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FastCargo

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Everything posted by FastCargo

  1. These two are closest to being finished in terms of what I can do. However, they need skins/decals and FM work. Other INI stuff is complete...including provisions to use MF F-5E cockpit, front or rear seating. Volunteers? PM me if you're interested. FC
  2. Russ, I can take a quick look at it...send me a PM. FC
  3. Maybe so, but someone with less integrity may not use the program in the same way. No further discussion on reverse engineering LOD files permitted, no matter what it may be used for. This topic is closed. FC
  4. Wings Over Israel 'Ultra' is a pirated version of the game with several mods (including payware) illegally added. Be an honest person and buy the game. This thread is closed.
  5. If someone here sent such a message to WDH and I find out who you are...there will be consequences. FC
  6. CA_Stary, Guess I'm going to have to put the all in one on hold until you get done... . Shouldn't affect too many things...please keep JSF_Aggie's road airfields in mind when you do the TODs so there aren't any 'trees' in the wrong places... FC
  7. Readme updated. For those who have already downloaded the mod, when adding parts, do not use the CanopyNodeName= line in the data.ini. It causes some strangeness when your aircraft is destroyed. Thanks to kukulino for bringing the bug to my attention. FC
  8. Old thread...but brought it up for announcements. Beta version up to 1.7. Changes include internal weapon stations edited to more realistic values...and all internal weapon bays now fully automatic and functioning correctly. FC
  9. F-35A updated to version 1.7. Multiple changes, including fully automatic and correctly functioning internal weapons bays. FC
  10. Heck yea! Ain't North Island without that approach... FC
  11. This is not the F-5F you're looking for. FC
  12. See, it can't be your card, several others have similiar cards and aren't reporting that issue. Post your pic here as an attachment. Or upload it to the Gallery. FC
  13. See, that's the effect I was getting with BlendOp=BLEND_DST_ALPHA parameter. The near trees are too 'solid'. Verses this: The trees look less 'solid' at the edges...which is more like what you would really see. I guess the 'white' border doesn't stick out quite so much to me... FC
  14. 301 downloads

    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
  15. FakePilot addon for pilot method of addon parts View File 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 Submitter FastCargo Submitted 11/25/2008 Category SF/WO* Utilities/Editors
  16. With any speedbrake that doesn't have a hardcoded animation, all you should need is something similar to this: SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=LeftInnerSlatSB DragArea=0.3 RotationAxis=X-AXIS MaxDeflection=15.0 MinDeflection=0.0 Note the bolded lines. Those lines are the ones that determine which axis and direction the speedbrake displaces. You may have to use negative numbers to get it to deflect in the proper direction. FastCargo
  17. Actually, not to totally hijack the thread, but that's something the terrain could use is some 'seasoning'...but that would involve a massive amount of repainting for all the textures. FC
  18. Does this have any other consequences (ie something else gets messed up when the white border is fixed)? FC PS Actually, just checked it to answer my own question...it sort of doesn't make the trees look quite right. They look a lot more 'solid' than they should be.
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