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Blade

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Everything posted by Blade

  1. No need to apologize. We’re just trying to help each other here. If it doesn’t work then it doesn’t work. So what? You can’t have it all. Let’s just forget the drooping ailerons. Your F-4N DECM fairing in itself is a huge step bringing us closer to a visually realistic in-game F-4N. So thanks again. Unfortunately I only have the lods from SF2E extracted and safely stored. Though I have earlier versions of the other games as well, I was too lazy to reinstall them just for the sake of the lods. The Abyss? You mean the one from ’89 with Ed Harris? Now that’s a great movie.
  2. I also checked the node names, so that’s not what I’m missing. Indeed, the 1st gen F-4B has ‘drooping_aileron_left/right’ and doesn’t have ‘aileron_left/right’, but in case of the 2nd gen F-4B it’s vice versa. I can’t check the lod anymore (because TK made them inaccessible), but the data.ini calls for ‘aileron_left/right’. If I use ‘drooping_aileron_left/right’ the ailerons don’t droop (suggesting that the 2nd gen F-4B does lack nodes with these names). So I guess the root of the problem lies elsewhere. Otherwise everything you wrote makes sense, I also made the same changes.
  3. OK, I give up. I can create drooping ailerons which droop, but in that case they don’t move (apart from the drooping). Mike, what changes did you make in the data.ini? I added the [LeftAileronDroop] and [RightAileronDroop] components (from the F-4J_Data.ini) and changed their node names (‘aileron_left/right’ instead of ‘drooping_aileron_left/right’). I pasted the following lines (also copied from the F-4J_Data.ini) into the bottom of the [LeftAileron] and [RightAileron] sections: HasFlapDownSetting=TRUE FlapDownMaxDeflection=16.5 FlapDownMinDeflection=-16.5 Where did I go wrong?
  4. You are right, it works. This is also as far as I got when I last tried to mod it. But do they move as ailerons as well? I found that if they droop they don’t move like ailerons. It seems that visually you can have drooping ‘ailerons’ (appearing like ‘flaps’, because they don’t move like ailerons) or have moving ailerons which don’t droop (as in the unmodded F-4B), but not both at the same time (due to the F-4B models lacking the dedicated nodes). My conclusion is that by editing the F-4B_Data.ini, the in-game F-4B can have ‘pseudo drooping ailerons’ which have the same effect as those of the in-game F-4J, but they cannot be simulated visually. At least I couldn’t succeed (though I’m still hoping).
  5. I think the ‘aerodynamic effect’ (if that’s what you refer to) of the drooping ailerons can be simulated by simply copying over the relevant entries from the F-4J_Data.ini, but you won’t see the ailerons droop, because the F-4B model doesn’t support that animation. At least this is the conclusion I came to when I tried to mod a late F-4B/F-4N using the SF2 F-4B_67.
  6. You mean they are not parts of the model? I just checked the 1st gen F-4J.lod and I could find 'drooping_aileron_right' and 'drooping_aileron_left' in it.
  7. Fixing the inboard LEFs is not a problem. IIRC all that needs to be done is deleting the [LeftLEFlapInner2] and [RightLEFlapInner2] entries. The drooping ailerons might be more difficult. The F-4J has different nodes for that (drooping_aileron_right and left), which the F-4B lacks, and that may make a difference.
  8. Finally! After nearly four years of waiting... Thank you!
  9. Dagger02

    From the album SF1+2

  10. Dagger01

    From the album SF1+2

  11. I haven’t checked the patched game yet, but the AircraftList.lst included in the F-8E(FN) DLC also contains interesting things. Maybe a glimpse into the (not immediate) future…?
  12. I guess the line 'DefaultFor=Attack' in your [Attack 2006] section might have caused some issues, since there is no such mission type as 'Attack' (should be CAS & Armed_Recon).
  13. Any hint for those who don’t…? My poor Crouze has nowhere to land. :helpme:
  14. Try adding the line ’BaseMoveChance=0’ under ‘BaseArea=’. If the entry is already there, check its value. It should be zero.
  15. The mesh names, as Spillone104 said above, are Nose_Odd-Rods and Tail_Odd-Rods.
  16. Indeed, but I think it is a unique F-4 version (in TW terms), because, at the moment, there is no other stock F-4E with unslatted wings AND the longer muzzle.
  17. What you need is a file called 'missile_rail.bmp'. It is in ObjectData001.cat.
  18. Extract the SA-8_data.ini with the Cat Extractor, then change the 'MOBILE_SAM' variable to 'MOBILE_AAA'. IIRC objects defined as MOBILE_SAM appear during CAS missions only.
  19. http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8355&start=8 Starting from the middle of the page.
  20. Piecemeal, Supposedly, your decals.ini files do not contain any nation or squadron specific entries (DecalLevel=0 and DecalLevel=1). It seems that after the patch these are supposed to be there in order to change the service and the squadron. This can be solved by adding ‘blank’ entries with nothing given in the ‘FilenameFormat=’ line.
  21. In early Su-9 production, there were provisions for fitting a Nudelman-Rikhter NR-30 30 millimeter cannon in each wingroot, but no Su-9s carried cannons in service. In later production the cannon provisions were eliminated, with fuel tanks inserted in their place. Early production machines had a blast plate on each side of the fuselage where the cannon muzzle was supposed to be; the blast plates were deleted when the cannon provisions were eliminated. There was a gun camera in the right wing. (http://www.vectorsite.net/avsu15.html)
  22. Guys, I may have stumbled upon another method of saving disk space and memory. Has anyone else noticed that jpg files can be used as aircraft (and, possibly, ground object) textures? I just did a quick test by converting the texture bitmaps to jpg files and hex editing the texture name entries in the aircraft's lod file, and it seems to work. I assume that it only works in case of the 2nd gen series, because I successfully tested this in SF2E, but no joy in WoE. The aircraft lod I edited was the 1st gen stock F-104G. I have no software that can properly hex edit the new format SF2 lods, so that's yet to be checked.
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