+daddyairplanes Posted August 13, 2022 Posted August 13, 2022 thats interesting would you mind sharing the ini entries? this could be useful in the future for somebody Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 Here are the entries from the data.ini // Weapon Stations -----------------------------------pylon weights from Flight Manual [LeftSidewinderStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.77,-0.28,-0.21 AttachmentAngles=0.0,-2.0,90.0 LoadLimit=200.0 AllowedWeaponClass=IRM,FT AttachmentType=NATO,USAF SpecificStationCode=HAF LaunchRailNodeName=Left_WingRail LaunchRailMass=22.23 FuelTankName=F5a_wingtip_left_tank FuelTankNodeName=wingtip_left_tank NoJettisionTank=TRUE [RightSidewinderStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.77,-0.28,-0.21 AttachmentAngles=0.0,-2.0,-90.0 LoadLimit=200.0 AllowedWeaponClass=IRM,FT AttachmentType=NATO,USAF SpecificStationCode=HAF LaunchRailNodeName=Right_WingRail LaunchRailMass=22.23 FuelTankName=F5a_wingtip_left_tank FuelTankNodeName=wingtip_right_tank NoJettisionTank=TRUE [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.907,0.70,-0.653 AttachmentAngles=0.0,-0.75,0.0 DiameterLimit=0.490 LoadLimit=420.00 AllowedWeaponClass=BOMB,RP,CGR AttachmentType=NATO,USAF ModelNodeName=Left_Pylon_outer PylonMass=54.89 PylonDragArea=0.02 [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.907,0.70,-0.653 AttachmentAngles=0.0,-0.75,0.0 DiameterLimit=0.490 LoadLimit=420.00 AllowedWeaponClass=BOMB,RP,CGR AttachmentType=NATO,USAF ModelNodeName=Right_Pylon_outer PylonMass=54.89 PylonDragArea=0.02 [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.154,0.395,-0.653 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.490 LoadLimit=520.0 AllowedWeaponClass=BOMB,RP,FT,GP,CGR AttachmentType=NATO,USAF ModelNodeName=Left_Pylon_inner PylonMass=51.71 PylonDragArea=0.03 FuelTankName=F5a_FuelTank_150 FuelTankNodeName=FuelTank_150_UnderWing [RightWingStationInboard] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.154,0.395,-0.653 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.490 LoadLimit=520.00 AllowedWeaponClass=BOMB,RP,FT,GP,CGR AttachmentType=NATO,USAF ModelNodeName=Right_Pylon_inner PylonMass=51.71 PylonDragArea=0.03 FuelTankName=F5a_FuelTank_150 FuelTankNodeName=FuelTank_150_UnderWing [LeftWingStationInboardAltFT] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.154,0.395,-0.653 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.490 LoadLimit=520.00 AllowedWeaponClass=FT, AttachmentType=NATO,USAF ModelNodeName=Left_Pylon_inner PylonMass=51.71 PylonDragArea=0.03 FuelTankName=F5a_FuelTank_SF150 FuelTankNodeName=FuelTank_SF150_UnderWing [RightWingStationInboardAltFT] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.154,0.395,-0.653 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.490 LoadLimit=520.00 AllowedWeaponClass=FT, AttachmentType=NATO,USAF ModelNodeName=Right_Pylon_inner PylonMass=51.71 PylonDragArea=0.03 FuelTankName=F5a_FuelTank_SF150 FuelTankNodeName=FuelTank_SF150_UnderWing [CenterlineStation] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,2.462,-0.668 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.00 AllowedWeaponClass=BOMB,FT,GP,NUC,RCN AttachmentType=NATO,USAF ModelNodeName=Pylon_center PylonMass=58.51 PylonDragArea=0.02 FuelTankName=F5a_FuelTank_150_Centre FuelTankNodeName=FuelTank_150_Centre [CenterlineStationAltFT] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,2.462,-0.668 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.00 AllowedWeaponClass=FT AttachmentType=NATO,USAF ModelNodeName=Pylon_center PylonMass=58.51 PylonDragArea=0.02 FuelTankName=F5a_FuelTank_SF150_Centre FuelTankNodeName=FuelTank_SF150_Centre [Fuel_probe] SystemType=WEAPON_STATION StationID=11 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=1.4, 3.54, 0.22 AttachmentAngles=0.0,0.0, 0.0 LoadLimit=50 