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Posted (edited)

I need these gone.for something......but cannot see how...gunsight is gone lol...but...meshes dont seem to want to go...maybe they cant be hidden?....

ive tried the hide method but the mossie cockpit ini only shows instruments as normal...not components...is it not possible to hide cockpit items...this didnt work as ive seen mentioned

Instrument[001]=hideHUD

[hideHUD]
Type=HUD
NodeName=HUD_glass

 

Itried this way

Instrument[061]=Hide1
Instrument[062]=Hide2
Instrument[063]=Hide3
Instrument[064]=Hide4
Instrument[065]=Hide5
Instrument[066]=Hide6
Instrument[067]=Hide7
Instrument[068]=Hide8
Instrument[069]=Hide9
Instrument[070]=Hide10
Instrument[071]=Hide11
Instrument[072]=Hide12

[Hide1]
ParentComponentName=temp_gunsight_temporary_mesh
ModelNodeName=gunsight_glass

[Hide2]
ParentComponentName=mossie_mainpanel
ModelNodeName=temp_gunsight_temporary_mesh

[Hide3]
ParentComponentName=temp_gunsight_temporary_mesh
ModelNodeName=lin01

[Hide4]
ParentComponentName=radar_box
ModelNodeName=radarscreen

 

these are parts need gone...

gunsight_glass
temp_gunsight_temporary
lin01
radarscreen
radar_framing2
radar_box
radar_framing1
radar_plate_top
radar_lock_light
radar_light_lock_base
screw_planar36
screw_planar37
cylinder23
cylinder24

dunno if wasting my time ?

 

cheers

Image2.jpg

Edited by russouk2004
Posted

all are in the cockpit ini, I assume?

your move statements are incorrect. 

this is from the "new" cockpit for the Chipmunk, I'm using Raven's Hurri pit, and removing all the gunsight parts

list the "insturment" and then at the end the move bits

[Move1] 
Type=AIRSPEED_INDICATOR 
NodeName=Cylinder02
MovementType=POSITION_Z 
Set[01].Position=-90 
Set[01].Value=0.0 
Set[02].Position=-90 
Set[02].Value=1.0 

NodeName, obviously will be what ever you're trying to move out of visual range. In the image below, all the various compoents have been moved (something like 5 or 6 meshes of the gunsight)

 

 

no_gunsight.JPG

Posted (edited)
2 hours ago, Wrench said:

[Move1] 
Type=AIRSPEED_INDICATOR 
NodeName=Cylinder02
MovementType=POSITION_Z 
Set[01].Position=-90 
Set[01].Value=0.0 
Set[02].Position=-90 
Set[02].Value=1.0 

 

Just sharing :

When I delete something from a cockpit I like to use the "MovementType=LIGHT" entry

[Move1] 
Type=AIRSPEED_INDICATOR 
NodeName=Cylinder02
MovementType=LIGHT
Set[01].Position=0
Set[01].Value=0.0 
Set[02].Position=0
Set[02].Value=1.0

So the mesh removed is not 90 meters away, it's just not displayed.

Edited by Cliff7600
Posted

I don't think you can ... but i remember something about moving postions (y or z), but don't remember the code

when I was experimenting with usual method, I noticed that Stary actually as the entry hatch down there in the lower right side.

now, that's some detail !!!

 

img00002.JPG

 

Just curious, wouldn't it be easier to use the "stock" FB6 or B.Mk.IV pits? (although the B pit has the crawlway to the nose, so maybe the FB6 ???) 

Posted (edited)
3 hours ago, russouk2004 said:

next Q...how to move seat forwards ?...lol  radar op

A-4PTM_85_COCKPIT.INI

Look at the cockpit.ini from my A-4PTM-Mod. All the stuff named "MOVE..." is moved from their original position. You can move one axis at a time. So if you need 2 axis, just copy/paste the same entry again and change the axis and values. "MOVE....X" means moved in X-direction. "...rX" means rotated around X-axis and so on. I hope that helps.

If you need help, just say so.

Edit: I recommend loading the cockpit.lod in LOD-viewer to find the proper nodesnames.

Edited by Nyghtfall
  • Thanks 1
Posted
Quote

Just curious, wouldn't it be easier to use the "stock" FB6 or B.Mk.IV pits? (although the B pit has the crawlway to the nose, so maybe the FB6 ???) 

where in the cats are they any idea?..in case need to alter any text..?

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