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ravenclaw_007

+MODDER
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Everything posted by ravenclaw_007

  1. since this morning i´m no longer able to access CombatACE i´m getting this error code NET::ERR_CERT_DATE_INVALID , and what ever i try google is blocking me from accessing this side , i checked my time setting like it is suggested on several sides still no luck to get on to this side just installed Firefox but the same problem , i try my modding computer and yes the same problem
  2. Begging for files

    i get a lot of request mostly for new mods or things i posted but did not upload yet , i dont mind to get request and im hyppy if i can help someone out but ofcourse there are limits if someone is asking for files , not made by me , i decline his or her request it is one thing asking for something new or try to get files for free , there are request from peoble i know very well and i trust and when they loos a particular file i´m helping out no question asked , i´m always helping out if i can and to be honest i dont have the feeling of getting abused or taken advange of there are only few request i ever declined , but i did especially for files not made by me and i will do so in the future , getting files for free this way is not acceptable actually people who try to abuse the system this way should be called out and get sanctions
  3. yes it is working thank you so much , one problem gone
  4. i´m almost done with the F-4E_79_Pave_Spike cockpit and like to share some pictures it took me quite some time to get the LOS ( Line Of Sight ) indicator working , what i did now is to set the LOS needle to work only with LGB bombs and use the roll and pitch limits form the F-4E weapons delivery manual to get the LOS indicator working right we would need a roll and pitch function with regards to the target , since we dont have that i use the ROLL_INDICATOR and PITCH_INDICATOR function the green , yellow and red flags work now as they should except if you fly a looping , at the top of the looping the lights start working where the should not work will see if i can fix that i will update the F-4D_78 cockpit and Buccaneer cockpit with the LOS indicator function LOS green flag = 30° - 65° pitch LOS yellow flag = 65° - 70° pitch LOS Red flag = 70° - 180° pitch LOS needle = -110° to 160° roll
  5. i just run in to the next wall , i´m already quite dizzy because of constantly running into the SF2 wall of limits this time it is the ROLL_INDICATOR again , it looks like that this function was never intendet to work with lights , i need it for the new radar altimeter in the late F-4E_86_ARN-101 cockpit , this radar altimeter has a R/T flag / light to indicate malfunction or if you out of the limits for the radar altimeter , the limits are up to 45° pitch and up to 65° bank so i made 3 lights one for the pich an 2 for the roll , the pitch works fine and the right roll light works as well but i dont get the light for the left bank to work , if i mkae an entry with negative values the light is always on if i try to work with values above 180° the light is always on , so for the moment i just have the lights working for pitch and right bank [RT_Light_Pitch] Type=PITCH_INDICATOR NodeName=RT_Light_ON MovementType=LIGHT ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=44.9 Set[02].Position=1.0 Set[02].Value=45.0 [RT_Light_BANK_Right] Type=ROLL_INDICATOR NodeName=RT_Light_Right MovementType=LIGHT ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=64.9 Set[02].Position=1.0 Set[02].Value=65.0 [RT_Light_BANK_Left] Type=ROLL_INDICATOR NodeName=RT_Light_Left MovementType=LIGHT ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=0.0 if itry to work with negative values the light stays on [RT_Light_BANK_Left] Type=ROLL_INDICATOR NodeName=RT_Light_Left MovementType=LIGHT ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=-64.9 Set[02].Position=1.0 Set[02].Value=-65.0 LO light works between 0 an 500 ft above 5000 ft the needle stays hidden behind the cover 65° bank to the right , RT light go´s on 45° pitch , RT light go´s on , digital counter go´s up to 50000 ft
  6. if i change it to NM the 0 in front of the dot is not showing it shows only .89 and not 0.89 , is there a way to fix it ???
  7. in the moment it is showing something , it is not NM and not KM , dont know what the display is actually showing i think the game is converting it to something else that comes closer to minutes even though it is still to fast for minutes
  8. no change between Minutes and Mils , i think i let it like it is until i get a better idea , this game has it´s limits and it looks like i´m constantly hitting them
  9. i try 0.6 but no change an other thing is that what is shown on that display is not really minutes , it is a converted value that counts down faster if you fly with higher speed and it counts down defenetly faster than a minute i guess that RANGE_INDICATOR was set for NM or KM but not for a time value i try to use it with NM but i´m not very happy with it because it is not showing a 0 in front of the dot , so if you go below 1NM you get a readout like .89 and not 0.89 what looks quite strange
  10. need some help i´m working on the F-4E ARN-101 cockpits , the late ARN-101 cockpits have this Auxiliary Digital Display Indicator , i try to get it working for the ETE GS mode the GS is working and showing the ground speed in knots. , the ETE ( Estimated Time Enroute ) is showing the time from waypoint to waypoint but it is not showing it correctly , 1 minute should have 60 seconds and not 100 seconds , any idea how i can fix this ??? or do i have to get used to 100 seconds per minute ??? [ETE_Display] Type=RANGE_INDICATOR CounterNodeFormat=ETE_Dig%d MovementType=DIGITAL_DISPLAY ValueUnit=MINUTES Scale=0.1 [GS_Display] Type=GROUND_SPEED_INDICATOR CounterNodeFormat=GS_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=KNOTS 4 minutes 92 seconds to waypoint with a ground speed of 349 knots any ideas or help is more than welcome , it would be so cool if i get this working correctly