AllowedWeaponClass=FT AttachmentType=USAF ModelNodeName= PylonMass=0.00 PylonDragArea=0.001 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankNodeName=Refueling_pipe_1 FuelTankName=F-5C_Fuel_Probe NoJettisionTank=TRUE [LeftPylonInner] SystemType=WEAPON_STATION StationID=12 StationGroupID=7 StationType=EXTERNAL AttachmentPosition=-3.25,0.30,-0.85 AttachmentAngles=0.0,0.0,0.0 LoadLimit=520.00 DiameterLimit=0.5 AllowedWeaponClass=FT SpecificStationCode=Pylon ModelNodeName= PylonMass=0 PylonDragArea=0 FuelTankName=BombPylon FuelTankNodeName=Left_Pylon_inner NoJettisionTank=FALSE [RightPylonInner] SystemType=WEAPON_STATION StationID=13 StationGroupID=7 StationType=EXTERNAL AttachmentPosition=3.25,0.30,-0.85 AttachmentAngles=0.0,0.0,0.0 LoadLimit=520.00 DiameterLimit=0.5 AllowedWeaponClass=FT SpecificStationCode=Pylon ModelNodeName= PylonMass=0 PylonDragArea=0 FuelTankName=BombPylon FuelTankNodeName=Right_Pylon_inner NoJettisionTank=FALSE [LeftPylonOuter] SystemType=WEAPON_STATION StationID=14 StationGroupID=8 StationType=EXTERNAL AttachmentPosition=-3.25,0.30,-0.85 AttachmentAngles=0.0,0.0,0.0 LoadLimit=520.00 DiameterLimit=0.5 AllowedWeaponClass=FT SpecificStationCode=Pylon ModelNodeName= PylonMass=0 PylonDragArea=0 FuelTankName=BombPylon FuelTankNodeName=Left_Pylon_outer NoJettisionTank=FALSE [RightPylonOuter] SystemType=WEAPON_STATION StationID=15 StationGroupID=8 StationType=EXTERNAL AttachmentPosition=3.25,0.30,-0.85 AttachmentAngles=0.0,0.0,0.0 LoadLimit=520.00 DiameterLimit=0.5 AllowedWeaponClass=FT SpecificStationCode=Pylon ModelNodeName= PylonMass=0 PylonDragArea=0 FuelTankName=BombPylon FuelTankNodeName=Right_Pylon_outer NoJettisionTank=FALSE [CenterlineStationPylon] SystemType=WEAPON_STATION StationID=16 StationGroupID=7 StationType=EXTERNAL AttachmentPosition=3.25,0.30,-0.85 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.00 DiameterLimit=0.5 AllowedWeaponClass=FT SpecificStationCode=Pylon ModelNodeName= PylonMass=0 PylonDragArea=0 FuelTankName=BombPylon FuelTankNodeName=Pylon_center NoJettisionTank=FALSE and here are the entries from the loadout.ini.. //.............Loadout for F-5C Skoshi Tiger, Ver 1.0 by Sophocles // Station 1 = Left Wingtip Station // Station 2 = Right Wingtip Station // Station 3 = Left Wing Station Outboard // Station 4 = Right Wing Station Outboard // Station 5 = Left Wing Station Inboard // Station 6 = Right Wing Station Inboard // Station 7 = Left Inboard Station Alt FT // Station 8 = Right Inboard Station Alt FT // Station 9 = Centerline Fuselage Station // Station 10 = Centerline Alternative Fuel Tank // Station 11 = Refueling Probe // Station 12 = Jettisonable Left Wing Pylon Inboard // Station 13 = Jettisonable Right Wing Pylon Inboard // Station 14 = Jettisonable Left Wing Pylon Outboard // Station 15 = Jettisonable Right Wing Pylon Outboard // Station 16 = Jettisonable Centerline Pylon [AirToAir] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[09].WeaponType=F5a_FuelTank_150_Centre Loadout[09].Quantity=1 Loadout[12].WeaponType=BombPylon Loadout[12].Quantity=1 Loadout[13].WeaponType=BombPylon Loadout[13].Quantity=1 Loadout[14].WeaponType=BombPylon Loadout[14].Quantity=1 Loadout[15].WeaponType=BombPylon Loadout[15].Quantity=1 Loadout[16].WeaponType=BombPylon Loadout[16].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=AIM-9B Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9B Loadout[02].Quantity=1 Loadout[07].WeaponType=F5a_FuelTank_SF150 Loadout[07].Quantity=1 Loadout[08].WeaponType=F5a_FuelTank_SF150 Loadout[08].Quantity=1 Loadout[10].WeaponType=F5a_FuelTank_SF150_Centre Loadout[10].Quantity=1 Loadout[12].WeaponType=BombPylon Loadout[12].Quantity=1 Loadout[13].WeaponType=BombPylon Loadout[13].Quantity=1 Loadout[14].WeaponType=BombPylon Loadout[14].Quantity=1 Loadout[15].WeaponType=BombPylon Loadout[15].Quantity=1 Loadout[16].WeaponType=BombPylon