+russouk2004 6,958 Posted May 26, 2019 Been while out of loop so for life of me im not seeing the issues...need fresh eyes...took me 3 hours to spot 2 typos fro stabs lol 1 new weapon specific to Angel...made AA1 Wraith based on aim 9....so it fits in the launchers here in pic1 2 wont fire no matter what... 3 why are meshes showing up as shadows..Pic 2 .cant remember what causes this...they arent polys facing inwards...ive xform reset everything as it was built. 4 is this correct for interior pylon...the actual launcher mesh is the pylon...all names correct pic 3 any help is appreciated. lastly I dont want any other IRM`s to show in loadout...can I make the AA1 unique ? gonna check it loads on another plane also and fires ok Share this post Link to post Share on other sites
Wrench 9,717 Posted May 26, 2019 for the weapon: you need to have a "station specific code" line, like below from the 3W Mig-23: Quote [RightApexStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.47,0.24,0.00 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=shoulder_pylon_R_2 PylonMass=100 PylonDragArea=0.03 SpecificStationCode=AA7 and have that lline in the weapon's data ini as well > Quote [WeaponData143] TypeName=AA-7A FullName=R-23R "AA-7 Apex-A" ModelName=AA-7A Mass=223.000000 Diameter=0.190000 Length=4.060000 SubsonicDragCoeff=0.583000 SupersonicDragCoeff=0.702000 AttachmentType=SOVIET SpecificStationCode=AA7 NationName=Soviet StartYear=1972 EndYear=1997 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=1972 ExportEndYear=0 ExportAvailability=1 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=1.000000 WarheadType=0 Explosives=25.000000 FusingDistance=2.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=50 MaxTurnRate=15.000000 MaxLaunchG=5.000000 LockonChance=70 LaunchReliability=65 ArmingTime=3.000000 SeekerFOV=5.000000 SeekerGimbleLimit=46.000000 SeekerTrackRate=12.000000 SeekerRange=25000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=2000.000000 MaxLaunchRange=35000.000000 Duration=55.000000 CounterCountermeasure=70.000000 NoiseRejection=30.000000 CapabilityFlags=0x10000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.500000 BoosterDuration=3.300000 BoosterAccel=20.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.835150,0.000000 SustainerDuration=10.400000 SustainerAccel=2.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.835150,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 that locks out anything else. (just had to do this for the remod of the F-89s I"m doing. sorry I can't help with the MAX stuff. But I"m sure someone else will! Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 26, 2019 cheers kev...loaded it up on an f4 and summat wrong with my editing lol...will look later ,been in work all night got home tried this too tired gotta get some zzzz`s lol.. Share this post Link to post Share on other sites
+yakarov79 10,856 Posted May 26, 2019 (edited) add line to those IRM : AutomaticDoors=TRUE - this should launch them and since the station is internal it won't show up until "bomb bay" is 'closed'. edit: make it external station ... it will show up rockets. thought it was about Q Continuum. Edited May 26, 2019 by yakarov79 2 Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 27, 2019 (edited) sorted loadouts etc internal way to go....add dorrs ets works but they still dont show,think its issue with 3d model need check... n ow this fkin mesh dissapeares on ai wwwwtttttttfffffffffffffffffffffff ? lol Disregard the mesh vanishing...its because it was set as pylon so ai have no weaps so thats why it didnt show DUH... launch tubes are now standard mesh and made transparent inner poly as pylons...should work now. shadow problem when I think about it was simple...Double sided texture in max makes game gfx engine cast light from both sides of mesh as gfx engine being "told" the mesh has two sides to affect hence shadows showing thruogh objects...single sided texture is correct. Edited May 30, 2019 by russouk2004 Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 30, 2019 (edited) Getting there but im gonna be bald soon if tear out any more hair... remade the missile from actual sized new mesh...its fine... made single pulons..Hidden and transparent but work... everything afaiks is scaled properly... all the co-ords are ok but they refuse to sit in proper location they are in right place for left to right in game ( in max X Axis) but they dont sit right in Z axis in game... im stumped Edited May 30, 2019 by russouk2004 Share this post Link to post Share on other sites
+Dels 618 Posted May 30, 2019 Do you have a CoG offset? Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 30, 2019 (edited) no m8 its deffo the missile...on other a\c when set points in 3dsmax they are still way off....I made the missile in max exact size so its deffo not scale issue...made fuel tanks and what not and never had this...unless had to xform reset summat I missed before...its mistifying Edited May 30, 2019 by russouk2004 Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 30, 2019 (edited) fek it tried as internal weapon station even with co ords for the front right they now sit middle of rear fuselage behind intake...ignoring the co-ordinates...F**K it cant be arsed anymore Edited May 30, 2019 by russouk2004 Share this post Link to post Share on other sites
Spinners 15,984 Posted May 30, 2019 Babetastic https://television.jasper.org/csangels.htm 1 Share this post Link to post Share on other sites
Wilches 1,165 Posted May 30, 2019 One of the most iconic series off all. In some ways even better than Thunderbirds. Share this post Link to post Share on other sites
Wrench 9,717 Posted May 30, 2019 Russ got me (re)interesterd in it .. been watching it on Amazon Prime Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 31, 2019 Im gonna buy model kit of it...I loved the series when was kid 2 Share this post Link to post Share on other sites
+Coupi 4,318 Posted May 31, 2019 1 hour ago, russouk2004 said: Im gonna buy model kit of it...I loved the series when was kid I didn't know this TV serie ! I rember only the Thunderbirds... About your model this is a sort of "super Maxi Skyhawk" ! 1 Share this post Link to post Share on other sites
Spinners 15,984 Posted May 31, 2019 Half of the fun of watching Gerry Anderson stuff was spotting what aircraft kits were used. 3 Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 31, 2019 Saw some of the series aircraft when was kid,they had exhibition models were 6th scale...amazing things they did for a kids program,not cgi like today anyways...rebuilt my missile from scratch,started max made missile and it now works in place...must have been summat leftover when made last model. 1 query...how can I make the missile effect start later just after its left the pods?...I want to eliminate the flames coming through the side of the plane. if I use velocity...will it spit it out then ignite the boosters?...cheers heres why...lol Share this post Link to post Share on other sites
+logan4 847 Posted May 31, 2019 (edited) An easier, add an ejectvelocity parameter to the pylon "EjectVelocity=0.0,0.0,2.0" - though not sure which numbersection corresponds to what axis (x,y,z?), so those might need to fiddle with - this way you don't have to mess with the effects. Hard way is, probably will have to make a new booster effect that has clear tga-s so not to create smoke and flame - or leave empty the effect name in the missile's data.ini and add a short period sustainer setting with the 'missilefireeffect' to imitate the ignition. Edited May 31, 2019 by logan4 Share this post Link to post Share on other sites
+russouk2004 6,958 Posted May 31, 2019 yeah ravenclaw suggested similar to you using booster to effect...and sustainer for flight...I might make new apparently eject velocity only applies to dropping down not forwards... cheers bud Share this post Link to post Share on other sites
+russouk2004 6,958 Posted June 1, 2019 (edited) sorted ...disabled booster settings and changed them to sustainer settings...added Ejectvelocity for about 5m...and works fine just reversed the booster and sustainer works.. also its weird how the new missile model exactly same as old now positions correct....weiiiiird.....I think as i made original after making the angel...some settings were left over...each model now I start from total refresh. been away from 3ds max so long I forgot a lot lol... Edited June 1, 2019 by russouk2004 6 Share this post Link to post Share on other sites