  11. just added a little extra to the HSI , there are now 2 lights the NAV and ILS lights , NAV light is on during normal flight if you going to land the ILS light go´s on and the NAV light go´s off on the NAV function selection panel the BEARING/DISTANCE selector knob and the MODE selector knob is on the NAV COMP position , at landing the MODE selector knob is switching form NAV COMP to VOR/ILS the F-4E_79_PaveSpike cockpit has now 229 functions/lights/animations , the original F-4E_78 TW cockpit has 100 , will see if i can add something more let me know if you like the NAV - ILS idea or if i should remove it i try to get as much as possible in that cockpit to work some how
  12. Thank You yap it works , sometimes it is better to get some help i solved the Shoot light as well they are now only on with air to air weapons Thank You again
  13. it is not working , i send you a mail with the old F-4E_79_PaveSpike and the new cockpit so you can try it for your self
  14. i´m currently working on the late F-4E cockpits and have a problem with the radar screen , the late F-4E`s did use the DSCG and the standard Air to Air scope displays , i have now try to get them working and was succesfull in getting them to show but without the radar function is there away to get a AG , AA and PPI display to work in SF2 and if yes how ??? F-4E DSCG and PPI display Air to Air display
  15. nope , i think in the case of using the IR missile you are to close and you use the boresight mode to lock on but i still have an animation slot and cult make the shoot lights only to show up with air to air missiles by using the Weapont_Type_Selector function , this way everybody can select by them selves for what weapon they like to use the shoot lights , if they know how to edit the entry that is for ARM missiles the shoot light cult be very useful , this way you know that you have a radar in range and the weapon is locked on
  16. i´m using the WEAPON_SHOOT_CUE function for the shoot lights , as i mention above the game has its limits and not everything is possible there are 2 options for this Shoot Lights , the RADAR_IN_RANGE_INDICATOR function and WEAPON_SHOOT_CUE function , the first one works only for radar guided missiles the second for all weapons , so far i have not found any way to limit the WEAPON_SHOOT_CUE function to only work with air to air weapons , i wish i cult , the reason i´m using this particular function is that it works with IR guided and radar guided missiles like it should when the game was developed this kind of cockpits was not even considered , i´m trying to get this cockpits to work with the few functions the game gives me and i'm not perfect either , i´m still learning every day something new about this game
  17. thanks i will use this one hear and remove the green UNKNOWN light for the F-4E_79 cockpit , it is from the TO 1F-4E-2-30 and this one i will use for the F-4E_84 and F-4E_86 cockpits
  18. i added an other light to the digital fuel indicator , there are 2 lights on the bottom the first is ERR the second FTR , i assume that FTR stands for fuel transfer , since the game emptys first the drop tanks i added the FTR light to the indicator , the light gos off when the drop tanks are empty
  19. if you like to try be my guest , i have played with the entries and i did not get the result i wanted , i even changed the zero possition from the needle one thing i found out is that the minus value gets the needle moving to the right and a positive value gets it moving to the left , you cant change that [LOS_Indicator] Type=ROLL_INDICATOR NodeName=Needle_LOS MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=-100.0 Set[01].Value=-100.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=160.0 Set[03].Value=160.0 the minus value has to be called first than the zero position and than the positive value , if you reverse it the needle will not move anymore within the limits i also rotated the pivot point of the needle by 180° , no change
  20. hahaha.... i wish i could do that , i try the WAY_CMD_YAW and the ROLL_INDICATOR and with both it moves in that direction , i was playing with the entries but no possitive result so far the game has its limits and i´m trying to push this limits as far as possible but sometimes i have to surrender to the game engine , i´m happy that i got the needle working some how
  21. F-4E_86_Pave_Spike cockpit with digital fuel counter , everything else is like on the F-4E_84_Pave_Spike cockpit target in sight LGB in weapons range , shoot light illuminates gigital fuel indicator
  22. F-4E_84_Pave_Spike cockpit , the F-4E_86_Pave_Spike cockpit will be next
  23. the upgrade to DSCG was about 1974 is that right ??? i´m wondering if i make the 1975 F-4E cockpit as DVST / MSDG or DSCG
  24. i think i made a mistake , i´m no longer sure that both displays are used , DVST display (the one i use for AA) and the DSCG display was used in the same time periode thats why both of them in the Weapons Delivery Manual , but i think that the AA display belongs only to the DVST display , altough it is not clear in the manual if or if not this AA display is used with the DSCG i´m more and more convinced that it belongs only to the DVST display but at least i found a way for both displays to show up , maybe something that may come handy in the future this are the complete radar scope displays i think belong to DVST only
  25. i got it workinhg now i made the 2 grids AG and AA as a 3d part and set it in the Cockpit.ini as a light , this way i can controll when the grid is shown and when it is hidden , now everything works like it should the 2 radar screens are controlled with a HUD_MODE_INDICATOR entry in the Cockpit.ini this way the AA grid shows up as soon as you select a AA weapon ( Missile or Gun ) i still have to add the Radar Range display to the AA_PPI than i´m done now i can finish the late F-4E/F and G cockpits a Special Thank You to pvince , your mention of the tga way brought me to this idea , Thank You Very much DSCG Grid for AG AA Grid
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