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russouk2004

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Everything posted by russouk2004

  1. wtf now it spins around as if its counting feet per second lol...its exactly same as the c47 A pit kesselbrut made but my counter refuses to work at all correctly w t ffffffff lol tried few ways....also when tried this way suggested it read 1200 ft and the counter was at 5 even though at 10ft above sea level....then soon as left ground spun like a looney...its exactly as c47 cockpit even pivots are same as are names now but will not count 10k feet it just stays at 0 when I use the same entry as the c47 pit kess made Instrument[011]=Altimeter100 Instrument[012]=Altimeter1000 Instrument[013]=Altimeter10KP [Altimeter100] Type=PRESSURE_ALTIMETER_2 NodeName=ALT_100_NDL MovementType=ROTATION_Y ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=1000.0 [Altimeter1000] Type=PRESSURE_ALTIMETER_2 NodeName=ALT_1000_NDL MovementType=ROTATION_Y ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=10000.0 [Altimeter10KP] Type=PRESSURE_ALTIMETER also tried PRESSURE_ALTIMETER_2 CounterNodeFormat=alt_dig%d MovementType=ANALOG_COUNTER ValueUnit=FEET //Set[01].Position=0.0 //Set[01].Value=0.0 //Set[02].Position=-360.0 //Set[02].Value=10000.0 [Altimeter10KP] Type=PRESSURE_ALTIMETER_2 CounterNodeFormat=alt_dig%d MovementType=ANALOG_COUNTER ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=10000.0
  2. cheers logan...been digging around archives and found the old thread giving lists of entries too...ur a gent ty man
  3. Thanks yak and logan removes them from cockpit view fine....but adding the placeforpilots method makes no pilots in the a\c outside view...will just move pit forwards...only thing works. its stock c-47 using... ok using c47 settings and a little moving...seems fine now....offset seemed to do it.. still getting oddities with this counter tried as new altimeter [Altimeter2] Type=PRESSURE_ALTIMETER NodeName=P_alt_dig1 CounterNodeFormat=alt_dig%d MovementType=ROTATION_X ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=10000.0 and [Altimeter2] Type=PRESSURE_ALTIMETER_1 NodeName=P_alt_dig1 MovementType=ROTATION_X ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=10000.0 but it insists on counting 1000s of feet not 10k will keep trying
  4. Pilot and co refuses to budge...they are not part of cockpit lod but added to the c47 the normal way...only way I know is to remove them from the a\c or move cockpit so far forwards they cant be seen ? also the counter refuses to move no matter what...Im sure im overlooking summat...atm its linked to the gauge. any idea warmly welcomed...driving me nuts now lol...ironed out all other probs...just these two things annoying me lol...heres info on the counter.as is btw (reset the meshes so they are all correct size and all pivot aligned to world\local) mesh name... P_Alt_dig1 parent altimeter gauge. rotation is to world or local Rotation_X based gauge settings from the c47 pit I tried the settings recomended but nothing...what logan and yak suggested....weird ..when things go wrong for me the go wrong lol
  5. missus shouts..."hun...theres a bloody wasp in the bathroom"...me..." just give it a squirt of fly spray you silly cow,you always panic" he he impressive creature though...
  6. always worth checking when installing you have latest patches...then ur sorted with things like this...good its sorted...knew kev would sort u
  7. Cheers guys CounterNodeFormat=counter_alt%d I assume counter should be name of the mesh I have ?
  8. see what I mean...they look really good in plain metal... also one that inspired my P47N Tiger skin...
  9. Yeah,they are part of the model...either check loadout and alter load there or look in data.ini on weaponstation and IIRC remove them from the list as they are set to always show...not got full access to mine so cant advise more...someone will..
