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Crusader

+MODDER
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Everything posted by Crusader

  1. Extract HUDDATA.ini and place it in the FLIGHT folder Add this : [Display006] DisplayType=RWR PosX=0.01 PosY=0.015 Width=0.125 Height=0.16666667 Alpha=0.60 InitTime=2.0 RWR will show up permanently for all aircraft that way It also works for aircraft which have no RWR display in the cockpit Just requires the RWR section in avionics ini and DetectSystem section in the aircraft's data ini To switch it off, cycle ALT+D game HUD modes
  2. Theres also a dogfight program in the downloads which allows you to re-configure the Instant Mission scenario without having to leave the game.
  3. Three C-130J-30 and three KC-130J for the Luftwaffe :)
  4. AFAIK... Engine sounds (and a few others used by aircraft) work by just adding them to the Sounds folder. Sounds for effects, guns and weapons must have the correct entry in the soundlist.
  5. Too many hi-poly lods of aircraft and ground objects .. + hi-res textures .. there will be a point where the game goes CTD. You can test it the easy way by temporarily moving out aircraft and GO's from the folders, this should reduce or eliminate CTDs
  6. JAS-39C Gripen

    Cockpit position too far back In the data ini, add in the AircraftData section CockpitCGOffset=TRUE
  7. It could work with a gunner system, using the pitch and yaw values to rotate the helo into/under the hull. If the helo mesh pivots are usable. Has been done before.
  8. Luftwaffe & Marineflieger Filme

    Die ham gequalmt.. und dabei sollen die F-4E/F ja neuere Motoren mit weniger Rauch gehabt ham..
  9. Repost of the preview screenshots
  10. Repost of the preview screenshots
  11. Repost of the preview screenshots
  12. Ive never tried it with the F-4, but with the F-5E. The easy way (modifying spring factors etc.) did not work with this model., I experimented with modified on-ground angles and special flap setups ... cant remember if I got it working to how I wanted it to work.
  13. The TW F-14A_Iran has the compressed nosegear strut, used by USN for carrier catapult takeoffs. Just doesnt look right for a land-based F-14... I changed the default values for Spring and Damping factors , that tweak will raise the nose-down angle by ~ 2.4° // Landing Gears --------------------------------------------------------- [NoseGear] ... SpringFactor=7.0 DampingFactor=5.0 ...
  14. Max tiles on terrain?

    Gerwin's TFD tool readme / F1 help menu states that the tool (version 1.01) has a limit of 512 tiles. So you probably maxed out the TFD tools capability.
  15. New Aircraft

    There 91066-new-aircraft comment=743606
  16. Bump. Works with SF2 too of course, see the first post in this topic for "how to" rwr-display-on-the-screen-game-hud
  17. While taking the Etendard IVMP / F-4J tanker pics today, I had a problem: no good view of the probe. No "raise the seat" function. One view mod for carrier landings has been made some years ago: I came up with something different - I made the "raise the seat" function. Its really a "lower the cockpit" switch Two ways: Instantly, by use of , e.g, the arresting hook command. Good for carrier planes. Cockpit ini edit: Instrument[XXXXX]=CarrierLandingView [CarrierLandingView] Type=ARRESTING_HOOK_INDICATOR NodeName=Bottom MovementType=POSITION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.04 Set[02].Value=1.0 This section is set up to move the the cockpit down by 4 cm with the hook down. Adjust as required One has to find the top-level mesh name of the cockpit lod, for TW F-4's this is "Bottom" Gradually, by using the thrust vector control command. Allows to adjust the "seat height" through a set range of travel Cockpit ini edit: Instrument[XXXXXXXXXX]=CarrierLandingView2 [CarrierLandingView2] Type=THRUST_VECTOR_CONTROL NodeName=Bottom MovementType=POSITION_Z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=4.9 Set[02].Position=-0.002 Set[02].Value=5.0 Set[03].Position=-0.040 Set[03].Value=24.0 Example set up for moving the cockpit down 4 cm, in 2 mm steps per degree of thrust vector movement The first 4.9 degree are a dead zone, to prevent "flicking" if the command is used with a joystick lever.
  18. SF2_USN_F-4B_J_MissileStatus_v1

    Yes. The May 1975 with last change Feb 1978 F-4J NATOPS has all the related info in the station charts.
  19. SF2_USN_F-4B_J_MissileStatus_v1

    Version 1

    258 downloads

    Modified cockpit and data ini files for the SF2 F-4B, F-4B_65, F-4B_67 and F-4J Phantom II aircraft. Based on SF2 July 2013 ini files. Adds AIM-7 Sparrow capability to the inner wing hardpoints and new missile status panel function to indicate all available air-to-air missiles. Cockpit ini files: - increased sight diameter value to 60 mil - modified missile status panel lights All available a2a missiles are now indicated by the amber RDY lights. No light = empty station Green missile select light is available for all a2a missile stations Data ini files: - new inner wing stations (ID 17 + 18) for AIM-7 Sparrow SAHM missiles. Missiles are rail-launched, not ejected. - gun pod capability on the outer wing hardpoints added Weapon menu notice: When loading Sparrow missiles on the wing stations, unload the AIM-9 missiles (or it looks ugly ;) )
  20. To hide a part/mesh, we use the entry for the destroyed parts - they are hidden by default. Make a new component (with the correct sequential #) entry in the AircraftData section [AircraftData] ... Component[0xxxxxxx]=HideWhatYouWant And then add this (just showing the basics) [HideWhatYouWant] ParentComponentName= DestroyedNodeName=the_name_of_the_part_to_be_hidden
  21. The TW A-7: Cockpit F-14: Object39 You can use the LodViewer tool to view any lod, simply make a ini file in the Aircraft folder (others may work as well) with the correct reference to the lod file. See attached examples. ShowCOCKPIT_A-4F.zip
  22. First Eagles ScreenshotsThread

    Very detailed! More a excursion in history rather than gaming
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