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Wrench

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Everything posted by Wrench

  1. re-read my post above. your answer is there
  2. how many times do you plan on posting this, and necrothreading things from 3 years ago? -- the simple answer is, you can't. a more difficult answer would be "the aircraft parts don't move, so you have to add it via ini statements, even though the nozzeles won't move Unless you build a brand new "what i" version of it with thrust vectoring nozzeles. The movements are all set as animations in the model itself, and cannot (really) be added to aircraft that don't have them
  3. actually, there's a funny story about "trying to load another aircraft", for me. not that long ago (5-6 years), if you remember we had these "A-4 Humps" for the electronics hump on the A-4E, to make them late model. They were set as a weapons station. Well, I was doing something with them, and somehow got the lod names mixed up. So, when I went to check the positioning in game, I had another A-4 sitting on top of my aircraft. The WHOLE airplane. I don't think I took a screenshot, but it was funny as all hell!! I was going to suggest the "StationSpecific" as yakarov uses that a lot, to insure proper loadings. don' forget, Mue's Lod Viewer saves a huge amount of time, as you can read the position of the hardpoint, and dial it in fairly close (as looks like you've got it)
  4. only on those aircraft that have them. there are NO stock aircraft with drag chutes. Check the readmes of the 3rd party mods for more information
  5. it's pretty straight forward... extract the aircraft's data ini from whichever cat file it's in place said data ini INTO the aircraft's folder.. open data ini in notepad, scroll down to the // Crew --- section take note of canopy animation id. in the case below, it's the Shahak scroll back UP to either the Fusealge or Nose section; it dosen't matter which. Add the SystemName=, following the numerical sequence scroll back down to the // Crew section and add the statement for the, in this case, manualy controlled canopy [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL MaxDeploySpeed=20 AnimationTime=3.0 CanopyNodeName=canopy_frame_rear AnimationID=7 make sure the node name and animiation ID match those from the pilot's statements. save and close the data ini. When in game, you'll have to set you manual animation keystrokes in the Options --> Controls --> Customize The input used herein, and by 99.9% of all modders, is Shift/0 (zero) it ain't that hard
  6. surprised nobody's posted one of these yet...
  7. 5250 kg???? ain't that a bit on the heavy side?? 10 meters wide, by 10 meters long???? what are you trying to load, another aircraft? width should exceed the max diameter of the weapon(s) loaded by 0.10 (1 cm??). Length should exceed teh max length by approx the same amount (0.10) weight should exceed the TOTAL weight of 1) the rack itself 2) # of weapons to loaded to said rack by approx 10-20 kg not having the aircraft, and being unable to obtain it... all I can do is guess yeah, well that tends to happen when the site owner bans all the brains
  8. don't know about the other issues (but I can guess perhaps a limited nations issue, with France not being in the terrains nations list??) as to appearing in the middle of a runway and exploding, is usually a fault of the ***_airfield ini for those airfield NOT being present in the terrain's folder. Which should not be the case, as GermanyCE, IsraelME and IcelandNA all have their own respective airfield inis residing in their cat files. NA, of all the main titles, seems to have it own set of problems that the other 4 don't. (like sound issues)
  9. Wow. That's the first time i've ever even heard of this.... I sure would love to have that explained
  10. that picture of the guy standing in the door makes me shudder -- afraid of heights I am! interesting to the note the "yagi' style antennas ... I never thought they had radar
  11. as to your question about canopies, one must make use of ALL SF rescources; this was covered in the 1stGen (SF/Wo*) knowledge base. A lot of information there, transfers to SF2 http://combatace.com/topic/53913-canopy-operations/ and please, don't post question in the Knowledge Base; thank you! :)
  12. did you adjust the user lists for said aircraft, adding AustralianNavy to those you want as RAN? Personally, I think it's a screwup in the engine itself, and something we have to live with.
  13. apparently, none. What I've been able to discover, is it's an aircraft issue. Mainly, Exported=TRUE. And... the game seemingly ignores the userlist ini, making it well, useless. an example, below as to 'being British', I assume you're flying later than the date the RAN switched from British roundels to the 'roo roundel?
  14. This post cannot be displayed because it is in a password protected forum. Enter Password
  15. they're openable, and extracable. The programer just won't release that tool until a uncontrivertible (irrevocable?) "YES" is received. Even then, there's still the piracy issue, of LODs (and other internal components) being shared without the purchase of the game (or DLC) modules required for their use
  16. have you checked the spit's cockpit ini for the correct name of the tga?? I know for a fact, all the spit pits I use, and have uploaded should be using the 'RAFMkIII_Gunsight.tga" we haven't used the P38 sight for years on the Spitfires, considering it's the wrong one even for the Lightning
  17. a new, better terrain engine? (not the lod-based failure one, either)
  18. just copy the gunsight tga from one cockpit folder to the other; that should fix it
  19. iirc, it was only the Pit1 that cast the 'shadow beam'. the other 2 are ok
  20. ok, I see now. The INDIVIDUAL object's ini that would be an awful lot of work, extracting all 100 and something ini, and tweeking them. But it wold definately do the trick, as the individial ini, irrc, can take precedence over the _types entry
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