Loadout[16].Quantity=1 [Attack] Loadout[01].WeaponType=F5a_wingtip_left_tank Loadout[01].Quantity=1 Loadout[02].WeaponType=F5a_wingtip_left_tank Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A_Mk40_Mk1 Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A_Mk40_Mk1 Loadout[04].Quantity=1 Loadout[05].WeaponType=MK82 Loadout[05].Quantity=1 Loadout[06].WeaponType=MK82 Loadout[06].Quantity=1 Loadout[09].WeaponType=F5a_FuelTank_150_Centre Loadout[09].Quantity=1 Loadout[12].WeaponType=BombPylon Loadout[12].Quantity=1 Loadout[13].WeaponType=BombPylon Loadout[13].Quantity=1 Loadout[14].WeaponType=BombPylon Loadout[14].Quantity=1 Loadout[15].WeaponType=BombPylon Loadout[15].Quantity=1 Loadout[16].WeaponType=BombPylon Loadout[16].Quantity=1 In bold are the "hidden" entries (fake pylons) that nonetheless appear in-game as they should. Sophocles Quote
+dtmdragon Posted August 14, 2022 Posted August 14, 2022 (edited) My only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). By being empty the AI won't try and use them as an actual rocket pod. Edited August 14, 2022 by dtmdragon 1 Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 1 hour ago, dtmdragon said: My only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). By being empty the AI won't try and use them as an actual rocket pod. dtmdragon, now I see the problem.. when I jettison my fuel tanks I lose my pylons as well :( Could you send over(attach) a fake rocket pod so that I can experiment with it? Much obliged!! Quote
+dtmdragon Posted August 14, 2022 Posted August 14, 2022 Check out the TW lighting F.1 data.ini but I may have steered you wrong now that I think about it Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 2 hours ago, dtmdragon said: Check out the TW lighting F.1 data.ini but I may have steered you wrong now that I think about it How do you mean? Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 4 hours ago, sophocles said: My only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). I understand, but which entries in the data.ini would make the fake rocket pod/pylon jettisonable? When using fake fuel tanks there is an entry called NoJettisionTank=FALSE which serves this purpose. Quote
+dtmdragon Posted August 14, 2022 Posted August 14, 2022 (edited) 36 minutes ago, sophocles said: I understand, but which entries in the data.ini would make the fake rocket pod/pylon jettisonable? When using fake fuel tanks there is an entry called NoJettisionTank=FALSE which serves this purpose. From the Lightning F1 data.ini: [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=INTERNAL <<<<<<<<<<<<<<<<<<<<<<<< change to external and add in values for drag/ weight of the pylon or keep at 0 and have the values in the fake rocket pod with no rockets. Remove all the bomb bay animations etc AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack <<<<<<<<<<<<<<<<<< use the node name of the F-5 weapon pylon HideNodeName=no_weapon_pack <<<<<<<<<<<<<<<<<<<<<<<< won't need this DoNotDetachPylon=TRUE <<<<<<<<<<<<<<<<<<<<<<<< play around to see what effect this has NoJettision=TRUE <<<<<<<<<<<<<<<<<<<<<< change to False BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP1 <<<<<<<<<<<<<<<<<<<<<<<< change to match what you use for the Fake rocket pod with no rockets. Example of a fake rocket pod with no rockets: [WeaponData001] TypeName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon FullName=LAU-3A Rocket Pod <<<<<<<<<<<<<<<<<<<<<<<< F-5 Weapon Pylon ModelName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove model name Mass=35.299999 Diameter=0.420000 Length=2.350000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,NATO SpecificStationCode= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon NationName=USAF StartYear=1948 EndYear=0 Availability=3 BaseQuantity=50 Exported=TRUE ExportStartYear=1948 