircraft's stick movement?

The forward and backward commands seems to be aligned but when moving the stick to the left and to the right strange things happens.

 

My intention is only to help, since you devote your time and talent to contribute to our passion for flightsims the least I can do is report something that can make your job even better.

 

Greetings from strange creatures that inhabit the Amazon rainforest!!!

  • Like 1

Share this post


Link to post
Share on other sites

will check into it, yeah I seem to noticed something off too but then when I was looking at it doing some all-axes movements it was behaving correctly, might be axis-specific

Share this post


Link to post
Share on other sites

Hello,

 

This is ok for me with my SF2 installation. Axis move visually well.

 

The Migs are in danger... :boxing:

 

Many thanks Stary!!!!!!!!!

 

Very best regards,

 

Coupi.

Edited by Coupi

Share this post


Link to post
Share on other sites

This pit is simply marvelous :clapping:

 

I was wondering about later IDF Super Mystère Sa'ar.

 

It had same pit or something different?

 

:blush:

  • Like 1

Share this post


Link to post
Share on other sites

Paulo,

 

I was wondering the same -and came to conclusion I >could< try making from this one bit "what if Sa'ar cockpit" with added RWR receiver, HUD like in say Mirage 3, grey-black interior etc

 

anyway it is idea I am toying with

  • Like 2

Share this post


Link to post
Share on other sites

Hello Paulo, :bye:

 

From the Stary :hi:  "pit" (the bmp tiles are included) I would see this little alternative:

 

For an early SMB2 cockpit - directly from the "Cockpit" folder - I've chosen renaming the "VAMPIRE_ATTITUDE" (copied) bmp by "Wampir_horyzont2" (back up).

 

For the late "Armée de l'Air" SMB2 cockpit you could keep the original attitude bmp tile as the modern and classic "horizon artificiel" instrumentation.

 

I've also noticed there is a different type of attitude instrument into the folder: "Wampir_horyzont1 - kopia".TGA tile.

 

This cockpit is very immersive!

 

Best regards,

 

Coupi.

Edited by Coupi

Share this post


Link to post
Share on other sites

heheh these are leftovers from Vamypre cockpit textures I reused to an extend here, yeah the current attitude is of more modern look, the other one is indeed old style

Share this post


Link to post
Share on other sites

I think I know what is wrong with the stick movement, easy to fix in Max

 

came up with simple rudimentary what-if Sa'ar cockpit but can't attach pictures somehow here now..?

  • Like 1

Share this post


Link to post
Share on other sites

I think I know what is wrong with the stick movement, easy to fix in Max

 

came up with simple rudimentary what-if Sa'ar cockpit but can't attach pictures somehow here now..?

 

Very good! :good:

 

About attached picture... impossible here try with the screenshot section :assassin:

Share this post


Link to post
Share on other sites

Thank you for your quick response mr. Stary, i was beginning to think that the problem was going on just in my mind!!! :crazy: :crazy: :crazy:

Share this post


Link to post
Share on other sites

I have Ouragan started a while ago, and given Ouragan is like 90% the same as Mystere...

  • Like 2

Share this post


Link to post
Share on other sites

I am waiting for this cockpit te restart an Ouragan 1956 campaign :)

 

(but no hurry)

Share this post


Link to post
Share on other sites

uploaded version 1.2, pending approval:

 

-fixed typo on the airbrakes plate

-fixed stick pivot point, hinges properly now

-added working waypoint distance instrument (at least I think -or no, wait- in my version IT IS waypoint distance gage, live with it nitpickers)

-some other minor fixes

  • Like 4

Share this post


Link to post
Share on other sites

Sa'ar cockpits uploaded in separate entry, pending approval

  • Like 1

Share this post


Link to post
Share on other sites

current version 1.3
-new redone from scratch windscreen to match the external model better; with new more "ellegantly modelled" shape of the glass pieces and windscreen texure file,
-thus reposition of the windscreen-attached indicators and plates,
-new stronger specular effect on the cockpit mesh materials,
-added slipball indicator into the bottom front part of the gunsight in place of what is originally reticle wingspan scale (I think),
-welcome back smaller 50 MILS reticle,70 was too big,
-added mesh to distance indicator so you can actually read the scale better,
-smoothing adjusted on several parts
-in general some more attention and modelling work to the front area of the cockpit

