OlWilly Posted May 3, 2023 Posted May 3, 2023 I noticed that MiG-21MF pit has working Bereza RWR. It bleeps and lights do show the angle of incoming radiation MiG-23 pit has Bereza too, and it looks like a same 3D model, but currently lights don't work. It bleeps, but no lights Another thing, 21 pit has "droptanks empty" indicator light. Very useful. 23 pit doesn't Thus, how exactly I can edit 23 pit to add this? I understand that I had to modify 3d model of the pit, add hooks and respective light textures, then add them in cockpit.ini having 21 pit as an example. What software is best to use here? Quote
+EricJ Posted May 3, 2023 Posted May 3, 2023 You'd probably need the original .max file, or whatever the original format of the mesh was. If it' a .LOD file then there is nothing that I know of that can edit the file. Maybe some ini dancing may work, but there should be no way to edit a .lod Quote
michaelk Posted May 5, 2023 Posted May 5, 2023 (edited) Maybe I'm not quite right, but it seems to me that RWR (not vector) works somehow "randomly", that is, under approximately the same counteraction conditions, the lights always burn or never (and the sound notification always works). 1. Try to replace the section with this one [RWR] Type=RWR NodeName=RWR //NodeName=RWR_front If it works, you can try adding the tool: Instrument[093]=RWR2 [RWR2] Type=RWR NodeName=RWR //NodeName=RWR_front 2. Download and install this (of course, making a backup). https://combatace.com/files/file/9472-working-hawk-for-sf2/ Fly and attack in different conditions on the MiG 21 and 23 Draw your own conclusions :) I saw this problem but for now I left everything "as is". Maybe someone more experienced here can help. Fuel indication MiG 23s (by analogy with MiG 29) Perhaps the indicator "residual xx kg (50%)" is more correct. For example: "Остаток 1500кг" I don't have specific information ) Edited May 5, 2023 by michaelk Quote
OlWilly Posted May 13, 2023 Author Posted May 13, 2023 On 5/5/2023 at 7:18 PM, michaelk said: - You see, the 3d models themselves are different. This is how 21MF SPO looks like with front node removed. Aside from the general SPO circle, you have 8 points for flashing lights And this is how 23s SPO looks like. Underneath the SPO circle - there is another SPO circle SPO in 21 generally works and show from where the threat comes. In 23, it doesn't Quote
michaelk Posted May 14, 2023 Posted May 14, 2023 (edited) Try to ask the cockpit authors a question (mr. Stary etc), including about the features of the work of the red side RVR's. At least I left everything as it is on my 23x (maybe just delete the second PVR/SPO later). Edited May 14, 2023 by michaelk Quote
OlWilly Posted August 9, 2023 Author Posted August 9, 2023 (edited) On 5/14/2023 at 9:17 AM, michaelk said: Try to ask the cockpit authors a question (mr. Stary etc), including about the features of the work of the red side RVR's. At least I left everything as it is on my 23x (maybe just delete the second PVR/SPO later). I finally made it work Edited August 9, 2023 by OlWilly 4 Quote
michaelk Posted August 13, 2023 Posted August 13, 2023 (edited) Very good work, you are very motivated to achieve results, we will be grateful if you publish your RVR configurations. Edited August 13, 2023 by michaelk Quote
OlWilly Posted August 14, 2023 Author Posted August 14, 2023 (edited) Well, took me a while to figure it out properly The set-up has two nodes. Outer node is basically for decoration (or, so to say, to imitate the actual SPO-10), in Stary's cockpits it's usually called "RWR_front". This node calls TGA texture, and it is in TGA format to allow transparency. The holes are placed where the lights should be. Better seen on a screenshot in the post from May. The actual RWR node is the hidden node inside (here, called simply "RWR"). It calls BMP or JPG texture, and it should look the same as the outer texture. All of this is already done in the cockpit model, no changes to textures are necessary so I just explain how it works. Thus, in cockpit ini: [RWR] Type=RWR NodeName=RWR In avionics ini: [RWR] Type=3_RING AirSearchTexture=cockpit\rwrGreen.tga AirTrackTexture=cockpit\rwrYellow.tga AirLockTexture=cockpit\rwrRed.tga GroundSearchTexture=cockpit\rwrGreen.tga GroundTrackTexture=cockpit\rwrYellow.tga GroundLockTexture=cockpit\rwrRed.tga SearchPosition=0.60 TrackPosition=0.60 LockPosition=0.60 SearchSize=0.7 TrackSize=0.7 LockSize=0.7 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.5 LockFlash=TRUE LockFlashRate=0.1 ShowSearchRadar=FALSE TrackSound=MiGRWRS.wav LockSound=MiGRWRL.wav This way, the RWR node works just as a regular 3_ring RWR, showing the general direction of the radiation. The goal is to find proper position so the light will align with aforementioned holes and will be seen outside. Position=0.60 works fine Then, the size should be adjusted so the lights are big enough to be seen from outside - if you make them too small you won't see anything most of the time. Size=0.7 works fine I did increase the number of transparent holes on TGA texture from 4 to 8 for testing, but it is not necessary - the actual SPO-10 had only four (this is where Stary pit is correct and MiG-21 version is not.), so I returned them back. As a bit of trivia, the actual SPO-10 worked in a way that: - the lights show you the direction of radiation, white color only - the frequency of beeping tells you how close the threat is (faster beeping - closer threat) - continuous beeping means you are locked - not sure for what purpose the red lights are, either range or launch warning Most of this is not possible inside the game's engine, so we multicolored RWR would be good enough. TLDR - just check the correct paths and names for all textures, Position=0.60 and Size=0.7 Edited August 14, 2023 by OlWilly 1 1 Quote
OlWilly Posted September 4, 2023 Author Posted September 4, 2023 Size for MiG-21MF is different: SearchPosition=0.6 TrackPosition=0.6 LockPosition=0.6 SearchSize=0.9 TrackSize=0.9 LockSize=0.9 Although I removed additional lights, leaving only four (as it should be). Comes with adapted texture Instrumentos05.tga Same set-up for Su-15 pit, and changed texture instruments.TGA 1 Quote
OlWilly Posted September 11, 2023 Author Posted September 11, 2023 (edited) More stuff for MiG-21 This scale right below the gunsight is actually a radar range indicator. Lowest part shows the distance to the ground in ground attack mode (not applicable in SF2), the one above it shows distance to aerial target in air-to-air mode. Very useful thing, allows you to know the range for sure and pick the best time for a launch To enable, replace original AgujaBB entry by this: [AgujaBB] Type=RADAR_TARGET_RANGE NodeName=AgujaBB MovementType=ROTATION_Z ValueUnit=METERS Scale=1 Set[01].Position=-20.0 Set[01].Value=1000.0 Set[02].Position=20.0 Set[02].Value=9000.0 Sadly, this scale is properly animated only in these MiG-21 pits. In his works, Stary just put it as a solid texture with arrow being painted on it 3km: Edited September 11, 2023 by OlWilly 1 Quote
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