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk40_M151 <<<<<<<<<<<<<<<<<<<<<<<<<<< change to anything that is not an actual rocket eg "NO_ROCKET" NumRockets=19 ROF=10.500000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName=Front_Cover <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove RearCoverNodeName= ShowRockets=TRUE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< False Rocket01Position=-0.074000,-0.080000,-0.128000 Rocket02Position=0.074000,-0.080000,-0.128000 Rocket03Position=-0.111000,-0.080000,-0.064000 Rocket04Position=0.111000,-0.080000,-0.064000 Rocket05Position=-0.148000,-0.080000,0.000000 Rocket06Position=0.148000,-0.080000,0.000000 Rocket07Position=-0.111000,-0.080000,0.064000 Rocket08Position=0.111000,-0.080000,0.064000 Rocket09Position=-0.074000,-0.080000,0.128000 Rocket10Position=0.074000,-0.080000,0.128000 Rocket11Position=0.000000,-0.080000,-0.128000 Rocket12Position=0.000000,-0.080000,0.128000 Rocket13Position=-0.037000,-0.080000,-0.064000 Rocket14Position=0.037000,-0.080000,0.064000 Rocket15Position=0.037000,-0.080000,-0.064000 Rocket16Position=-0.037000,-0.080000,0.064000 Rocket17Position=0.074000,-0.080000,0.000000 Rocket18Position=-0.074000,-0.080000,0.000000 Rocket19Position=0.000000,-0.080000,0.000000 Edited August 14, 2022 by dtmdragon 1 Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 56 minutes ago, dtmdragon said: From the Lightning F1 data.ini: I followed your instructions to the letter .. but no joy :) .. the pylon doesn't jettison. Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 This is the fake rocket pod I've tried to use but it doesn't show up at all in the arming screen so there's definitely something wrong. Any ideas anyone [WeaponData001] TypeName=F-5C_Pylon FullName=F-5C Weapon Pylon ModelName= Mass=35.299999 Diameter=0.420000 Length=2.000000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USAF SpecificStationCode=Pylon NationName=USAF StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=NO_ROCKET NumRockets=19 ROF=0.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 //FrontCoverNodeName=Front_Cover RearCoverNodeName= ShowRockets=FALSE Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 .. and here is the fake FT functioning as a pylon; this actually works just fine! [WeaponData001] TypeName=BombPylon FullName=Bomb pylon ModelName= ModelNodeName= Mass=0 Diameter=0 Length=0 SubsonicDragCoeff=0 SupersonicDragCoeff=0 AttachmentType= SpecificStationCode=Pylon NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=0.0 Asymmetrical=FALSE HideStationPylon=FALSE Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 Sorry to be a pain fellas but does anyone know of a plane in the download section which has an example of a fake rocket pod with no rockets (being repurposed to a pylon or anything else)? I really want to make this work! Thanks in advance Quote
+daddyairplanes Posted August 14, 2022 Posted August 14, 2022 dont know about fake rocket pods, but i made the Hound Dog Pylons on the B-52G_89 into gun pods so they could be selected in the dropdown menu. in my case i wanted them to be selected as there was teh shorter HSAB pylon and the longer Hound Dog one not the best examples out there, but you can compare notes and see if you come up with something that helps B-52G_89_DATA.7z AGM28Pylon2.7z 1 Quote
+sophocles Posted August 14, 2022 Author Posted August 14, 2022 3 hours ago, daddyairplanes said: but you can compare notes and see if you come up with something that helps Much obliged daddyairplanes! I'll check them out. Quote
