jeanba Posted May 14, 2017 Posted May 14, 2017 Hello I'd like to delete some nodes (cockpit frames) from the cockpit : I checked on Mue tool the name of the nodes : But I haven't found how to modify the ckcpit.ini file Using a search on this seminar, I found this : http://combatace.com/topic/86287-how-to-remove-cockpit-frame/?hl=%2Bhide+%2Bnode+%2Bcockpit&do=findComment&comment=701566 So I did this in my cockpit.ini : Instrument[081]=ThreatAAAALightInstrument[082]=ThreatAILightInstrument[083]=HideleftInstrument[084]=Hideright ... [Hideleft]Type=InactiveNodeName=Cylinder52[Hideright]Type=InactiveNodeName=Cylinder26 But it does not work What is the correct syntax ? Thank you in advance Quote
Svetlin Posted May 14, 2017 Posted May 14, 2017 In the past (referring back to SFP1 times), parts of the cockpit that needed to be made invisible were moved out of sight rather than completely hidden. Here is how Fubar512 did it with the F-4E cockpit trying to make it similar to a MiG-29 cockpit: =========== Instrument[069]=MoveCanopyStrut =========== [MoveCanopyStrut] Type=AIRSPEED_INDICATOR NodeName=FrontFrame MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 Hope that helps! Quote
jeanba Posted May 14, 2017 Author Posted May 14, 2017 Thank you What shall I put as "Type" in mycase ? Quote
Svetlin Posted May 14, 2017 Posted May 14, 2017 I guess you could keep AIRSPEED_INDICATOR as the type refers to a movable type of part in the cockpit and the NodeName directs to the exact part of the 3d model. Quote
jeanba Posted May 14, 2017 Author Posted May 14, 2017 (edited) I need to recheck, it does not seem to work :( Thank you anyway Here is what I wrote : [Hideleft]Type=AIRSPEED_INDICATORNodeName=Cylinder52MovementType=POSITION_YSet[01].Position=-100Set[01].Value=0.0Set[02].Position=-99Set[02].Value=1.0[Hideright]Type=AIRSPEED_INDICATORNodeName=Cylinder26MovementType=POSITION_YSet[01].Position=-100Set[01].Value=0.0Set[02].Position=-99Set[02].Value=1.0 Edited May 14, 2017 by jeanba Quote
Wrench Posted May 14, 2017 Posted May 14, 2017 it should. make sure the instrument listing are named the same, and numbered correctly. Otherwise, that is the correct "move" command (excepitng you should use the "Z" or verticle axis movement) below from the A-20, using the Beaufighter pit (just one example) [MoveWindowOpener01] Type=AIRSPEED_INDICATOR NodeName=WindowOpener01 MovementType=POSITION_Z Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 Quote
KJakker Posted May 14, 2017 Posted May 14, 2017 (edited) The airspeed indicator trick is how I got the canopy parts out of the way to give the F-106 a Project Six Shooter canopy. The thread I posted on it and the cockpit mod are both linked below for you to take a look at. Link to thread: F-106 Cockpit Frame Removed! Via Cockpit.INI edit work around. Link to Mod: F-106_Project_Six_Shooter_Canopy 1.0 Edited May 14, 2017 by KJakker Quote
jeanba Posted May 15, 2017 Author Posted May 15, 2017 Thank you I found my problem : I was checking the wrong load.ini Unfortunatly, the right .ini is f105d_66.lod, which is crypted, so I cannot get the name of the frames :( Quote
Nyghtfall Posted May 15, 2017 Posted May 15, 2017 Thank you I found my problem : I was checking the wrong load.ini Unfortunatly, the right .ini is f105d_66.lod, which is crypted, so I cannot get the name of the frames :( use LOD-Viewer :) in case you want to use LOD-viewer for a cockpit: just make a copy from a random planes data.ini and change the lod-callout to the pit you need. an example (the red part should be renamed to your pits name (found in the planes cockpit.ini), the orange-part should match the folder name you create for that "cockpit-plane"): [AircraftData] AircraftFullName=_A-10A_cockpit AircraftShortName=A-4 AircraftDataFile=A-4G_data.ini LoadoutFile=A-4G_loadout.ini CockpitDataFile=TA-4J_cockpit.ini LoadoutImage=A-4G_loadout.tga UserList=A-4G_UserList.ini HangarScreen=A-4G_hangar.jpg LoadingScreen=A-4G_Loading.bmp AvionicsDLL=Avionics60.dll AvionicsDataFilename=A-4G_avionics.ini [LOD001] Filename=A-10A_78_pit.lod Distance=100 [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 [DamageTexture] DamagedPostFix=_Holes.DDS Quote
jeanba Posted May 15, 2017 Author Posted May 15, 2017 (edited) use LOD-Viewer :) I cannot extract the F105_66 lod, so I cannot use Lod Viewer :( Unless I missed something ? Is what you show a workaround to get it ? Edited May 15, 2017 by jeanba Quote
Nyghtfall Posted May 15, 2017 Posted May 15, 2017 you don't need the lod. in lod-viewer in the menus...extras-->settings youtell lod-viewer where your sf2 installation-folder is. if you did this, you can load any stock aircraft.ini for the model to show. Quote
jeanba Posted May 15, 2017 Author Posted May 15, 2017 (edited) you don't need the lod. in lod-viewer in the menus...extras-->settings youtell lod-viewer where your sf2 installation-folder is. if you did this, you can load any stock aircraft.ini for the model to show. Thank you, it works very well Unfortunatly, I cannot separate the vertical frames from the global one : Anyway, I am happy I have learnt how to do it :) Edited May 15, 2017 by jeanba 2 Quote
+Coupi Posted May 16, 2017 Posted May 16, 2017 (edited) Jeanba, Why not use the external frame of the original aircraft after cockpit frame delete ? To my mind this would be interesting to test the Lexx_Luthor method: http://combatace.com/topic/32517-instructions-for-b-36-stargetic-cockpit/ Edited May 16, 2017 by Coupi Quote
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