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Crusader

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Everything posted by Crusader

  1. I made the avionics for the F1C, what you have is the latest beta I made early this year or so They only had the simple 4-quadrant direction BF-type RWR (game has no proper function for that) and 3 lights which indicated Pulse, CW, TWS
  2. Different radar. The b/w pic shows a F1CZ which used the early Cyrano IV-1 version, this was also used by early French AdA aircraft ( same display ) The color photo shows the radar unit of a later Cyrano IV-3 and follow-on models (IVM) to the best og my knowledge ... details are a bit sketchy.
  3. It can work on some models but it depends on how they are made. Make a new gun section and use the mesh name for the pitch axis, then set default pitch so that the mesh you want to hide is rotated down into the mesh below .. and min max pitch and pitch rate accordingly. I havent done this in a while but it worked some years ago
  4. Haste oder haste nich ? Wenn nich, dann make sure (!!!) das der FuelTankName= in der Station der gleiche ist wie der TypeName= von der weapondata ini ~
  5. in the cokcpit ini, look for this line [CockpitSeat001] ModelName=He162 Pit Offset=0.0,-0.02,-0.05 ... Add the line if its not in the file. With the Offset line you can adjust the eye position from the default 0.0 position of the cockpit as build in 3ds max. Note that if you make big changes that they can cause clipping issues if the posiiton is too close too a mesh. The values are X-axis, Y-axis, Z-Axis ( Left/Right, Fore/Aft, Up/Down )
  6. Yes, I have a SF2+V+E install and the 17PF is there... guess it came with one of the updates...
  7. AFD-090218-153 MiG 21 FISHBED C and E Aerial Tactics.pdf
  8. Its the A-Team 262 with Kesselbrut cockpit and many ini edits by me.
  9. Klappe.. ahhh ok.. für die Kanonenraumbelüftung.. hab gedacht es ist irgendwas am diffusor gemeint ...
  10. was solln sich da bei dem diffuser öffnen wenn geschossen wird .. sind doch nurn paar bleche welche die gase verteilen damit die nicht im motor enden nur die kanonenrotation könnte animiert werden aber das is für die füße.... mündung ist fast vollständig verdeckt und da kuckt NIEMAND hin wenn geballert wird meine 0.1 € cent zu dem thema
  11. Thats because both stations use the BOMB weaponclass
  12. RackSpecificStationCode= does work if you add the code to the SpecificStationCode= in the data ini of the rack you want to use.
  13. The shootlist and in range flashing etc works only with the F14avionics dll. The avionics70 dll has some of the new functions listed but they are not all working, particularly the F-14 specific stuff .
  14. Mega!!!
  15. Type=AUTO_PILOT dont know if its working, try to use it like a light... MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0
  16. Do you have the effect class section in the data ini of your bombs ? Should look similar to this: [WeaponData001] .... [FAEBombEffect] GroundHitEffectName=FAEBombEffect GroundHitSoundName=BigExplosion.wav WaterHitEffectName=FAEBombEffect WaterHitSoundName=BigExplosion.wav ObjectHitEffectName=FAEBombEffect ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=FAEBombEffectt ArmorHitSoundName=BigExplosion.wav AirBurstEffectName=FAEBombEffect AirBurstSoundName=BigExplosion.wav CraterModelName= CraterType= The section header [FAEBombEffect] is called by the EffectClassName= in the weapondata section. BigExplosion.wav is a stock sound, if you want to use a custom sound a entry for it must be added to the soundlist.ini
  17. Hide the tank by declaring it as a damage node mesh Works like this: add a new component [AircraftData] ... Component[xxx]=HideCLTank the XXX is the next number in the component sequence then add the section for it: [HideCLTank] ParentComponentName=Fuselage ModelNodeName= DestroyedNodeName=heregoesthemeshnamefromtheFuelTankNodeName DetachWhenDestroyed=FALSE HasAeroCoefficients=FALSE Thats it. Dont use theFuelTankNodeName on the CL station, only the FuelTankName
  18. The sun is a missile magnet too. I remember that during testing the Soviet MANPADS mod, I had swarms of missiles heading for the sun. IR seekers usually have a 20° 'dead zone' around the sun, dont shoot at a target in that zone. Later gen sekers are somewhat improved in that regard.
  19. I dont bug out. SF2 is like a scale model collection alife.... no way out :D Even with SF2: Locked Solid ... I stay! ~
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