+Soulfreak Posted November 24, 2019 Posted November 24, 2019 View File AV-8B Plus Harrier II (Marina Militare) AV-8B Plus Harrier Marina Militare This is the AV-8B Plus Harrier in service with the Italian navy. Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) A fake pilot is needed to run this mod. It is designed for and works only in SF2 series. Skin is in 4096x4096 format. So you can easily resize down. If you have problems running this in game. Resize skins to lower resolutions All serials are correct for the Italian version of Harrier II. Animations: 1= canopy open - close 4= refueling probe - beware of a speed limit 3= night vision mode - not really helping but it is there - inside and outside animation. ************************************************************************************ You can exlplore ini files for some additional features like in cockpit "FLIR" feed on HUD . AAQ-28 can be loaded only on station number 5 and centerline AIM-120 can be loaded only on stations 2 and 6. ECM also activates RWR on digital display indicator - even if ECM pod is not loaded. If you have yakarov79´s AV-8B Harrier already - some files are same so simply overwrite. for proper sound work you should add these lines into soundlist.ini SoundFileXXX=USMComm_1 SoundFileXXX=Equalizer [Equalizer] Priority=NORMAL Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 SoundFileXXX=USMComm_1 [USMComm_1] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=TRUE FrequencyControl=FALSE ************************************************************************************ Credits. Me - Skin, Decals & ini dance yakarov79 - whole sort of strange things - model-re-model, new cockpit, templates, ini files etc. Ravenclaw - BRU-42 ITER models. ALQ-164 model, weapons. AAQ-28 Pod- I don't remember who made this model - all credits to him and thank you. 331Killerbee - ideas, good words, work on ini files, loadouts, effects etc. Crusaders - who helped yakarov79 with avionics ini. Sounds taken from sources offering free sound samples. bobrock- the original first version of the standard model Schapen, Nov. 24th 2019 Carlo "Soulfreak" Vecchi THIS MODE IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT Submitter Soulfreak Submitted 11/24/2019 Category AV-8 3 Quote
+paulopanz Posted November 25, 2019 Posted November 25, 2019 A "small" edit to work with Garibaldi CV and Italian Navy task forces. Edit the AV-8B data.ini like this: [MissionData] NationName=ItalianNavy ServiceStartYear=1993 ServiceEndYear=2030 AircraftRole=ATTACK AircraftCapability=DAY_ONLY Availability=VERY_COMMON Exported=FALSE PrimaryRoles=CAS,STRIKE,SEAD,ARMED_RECON, SecondaryRoles=FAC,ANTI_SHIP, NormalMissionRadius=370 MaxMissionRadius=670 Ceiling=27209 MinBaseSize=SMALL <--------------------------------------------------- CarrierBased=TRUE CarrierParkSpan=2.0 CarrierParkAnimationID=2 Now with great Angelp's ships you will have italian task forces in Libia terrain when using this plane. 4 1 Quote
alexis99 Posted October 22, 2020 Posted October 22, 2020 I couldn't get this to work. I put the aircraft in the aircraft folder and the fake pilot in the pilot folder, in the users mod location like you are supposed to. I tried this separately in both Strike Fighters2 and Strike Fighters 2 North Atlantic. And I tried on two separate computers. But when I get in the cockpit , my view is of the back of another pilot!!! In the outside view, there are two pilots in the cockpit, one sat on the other's knee. I'm the one at the back. It's all a bit gay. I'd like this to work because I have quite a few items of Marina Militare clothing with the AV8B patches all over; Wolves of the Sea and all that, so what am I doing wrong? Quote
yakarov79 Posted October 22, 2020 Posted October 22, 2020 24 minutes ago, alexis99 said: I couldn't get this to work. do you have Pilot_USMC in your 'Pilots' folder? Quote
alexis99 Posted October 23, 2020 Posted October 23, 2020 Yes, I do. I had to do some lateral thinking. So I went into the data folder and found that two pilots were listed. I removed the second one from the list. It worked. The second pilot was attached to some kind of carrier parking system, much of which had been stricken out. So now the gay pilot has gone, it's working. And since it's a fine cockpit, I'll spend some time on customizing it to my screen size and preferences. The graphics are really excellent, and unlike the SF1 Harrier plus, the nozzle gauge syncs perfectly with my controller, so I can actually get 110 braking. Meanwhile, I fired up the EF2000, and at some time in the mission I dropped the centre tank. Imagine my surprise when I checked the outside view and could see a set of stowaway legs sticking down from where the tank had been. Once again, there was a second pilot I had to strike out. 1 Quote
yakarov79 Posted October 23, 2020 Posted October 23, 2020 (edited) 1 hour ago, alexis99 said: data folder do not know what it is... 1 hour ago, alexis99 said: I removed the second one from the list. So which pilot is now in the cockpit? 1 hour ago, alexis99 said: The second pilot was ... There is only one pilot set in data ini. I have spent countless hours in Harriers from day one...and never had any pilot issue. edit: My guess is your fake pilot mod folder is not correctly installed or something is missing related to fake pilot mod. Edited October 23, 2020 by yakarov79 Quote
