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trying to do the old antennae blade removal trick, but getting stuck somewhere. cant find the original  thread on it, but caught a few that reference. what i have is

Component[010]=Move1

... the immediately below taht ...

[Move1]
ParentComponentName=Radar ------------------- i have also tried ParentComponentName=Fuselage
ModelNodeName=Radar_ok
DestroyedModelName=Radar
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

but damn thing still shows in game. what am i missing here?

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Hello my friend ! :smile:

I use these lines.

Try to delete  _ok and effectively you should use ParentComponentName=Fuselage

Example :

Component[0xx]=DeleteY

[DeleteY]
ParentComponentName=Fuselage
ModelNodeName=supp_radar
DestroyedNodeName=supp_radar
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

P.

Edited by Coupi
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thank you, that did it.

it was truly a brainfart moment. i was calling the destroyed model name, rather than the node name. the "(modelName)_ok" was shown in all the other examples i did find on here, several from the esteemed other Kevin (Wrench)

your answer did get my eyes on it and fixed though! :drinks:

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love the title of this thread!!!

I never use the "ok" section, and it's always worked for me

in the case below, the spinners on the new Beaufort, as the RAAF versions didn't have them

[Remove1]
ParentComponentName=fuselage
ModelNodeName=spinner_L2
DestroyedNodeName=spinner_L2
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

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scrooled through 60 pages of the modding and skinning section looking at about a dozen that looked like they had an answer. the few with examples all said "(meshname)_ok"

really it works either way, i tried Coupis way fully at first(without), then went back and added the _ok. that wasnt the issue after all.

now i just wait on a fellow coyote to check messages. pivot points i cannot change axis of in ini!

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If I'm not wrong, "DetachWhenDestroyed=FALSE" is to be preferred, to prevent the hidden part to reappear when the aircraft is destroyed.

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true, that.

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