  10. Getting the hang of this....some things are obvious after you ask lol.... ok tried disabling co pilot in view in the DC3 but he still shows up...his head anyways...I know I can move pit forwards more to hide him....failing removing co pilot from main a\c...anything else I can do to get rid of the pest ? heres my entries for the gauges arrowed...seemno matter what,they refuse to work....every mesh has been checked and reset where needed,and the pivots all aligned to world...(which I know stops some gauges working if its set to X when should be Y) [TachometerL] Type=Tachometer NodeName=RPM_NDL_LEFT ItemNumber=1 MovementType=ROTATION_Y Set[01].Position=-150.0 Set[01].Value=0.0 Set[02].Position=80.0 Set[02].Value=1.0 [TachometerR] Type=Tachometer NodeName=RPM_NDL_RIGHT ItemNumber=2 MovementType=ROTATION_Y Set[01].Position=-170.0 Set[01].Value=0.0 Set[02].Position=80.0 Set[02].Value=1.0 [ManifoldPressureL] Type=MANIFOLD_PRESSURE NodeName=Manifold_NDL_LEFT ItemNumber=1 MovementType=ROTATION_Y Set[01].Position=70.0 Set[01].Value=0.0 Set[02].Position=250.0 Set[02].Value=1.0 [OilPressL] Type=Tachometer NodeName=Oil PressureNDL_LEFT ItemNumber=1 MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=30.0 Set[02].Value=1.0 [OilTempL] Type=Tachometer NodeName=OIL_Temp_L_NDL ItemNumber=1 MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-70.63 Set[02].Value=150.0 [Cyl head TempL] Type=INLET_TEMPERATURE_INDICATOR NodeName=CYL_Temp_L_NDL ItemNumber=1 MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-94.59 Set[02].Value=350.0 [CarbAirL] Type=INLET_TEMPERATURE_INDICATOR NodeName=Carb_Temp_L_NDL MovementType=ROTATION_Y ItemNumber=1 Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-72.7 Set[02].Value=100.0 I know im a pest but how to learn this dark art lol TIA
  11. Reminds me of the Norwegian AF ones saw when in RAF Gutersloh back in the 80`s
  12. Dakota night agent drop somewhere in France.. (few wrinkles to iron out) not bad 1st time trial.
  13. is the rotation method I mentioned correct ? ty m8
  14. Air Warriors complete series was on tv saturday as was Battle Of Britain.... really good series...2 of my favourite episodes....P-38,and the Migs.(WW2 to Present)
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  15. Top quality Mustangs, as per normal with yer ww2 skins m8
  16. Reflections resolved etc...my tga I made wasnt opaque enough etc... with gauges...I assume from looking at others that rotation is taken as clockwise = Positive number and needle going anti clockwise would be - even if rotation in max says -25.9 say...if needles rotating clockwise you put =Position=25.9 if needle rotates anticlockwise its then Position=-25.9 like pic 1.. 2nd pic... position I know...how is the value amount worked out blued out in pic ?...as in fuel tank thats easy amount of fuel a\c has...but this entry ?
  17. how does the reflection entry work... do I need just map reflection in texture editor as normal or just prepare a texture and just add it via the cpit ini ? as set to tex ed...in lod viwer the texture shows normal not opaque on gauges....not a biggie as I can use refection tex as main glass gauge texture... cheeeerzzz
  18. GK man...you are a glutton for punishment lol...
  19. yes you can....if you make new folder say 106 Green textureset .ini in the folder must have same name.. ie Name=106 Green Nation= Squadron= StartDefaultDate= Specular=0.300000 Glossiness=0.200000 Reflection=0.000000 ...when you drop that new folder in F106 main folder and start game...it automatically adds the skin name to the planes main ini (not the data,.ini) F106.ini for example.
  20. From what I gather its win10 compatability and upgrading DirectX support so latest drivers dont screw things up....I thinkk TKsid it would be DX10\11 compat....
  21. nearly 18,000 deaths of cv in UK fucking hell...for a small ish island thats insane.
  22. Show how its done and maybe we can all do it ?...tutorials I found show you need low poly models...or is that just baking normals...?
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