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alexis99

F-2H2 Banshee Weird Cockpit

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I'm using the Korean Air War Complete mod by Edward in SF1/SFG, 08 patch.

I'm getting a weird effect in the F-2H2 Banshee cockpit. You start off way above the windshield, and you gradually sink down to a more normal view, and then after you've started moving, the cockpit seems to settle to its optimum position.

Is this supposed to emulate you climbing into the cockpit? How do I get rid of it?

Incidentally, the F-9F5 Panther has a faulty nose wheel. When you taxy on the carrier and use rudder to turn right, the wheel turns left.

In an old post, I remember reading how to fix the catapult launch time on a carrier. It said something about the default of 1.0 being too quick, and in order to slow it down, it was recommended to change the duration to 4.0 seconds.

I always thought this was a fix to enhance realism, and it worked fine with Vietnam and modern jets like the F-14. That is until I noted how badly the Panther wallowed off the carrier with a full load, and how the AI jerked their noses up or hit the water, when I recently went back to Korea.

Then I realised actually what the launch time did was decide what speed the aircraft left the deck. So a lower launch time figure sends the aircraft off the deck with a much faster speed. Bingo! Now my Panther flies off correctly. You learn something new every day with this Sim.

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Actually, I appear to be wrong about the launch time. It's the deck length that matters. I was using one of those straight deck carriers in Korea, and by moving the start point of the cat backwards, I got a much better speed off the end of the deck with a fully-laden Panther.

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1.The symptoms for the cockpit look like the ones where you hit the edges of the map. Where is that airstrip where you take off ? Take a look to the game's map and there be some clues.

2.For the issue with the aircraft nose gear ask for help to BaffMeister. He's the right guy for the right job. Issues with gears appear because one of the 3D model gear is shorter than the other one and that is how game's engine "translate" the fact.

Edited by UllyB

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6 hours ago, UllyB said:

1.The symptoms for the cockpit look like the ones where you hit the edges of the map. Where is that airstrip where you take off ? Take a look to the game's map and there be some clues.

2.For the issue with the aircraft nose gear ask for help to BaffMeister. He's the right guy for the right job. Issues with gears appear because one of the 3D model gear is shorter than the other one and that is how game's engine "translate" the fact.

The gear length issue with some models causes the AI aircraft to twitch, miss taxi way points, and sometimes even flip upside down and blow up. The problem Alexis99 is having sounds more like an error in the nose gear data. I checked the Panther in my SF2 KAW install and the nose wheel steers in the correct direction. Alexis99, here is the nose gear data that can be compared to what you have:

[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=5.0
AnimationID=1
DragArea=0.25
HideGearNode=TRUE
ModelNodeName=GearFrontLeg
InsideNodeName=GearFrontInner
CompressGearOnRetraction=TRUE
ShockAnimationID=2
ShockStroke=0.38
SpringFactor=1.5
DampingFactor=1.8
WheelNodeName=WheelFront
RotationAxis=X-AXIS
RollingRadius=0.23
CastoringWheel=TRUE
CastoringNodeName=GearFrontPivot
Steerable=TRUE
MaxSteeringSpeed=41.15
Locking=FALSE
MaxSteeringAngle=45.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.05
MaxDeploySpeed=110.6
MaxLoadFactor=10.0
DetachNode[001]=GearDoorFrontL
DetachNode[002]=GearDoorFrontR

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DOH! I didn't read the fine print. The data posted above is for the F-9F2. The nose gear for the F-9F5 does indeed steer the wrong way. I will take a look and see if it can be fixed via ini edits.

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would be nice to actually know which aircraft she's talking about --- is it RazBam's Banschee, or Crapuns??? Is the Panther Pasko's?? or another versions?

the cockpit issues has NOTHING to due the map edge (aka "The Wall"). If you'd bother to READ what she wrote,

Quote

You start off way above the windshield, and you gradually sink down to a more normal view,

she's describing a take off, as the aircraft climbs the pit lod lowers itself down. This is a known issue in the 3rdWire series, and has never been fully resolved on certain 3rd Party add-on aircraft. 

as to the nose wheel, Pasko's Panther's are well know for a number of faults (btw, mine works the way it should)

 

also, Ully, stop necro-threading. It's annoying

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Some more information regarding the F-9F5 nose gear issue. Pictures are probably worth 1000 attempts at explaining the problem.

Here is a screen of Pasko's [I think] F-9F5 doing a taxi turn to the pilots left. The rudder deflection is fine, the aircraft is turning to the pilots left, but the nose gear is rotated for a turn to the pilots right.

F-9F5.thumb.jpg.83b291f413afe9aa4f830d8147c44233.jpg

The only other aircraft I've come across with a similar problem is Pasko's Mosquito. In this screenshot the Mosquito is doing a taxi turn to the left, the rudder is left, but the tail wheel is rotated for a right turn.

Mosquito6.thumb.jpg.12ed5a74a8675d8cee0d492616cff770.jpg

I remember trying a whole bunch of different ini edits to fix this problem but nothing worked. Considering the amount of time I spent trying to fix the Mosquito I'm going to just leave the F-9F5 alone and see if someone else, maybe a model builder, can come up with an idea for an ini fix.

