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FastCargo

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Everything posted by FastCargo

  1. Another quality Bobrock creation! Nice...we look forward to her. FC
  2. Russ, PM me with your most recent data.ini for it with all your Min and MaxExtentPosition and CollisionPoints already placed. I may have an idea to get you a representative flying FM. FC
  3. Ini files are considered okay to mod and release because there isn't anything really proprietary in them. FC
  4. Jug, Check your AircraftObject.ini file (if you are using a non-stock one) in the Objects folder. People have been reporting control weirdness if you're using a modded one that was done before the most recent patch. FC
  5. I think the numbers are defined thusly: [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.85 AnimationID=1 DragArea=0.25 HideGearNode=TRUE ModelNodeName=front_struct ShockAnimationID=2 ShockStroke=0.10 <--- How 'long' the gear travel is in meters (.1 meter from highest to lowest) SpringFactor=1.7 <--- How strong your spring is...the higher the number, the higher the aircraft will sit and the 'stiffer' the gear. DampingFactor=1.0 <--- How 'bouncy' the gear is...the higher the number, the less the gear bounces after a 'bump' Again, this is what I think...I'm not completely sure. FC
  6. I'm not that smart on data.ini stuff, however, if i remember correctly, there is a specific line in the shock animation area of the gear, called 'spring strength' or something like that. I believe that is the line you're looking for...the lower it is, the lower the aircraft will sit on it's gear. FC
  7. Listen up folks. Last time. Do not attempt to play lawyer with this. Period. If you take a texture and modify it then release it, you're playing with fire. Maybe someone won't notice...maybe someone will. This site cannot afford (literally) brushing up against this stuff. Do NOT suggest what you are suggesting. Unless you're willing to pay the legal fees. Because we can't. Now, you want to use the texture as a template for lines, colors, etc, that's okay as long as the original texture does not become part of the new texture in any way. We have been seeing a disturbing trend around here lately with playing with copyright. Don't do it. Not here, not EVER. FC
  8. MK2, Silly question, are ANY of your weapons showing? Or just not the specific ones you need? FC
  9. http://forum.combatace.com/index.php?showforum=189 Start here. You'll figure it out pretty quickly but you have to read most of the threads. FC
  10. I made this custom weapondata entry: [WeaponDataxxx] TypeName=275rocketNP FullName=2.75" Rocket (No POD) ModelName=hydra Mass=8.390000 Diameter=0.070000 Length=1.440000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.370000 AttachmentType=NATO SpecificStationCode= NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=144 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=3.950000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.700000 BoosterAccel=34.299999 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.730000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.730000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.100000 ReleaseAnimationDelay=0.500000 EODisplayFlags=0 CEP=30.000000 I also don't use this in a rocket pod, but instead use them as weapon station entries. Example from the F-103: [LeftRocketBay] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=INTERNAL AttachmentAngles=0.0,0.0,0.0 NumWeapons=18 AttachmentPosition001= 0.026,2.068,-0.458 AttachmentPosition002= 0.063,2.068,-0.520 AttachmentPosition003= 0.026,2.068,-0.582 AttachmentPosition004=-0.009,2.068,-0.644 AttachmentPosition005=-0.009,2.068,-0.520 AttachmentPosition006=-0.046,2.068,-0.582 AttachmentPosition007=-0.081,2.068,-0.644 AttachmentPosition008=-0.046,2.068,-0.458 AttachmentPosition009=-0.081,2.068,-0.520 AttachmentPosition010=-0.118,2.068,-0.582 AttachmentPosition011=-0.153,2.068,-0.644 AttachmentPosition012=-0.153,2.068,-0.520 AttachmentPosition013=-0.190,2.068,-0.582 AttachmentPosition014=-0.225,2.068,-0.644 AttachmentPosition015=-0.190,2.068,-0.458 AttachmentPosition016=-0.118,2.068,-0.458 AttachmentPosition017=-0.225,2.068,-0.520 AttachmentPosition018=-0.262,2.068,-0.582 LoadLimit=220.00 DiameterLimit=0.1681 LengthLimit=2.1810 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE ModelNodeName=LowerLeftAftClearRail AutomaticDoors=FALSE BombBayAnimationID=10 BombBayOpenTime=0.50 BombBayCloseTime=0.50 FC
  11. Also, selecting a wingman who is using a different type aircraft from you is only available in computer generated single missions...it is not available in campaign mode. At least, I'm pretty sure it isn't available... FC
  12. Let me guess...did you use the latest version of the Weapons Editor? Also, I don't think NF I and II are compatible with the latest patches or the MF weapons pack (I could be wrong about that). Check the weapons editor first (goto ThirdWire.com to download it). FC
  13. It IS viewed as piracy. Do not EVER ask for core game files (especially LODs) which you do not own legally (which sort of makes asking moot). Anyone caught doing such a thing on this forum will be banned. Not warned. Not given a limited vacation. Banned. FC
  14. File Name: FakePilot addon for pilot method of addon parts File Submitter: FastCargo File Submitted: 24 Nov 2008 File Updated: 25 Nov 2008 File Category: SF/WO*/FE Utilities/Editors Version 1.0 Thanks to JimmyBib for the original suggestion. This is a mod to help add 'parts' to aircraft using the pilot method. What this does is solve the problem of add-on parts 'disappearing' when an aircraft is a static display. Instead, you must add the parts as ejection seats, so you need a pilot model. However, normally you would have to find a way to make the pilot hidden from view. This file solves that problem. It's a 0.1 meter box that is totally clear, so it can be mounted anywhere. In addition, the polycount is minimal, so your frame rates won't be affected. Instructions: 1. Copy the Fakepilot.LOD and CompletelyClear.TGA to your Objects/Aircraft directory. That's it. It's now ready to be used for any 'addon' parts you decide to add. Instructions on how to add external parts to an aircraft. Basically, we are going to make a new new pilot position, with your 'addon' part as the ejection seat. An example from the A-4L_data.ini. First, determine what you want to call the new mounting area...for the A-4L, I decided to call it the AvionicsHump Second, add this line (as an example) to a component section (Nose, Fuselage, etc): SystemName[XXX]=AvionicsHump Now, go to the Pilot section and add the following: [AvionicsHump] SystemType=PILOT_COCKPIT <---- Will always be this PilotModelName=FakePilot <----- Will always be this name Position=0,0,0 <----- Doesn't matter where...it's a clear box SeatModelName=A4LAH <---- Model name of the pylon/hump/canard SeatPosition=0.0,3.82,0.825 <---- Coordinates where you want it to show SeatID=2 <---- Used to determine which pilot model 'disappears' when in cockpit view. Make sure it's something other than SeatID=1 Save the new data.ini. Make sure the LOD of your hump/pylon/canards is in the Objects/Aircraft directory. That's it. Advantages of this technique: Idiot proof...you can't unselect them, you can't jettison them, they will ALWAYS load with your aircraft. Don't need to make weapondata.ini entries (no fake weapons). As a bonus, no other aircraft could use them either. FastCargo Click here to download this file
  15. I like that fade in effect...much less jarring. I'll check it out... FC
  16. That's really nice! What's the data.ini setting? Want to play, want to play! :) FC
  17. Why I Don't Shop on the Day After Thanksgiving