+sophocles Posted August 16, 2022 Author Posted August 16, 2022 (edited) Hello Gents, sadly, after days of creating pylons as fake rocket pods and fake gun pods, I've had no luck in getting the pylons to jettison using these fake weapons .. it seems that the parameter of NoJettision=FALSE just doesn't work :( The only thing that does work, is creating pylons as fake Fuel Tanks, which although jettison just fine, also have the dawback of jettisoning when one uses CTRL-D to jettison the fuel tanks. Completely heartbroken, I think the only workaround is to use loadouts which have either weapons or tanks .. NOT both. The weapon only loadouts would have no need for the CTRL-D command since obviously there are no external fuel tanks, but they would keep the wing-tip tanks and have the refueling probe selected (with some imagination, aircraft with the probe can refuel in flight.. cough, cough! .. and they will be able to jettison all 5 pylons with the jettison stores command (CTRL=J)! When using loadouts with no weapons (eg:Recce) the fuel tanks can be jettisoned, but the pylons stay. ..or I can just write all this off as a bad job and revert to the conventional way; where jettisoning pylons is simply not possible. I'd appreciate some feedback fellas; what do you guys think would better option? Edited August 16, 2022 by sophocles Quote
Wrench Posted August 16, 2022 Posted August 16, 2022 Been that way with the Sabres, too. They also jettisoned the pylons with the tanks. But our in-game model keeps the pylons. Since I'm a lazy sod (with no 3d talent!) I would take the standard "game engine" way, and just keep the pylons on the aircraft. Maybe add an explination in the read me that "in the Real World (tm), the tanks and pylons are dumped together". Sometimes we have to give up accuracy for playability. Or game engine limits. 2 1 Quote
+daddyairplanes Posted August 16, 2022 Posted August 16, 2022 or only available model limits (mainly skins but...)! 1 Quote
yakarov79 Posted August 16, 2022 Posted August 16, 2022 As Wrench said. In many cases we have to close one eye and live with what we have.. otherwise you will end up creating fake pylon for fake pod to have fuel tank with fake fuel... Complicated things are ok for some home personal adjustments..but in general release 4 out of 10 will get confused..ask too much questions..call you incompetennt modder etc... @Wrench but Hogs are jettisoning correctly? Otherwise we have to correct them... It is possible to jettison pylon..but then pylon must be weapon rack...2br,ter,mer...you are using invisible pylon as parrent and rack with specific station code. Bomb racks are jettisoned with ordnance. And you need to create myltiple meshes for different loadouts. So for single bomb you have pylon which would be a 2br with limit one bomb For 3 bombs you have to copy 3d mesh of pylon and add desired ter to model also. Then it will be another rack (ter in that case) which will be jettisoned. Hope this mambojumboo is understandable...i am in train now and can not explain it with examples ...if not i can explain more on weekend. 1 Quote
+sophocles Posted August 16, 2022 Author Posted August 16, 2022 17 minutes ago, yakarov79 said: otherwise you will end up creating fake pylon for fake pod to have fuel tank with fake fuel... I hear you brother! Quote
+sophocles Posted August 16, 2022 Author Posted August 16, 2022 18 minutes ago, yakarov79 said: So for single bomb you have pylon which would be a 2br with limit one bomb This interests me; by "2br" you mean two bomb racks? Why two? .. you mean the invisible pylon + the visible one acting as the rack? I could easily link the existing pylon to an invisible "parent pylon" and thus use the "child", visible pylon as a rack but I'd really need more info about doing the ini dance for the racks though. Whenever you have the time Yakarov79 I'd love some more info Quote
Wrench Posted August 17, 2022 Posted August 17, 2022 yakarov: no, our Sabre Hogs are good! I have some pictures in the Crowood book that shows the pylons with no tanks attached. -- sorry for the thread hijack --- Quote
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