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I can almost garuentee  that it can only be fixed in MAX

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It's a "Work-Around World" with the SF series. Should have thought of this 3 years ago but better late than never. I set the nose gear castor as a fake rudder which allows the use of some data entries to manipulate the rotation axis. There are probably some other ways to get it to work but here's what I did:

Added the fake rudder system to the Nose section.

[Nose]
ParentComponentName=Fuselage
ShowFromCockpit=TRUE
ModelNodeName=Nose
DamageRating=DISABLED
DetachWhenDestroyed=TRUE
MassFraction=0.20
HasAeroCoefficients=FALSE
MinExtentPosition=-0.55,3.49,-0.44
MaxExtentPosition= 0.55,6.01, 0.62
CollisionPoint[001]= 0.00, 5.42,-0.53
CollisionPoint[002]= 0.00, 4.66, 0.93
StructuralFactor=2

HasArmor=TRUE
ArmorMaterial=Aluminum
Armor[FRONT].thickness=10
Armor[REAR].thickness=10
Armor

.thickness=10


Armor
.thickness=10

Armor[TOP].thickness=10
Armor[BOTTOM].thickness=10
SystemName[001]=NoseSteer//............................................New System

Then I added the new system to the control surfaces section:

// Control Surfaces ---------------------------------------------------------

[NoseSteer]
SystemType=CONTROL_SURFACE
InputName=YAW_CONTROL
MaxDeflection=45.0
MinDeflection=-45.0
CDdc=0.0
Cydc=0.0
Cldc=0.0
Cndc=0.0
MaxControlSpeed=15.0
ControlRate=1.0
ModelNodeName=NoseGearPivot
RotationAxis=Z-AXIS

Then I removed the reference to the NoseGearPivot in the Landing Gear section:

// Landing Gears ---------------------------------------------------------

[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=5.0
AnimationID=1
DragArea=0.25
HideGearNode=TRUE
ModelNodeName=NoseGearLeg
ShockAnimationID=5
ShockStroke=0.165
SpringFactor=1.5
DampingFactor=1.8
WheelNodeName=NoseTire
RotationAxis=Z-AXIS
RollingRadius=0.35
CastoringWheel=TRUE
CastoringNodeName=//NoseGearPivot
Steerable=TRUE
MaxSteeringSpeed=41.15
Locking=FALSE
MaxSteeringAngle=45.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.05
MaxDeploySpeed=128.61
MaxLoadFactor=10.0
DetachNode[001]=LeftNoseGearDoor
DetachNode[002]=RightNoseGearDoor

I didn't notice any issues with this fix and something similar should work with the Mosquito.

 
Edited by baffmeister
Bad Margins

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Margin issues that I can't seem to edit. Here's copy/paste attempt #2.

[Nose]
ParentComponentName=Fuselage
ShowFromCockpit=TRUE
ModelNodeName=Nose
DamageRating=DISABLED
DetachWhenDestroyed=TRUE
MassFraction=0.20
HasAeroCoefficients=FALSE
MinExtentPosition=-0.55,3.49,-0.44
MaxExtentPosition= 0.55,6.01, 0.62
CollisionPoint[001]= 0.00, 5.42,-0.53
CollisionPoint[002]= 0.00, 4.66, 0.93
StructuralFactor=2
HasArmor=TRUE
ArmorMaterial=Aluminum
Armor[FRONT].thickness=10
Armor[REAR].thickness=10
Armor

.thickness=10


Armor
.thickness=10

Armor[TOP].thickness=10
Armor[BOTTOM].thickness=10
SystemName[001]=NoseSteer

// Control Surfaces ---------------------------------------------------------

[NoseSteer]
SystemType=CONTROL_SURFACE
InputName=YAW_CONTROL
MaxDeflection=45.0
MinDeflection=-45.0
CDdc=0.0
Cydc=0.0
Cldc=0.0
Cndc=0.0
MaxControlSpeed=15.0
ControlRate=1.0
ModelNodeName=NoseGearPivot
RotationAxis=Z-AXIS

// Landing Gears ---------------------------------------------------------

[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=5.0
AnimationID=1
DragArea=0.25
HideGearNode=TRUE
ModelNodeName=NoseGearLeg
ShockAnimationID=5
ShockStroke=0.165
SpringFactor=1.5
DampingFactor=1.8
WheelNodeName=NoseTire
RotationAxis=Z-AXIS
RollingRadius=0.35
CastoringWheel=TRUE
CastoringNodeName=//NoseGearPivot
Steerable=TRUE
MaxSteeringSpeed=41.15
Locking=FALSE
MaxSteeringAngle=45.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.05
MaxDeploySpeed=128.61
MaxLoadFactor=10.0
DetachNode[001]=LeftNoseGearDoor
DetachNode[002]=RightNoseGearDoor

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that is some seriously weird shit!!! 

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56 minutes ago, baffmeister said:

I set the nose gear castor as a fake rudder which allows the use of some data entries to manipulate the rotation axis.

Awesome workaround it is!:ok:

 

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Sorry for late reply. Been away.

I tried this, but got a crash to black before I got in cockpit.

Am I supposed to renumber the other Nose system entries, now there's a new SystemName[001]=NoseSteer? Because there's about six other items in the original list.

The Panther I'm using is the one that comes with the Korean War Pack.

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