    WTF is wrong with people. Seriously. FastCargo
  18. Diaper Time!

    Actually, we always have that option (we always have to have fuel for a vaild alternate - FAA/ICAO rules) just increases the PITA factor. There was this time I diverted to Tulsa... Ah, never mind...story for the bar. I always wondered about that, seems like the Deuce would have a pretty low crosswind limit. Main thing we worry about is dragging a nacelle during the wing low landing. Sometimes what happens when guys get in trouble is that they had too much of 'get-home-itis' that caused them to push harder than they should have. I try to look at it as what's easier to justify when you're on the wrong end of the green table...burning extra gas and having late freight because you diverted early...or bending metal because you pushed too hard. Hey, I'm not perfect...more times than I care to admit I've learned lessons due to less than spectacular decisions. "A superior pilot uses his superior judgment to avoid situations which might call for the use of his superior skills." Or inferior skills as the case may be... FC
  19. Diaper Time!

    Hey, I didn't say ALL my landings are that good...there was a little luck involved. But the principle is valid...too much guesswork to wait right til the end. I don't consider myself so good that I can do one large transition to a perfect flare. I have to have more time! "A man has got to know his limitations" - Dirty Harry Self induced go arounds should only have to be done in the sim... . FC
  20. Actually, the FM is based on a beta F-5E FM that C5 is working on...Jug, I'll pass your notes onto him. For those not sure what Jug is talking about as far as the back seat goes, the F-5F and Sagheah has the option of flying from either seat with the editing of 4 lines in the aircraft ini (not the data.ini). Literally 10 keystrokes. The cockpits are from the Mirage Factory's F-5E, and also use the fuel tanks from that package (not included). This is NOT the same as Florian's method (which is better, but requires a whole new cockpit)...you can't change seats on the fly (so to speak). Starfighter, was the F-5B FM you sent me pre or post patch...I don't remember. FC
  21. I've got HAWKS to fire at me (though they aren't very good) on the GermanyCE map...haven't got shot at by a stinger yet though... FC
  22. Diaper Time!

    I notice in most of those landing attempts that guys are not transitioning into the wing low method until damn near the flare. I've never understood why guys wait so late. In my landings, I'm in wing low and set at 500 feet AGL, just did one the other day with direct crosswinds of 25 knots (landed so nice I could have had fries with that ). And this was in a 250k lbs airliner. Yes, it's more work, but you've got the proper controls already set and you don't have to put in nearly the rates of inputs at endgame. FC
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