  • Like 5

Share this post


Link to post
Share on other sites

When I first saw this cockpit, I thought it was fabulous, and immediately started flying the Super Mystere in Israel, neither of which I had done before.
I have a question regarding the AOA light. Am I to assume when taking off or general flying, that if I fly beyond the envelope, pull up too hard, bank at a high angle, the AOA light comes on to tell me to stop what I'm doing and fly the aircraft properly?
I'm particularly concerned with the landing phase, because if I perform a landing approach with the pipper on the tarmac, the AOA light comes on at about 7 degrees alpha. To get the light out, I have to nose down or speed up to around 147 kts. If I touchdown this way, the aircraft immediately lifts off again, and I have to lift flaps and force it back down onto the tarmac.
I have found that he most comfortable landing is achieved by ignoring the AOA light, and flaring early to lose speed. Is it likely that the AOA light is coming on too early. Both V2 and V3 cockpits behave the same.
Thank you

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By JamesWilson
      Hi everyone,
      I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off.
      As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here:

      Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that:
      I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator.
      Here's a picture of the fuel indicator:

      I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one.
      In the end, since these two indicators are crucial, especially for flying without HUD, and the fuel indicator especially, since there's no way to know how much fuel you have left even with HUD turned on other than the cockpit indicator.
      So, what i'm asking is:
      Is there a way to fix these? A mod that remakes the indicators? Or another cockpit that is not the default one that i can use to swap this one?
      Thanks in advance for helping me.
    • By muhammad
      Hi everyone!
      after few miles of scrolling .INI files and testing everything on the game
      FINALY:
      " Cockpit Shadows " !!
      --!  enabling process is same for each plane  ! --
      --!  enabling process should apply on each plane you like to have cockpit shadows on 'em  ! --
      --!  Be Advised !: This "Cockpit Shadows" has some little BUGs so we all should work on it together to make it better  !-- 
      It's better than nothing :D
       
      * Q: How to enable Cockpit Shadows?
      - A: All you need to do is to make a .INI file with the same name and right at the place your chosen plane cockpit 3D file ( .LOD ) is located.
      Example: 
      !! [  Cockpit file are located at the folder with the same name (most of the times)  ] !!
      SHO to Viper team F-16 BLK 30 to act like a test plane 

      here the plane's Cockpit 3D model is the LOD file named " Cockpit_F-16C_B30.LOD " and above of that, our personally made .INI file;
      Now
      Inside the .INI file we should drop this :
       
      [Shadow]
      CastShadow=TRUE
      ShadowCastDist=5000
      MaxVisibleDistance=800 
      -------------------------------------------------
      * you are free to change the numbers  
      -------------------------------------------------
       
      here's an example file which you have to change it's name to the plane's cockpit file name !
      plane's cockpit file name.INI
       
      *with this simple trick you can enable shadows for every .LOD file.
      feel free to ask.
       
       alexis99 thanks for that little help
       
      sorry for bad English :)
      hope ya'll enjoy!
      one love.
       
       
      plane's cockpit file name.INI
    • By LaoHu
      Would it be possible to put a photograph in your cockpit? Often pilots are shown to have a photo of a loved one inside their cockpit attached to the dashboard to remind them of home, give them inspiration, etc. Would it be possible to stick one in a cockpit through some kind of texture edit or something? 
    • By MrMaxterX


      View File Simple Cockpit - Fly the unflyable aircrafts
      This mods allows you to fly the following aircraft (doesn't include all the variants);
      Many thanks to Trevisol for making the mod and sending me the file with his permission to download
      A-1 A-6 AN-12 B-57 F-104 E-2C EA-6B F-84F IL-28 J-6 MIG-15 MIG-17 MIG-19 MIG-21 MIG-23 MIG-27 Mirage 5 Spitfire SU-7 TU-16 TU-22 TU-95 Vampire Vautour YAK-23 YAK-38 This mod is just a simple addon that adds a few pre existing cockpit into a lot of aircraft that was not allowed for the player to use, only the AI.
      Since it's lightweight, it use the already included cockpits of the F-8, P-51, Mirage and a few other aircraft, with a couple of changes here and there;
      Submitter MrMaxterX Submitted 12/14/2022 Category Jet Cockpits  
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..