alexis99 Posted October 24, 2020 Posted October 24, 2020 Data folder is AV-8B-Plus_DATA. I was using shorthand. My apologies if I confused you. The pilot that is in the cockpit is SystemName[001]=Pilot-seat. [Pilot-seat] SystemType=PILOT_COCKPIT PilotModelName=Pilot_USMC etc The pilot that is not in the cockpit any more is SystemName[015]=pilot. [pilot] PilotModelName= ParentComponentName=Nose DetachWhenDestroyed=TRUE SystemType=GUNNER_STATION TargetType=AIR_AND_GROUND SeatID=4 GunnerID=2 PitchModelNodeName=headpitch YawModelNodeName=head GunRange=6500 PitchAngleRate=90 MaxPitch=20 MinPitch=-10 DefaultPitchAngle=-5.0 YawLimited=TRUE YawAngleRate=80 MaxYaw=70 MinYaw=-70 DefaultYawAngle=0 He's gone. I also removed this stuff: ****Manual parking animation**** /[Parking] /SystemType=ANIMATION /InputName=ANIMATION_2 /DeploymentMethod=MANUAL /AnimationTime=0.5 /AnimationID=2 **** Automatic on board/flightline animation **** [Parking] SystemType=PILOT_COCKPIT PilotModelName=FakePilot SeatID= Position=-0.0,4.0,0.83 CanopyNodeName= CanopyAnimationID=2 I removed it because it was another pilot entry and I figured it best to just have one pilot. My fake pilot mod folder is just fine. It's only got three entries, and it's in users\ etc etc \StrikeFighters2 North Atlantic\Pilots Anyway, the point is that I removed the second pilot from the aircraft by deleting the word "pilot" from SystemName[015]=pilot. Quote
alexis99 Posted October 24, 2020 Posted October 24, 2020 The EF-2000_RAF was an interesting one. I am only flying the RAF version, I dropped the others to save space. In the crew section of the EF-2000_RAF_DATA it had [Pilot] SystemType=PILOT_COCKPIT PilotModelName=EF2000Pilot2 etc and also [Pirate_RAF] SystemType=PILOT_COCKPIT PilotModelName=fakepilot etc Under these conditions, I had a second pilot's legs hanging underneath the fuselage, which the centre tank covered when installed. By removing the [Pirate_RAF] entry in the above mentioned DATA file, I got rid of the hanging legs. So all is well. I have spent countless hours in the SF1 series, usually flying Intruders in Vietnam. I have also flown the Harrier and EF2000. I have never seen double pilot's before. Although in the EF-2000, you had to make sure the Typhoon pilot files were in the right place, otherwise his legs were hanging outside, below the pilot seat (i.e the default pilot sat too low). I have only just got SF2 and I am being careful to ask on here if I feel I have done something wrong, because it is a little different to SF1. However, there is a lot of similarity, so my experience has allowed me to fix most issues. The only one going unanswered is the issue of the black tanks that are permanently on the A-6E_TRAM. I fixed that by not flying the A-6E_TRAM Quote
yakarov79 Posted October 24, 2020 Posted October 24, 2020 31 minutes ago, alexis99 said: The pilot that is not in the cockpit any more is SystemName[015]=pilot. [pilot] PilotModelName= ParentComponentName=Nose DetachWhenDestroyed=TRUE SystemType=GUNNER_STATION TargetType=AIR_AND_GROUND SeatID=4 GunnerID=2 PitchModelNodeName=headpitch YawModelNodeName=head GunRange=6500 PitchAngleRate=90 MaxPitch=20 MinPitch=-10 DefaultPitchAngle=-5.0 YawLimited=TRUE YawAngleRate=80 MaxYaw=70 MinYaw=-70 DefaultYawAngle=0 this is not a pilot this is an animation of the pilot head. As the pilot is part of the 3d model - that allows you to make custom pilot skin for different squadrons even custom faces and helmets for particular aircraft. And those lines must stay in data.ini - or you will not have head movements in the external model. 34 minutes ago, alexis99 said: I also removed this stuff: ****Manual parking animation**** /[Parking] /SystemType=ANIMATION /InputName=ANIMATION_2 /DeploymentMethod=MANUAL /AnimationTime=0.5 /AnimationID=2 as those lines use prefix '/' - those lines are out of ini business - not working. 35 minutes ago, alexis99 said: [Parking] SystemType=PILOT_COCKPIT PilotModelName=FakePilot SeatID= Position=-0.0,4.0,0.83 CanopyNodeName= CanopyAnimationID=2 These are the only lines that refer to fake pilot mod. It is used to have custom animation when aircraft are parked on the flight line. And if you do not have a fake pilot installed correctly in your pilot folder You will have another 'default' pilot somewhere in 3d model. And this is a similar issue. Indicating that your fake pilot mod is not installed correctly. The fake pilot mod is used to attach 3d parts to the existing 3d model. So if you remove ini lines you are disabling mod from working. Quote
Wrench Posted October 25, 2020 Posted October 25, 2020 your pathway is incorrect: Quote My fake pilot mod folder is just fine. It's only got three entries, and it's in users\ etc etc \StrikeFighters2 North Atlantic\Pilots should be: Users\etc etc\StrikeFighters2 NorthAtlantic\OBJECTS\Pilots all pilot folder, just like weapons, decals, Aircraft, and GroundObjects, are SUB FODLERS of the /Objects folder. unlike some folks around here, at least you know you're doing!! we'll get you sorted!!! 1 Quote
yakarov79 Posted October 25, 2020 Posted October 25, 2020 5 hours ago, Wrench said: should be: Users\etc etc\StrikeFighters2 NorthAtlantic\OBJECTS\Pilots So focused on one, that I did not notice the obvious. Thanks. 20 hours ago, alexis99 said: My fake pilot mod folder is just fine Correct your fake pilot folder and all will be ok, return to original data.ini. Quote
alexis99 Posted October 25, 2020 Posted October 25, 2020 Okay, great, well-spotted. Thank you. In SF2 Pilot folder goes in Objects folder. Right. I'll fix that. The only things I have in Objects folder are Aircraft, Ground Objects, Weapons, Guns. Now I add Pilots. Does anything else go in there? Quote
alexis99 Posted October 25, 2020 Posted October 25, 2020 And decals??? Just noticed that. They're in the wrong place too. Quote
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