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Showing most liked content on 11/17/2018 in Posts

  1. 3 points
    Removing a part from a plane Basically, you are telling the game that a certain part represents the destroyed version of another part. So it doesn't show until the part is destroyed. Then you assign it to a part that doesn't exist, so that part never gets destroyed so the part you named never shows. Use Mue's LOD viewer to find the name of the part. Any parts attached to this part (indented beneath it in the list) will also be removed. Create a component under [AircraftData] - make sure its numbered correctly Create a component definition and make up a name for the fictitious part Add the name of the part you want to remove Example: This removes the gunner from the DFW, but leaves the machine gun. If you want to remove the gun, then the DestroyedNodeName should be Tailgun_Stand [AircraftData] EmptyMass=1027.0 EmptyInertia=2483.3,3916.1,5536.5 ReferenceArea=41.52 ReferenceSpan=13.27 ReferenceChord=1.68 CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=14.0 UseMetricUnit=TRUE DefaultArmorType=WOOD DefaultArmorThickness=25 Component[001]=Fuselage Component[002]=TopWingLeft Component[003]=TopWingRight Component[004]=TopWingMidLeft Component[005]=TopWingMidRight Component[006]=TopWingTipLeft Component[007]=TopWingTipRight Component[008]=BottomWingLeft Component[009]=BottomWingRight Component[010]=BottomWingMidLeft Component[011]=BottomWingMidRight Component[012]=BottomWingTipLeft Component[013]=BottomWingTipRight Component[014]=Tail Component[015]=LeftStab Component[016]=RightStab Component[017]=VertTail Component[018]=Nose Component[019]=Remove <-- Add component [Remove] <-- Component name must match ModelNodename=Empty <-- this can be any word you want DestroyedNodeName=gunner <-- this is the name of the part you want to remove DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE
  2. 2 points
    Don't know if any of you have seen this fan made short film yet, but it's worth it!
  3. 2 points
  4. 1 point
    I have uploaded a cockpit for the DFW C.V. The cockpit features fully functional gauges, rudder control, stick, and throttle. It will work in both FE1 and FE2. Installation instructions are included. I discovered a typo in the data.ini which makes the Fuselage disappear in Cockpit view, I have included instructions for correcting that type in the download.
  5. 1 point
  6. 1 point
    Thanks, Von S! The reputation of your Mods (and yourself) has preceded you response here.
  7. 1 point
  8. 1 point
    First day of WW3, early Nov, 1962 Hangar Strike. Failed first run, Got it in the second, got hit in the process.
  9. 1 point
    View File MiG-23 MF/ML/MLD/etc generic interceptor cockpit Update: I forgot to mention in readme there is optional "icky green" textures set in it's folder for those who find this shade of blue not to their taste. Matter of copying that one into main cockpit folder and overwriting This is fairly detailed cockpit representing somewhat "generic" MiG-23 interceptor cockpit. Fits well or "close enought" MF ML MLD etc interceptors series 1 and series 2 of Floggers. Build for and tested with Eburger68&Team Floggers Pack: http://combatace.com/topic/66562-sf2-mig-23-mig-27-floggers-part-1/ and subsequent parts By default pre-set for use in MLD variant, so feel free to adjust to your favourite Flogger of choice. Do not use at the moment in the ground attack versions as dedicated BN cockpit is in the works Read the included readme for more informations. Submitter Stary Submitted 05/13/2015 Category Jet Cockpits  
  10. 1 point
    If anyone's interested I've cracked it but to me it makes no sense! I had originally change all the attachment points to USAF only. Now to my mind this should be ok as the BRU-61 and GBU-40 both have USAF attachment types as well as USN and NATO. I added NATO to the relevant pylons and bingo, it now works as it should. Funnily enough I've been having a similar problem with the Brimstone 3 rack on a fictional RAF Gripen that I'm working on. I had all the stations set for UK attachment types only. Like this only 2 Brimstones per rack would load. By adding NATO to the station data it would load 3. As I said, It don't make no sense to me!
  11. 1 point
    Solved the issue: I was correct, the LoadLimit is the problem. By the picture you uploaded, you are using Stations 5 and 7 to carry your weapons, which have a 750 kg LoadLimit But the LoadLimit you were quoting were from Station 5a and 7a, which have a 2000kg LoadLimit. Which I'm using here as you can see. So, 2 ways to solve this...one, add TLR, EOGR to Stations 5a or 7a, OR increase the LoadLimits on Stations 5 and 7. Note, this will NOT solve the issue of the sim using the wrong TLR rack, that is a sim code issue. You can solve it with a custom weapondata.ini/dat file, but it would require a LOT of work. I can explain if you are curious. FC


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