Jump to content

Dels

+MODDER
  • Content count

    653
  • Joined

  • Last visited

  • Days Won

    22

Everything posted by Dels

  1. Yes, these days there seems to be more of a Capt. Picard approach rather than the Capt. Kirk "We come in peace, shoot to kill". Not that I want to spark up that argument... Dels
  2. Cool, this can be the new thread for razzing Thirdwire. All is well in the world again.
  3. Not likely, as LOD #2 probably wouldn't have the cannon barrels or fairings on the fuselage IMHO. Dels
  4. My AC-130U & J both have a side mounted gunsight but as mentioned in the readme its use is a bit of trial and error. Dels
  5. No, I'm afraid you're out of luck. The best thing you could do is hide the current mesh, then build a new 3d mesh and add it via the fake pilot method. Dels
  6. I thnk the only thing that moves in a direction (i.e. does't rotate) that is controlled via the _DATA.ini is the shock travel on the landing gear. So it's a lot more limiting than the cockpit.ini. Dels
  7. You could try giving it a bit more aft eject velocity to avoid it going through the ramp like that. This will have the downfall of producing an unrealistic deceleration but it might look better. From my airdrop publications: Given a platform of 27500 lb in weight (roughly the weight of the M113) the exit time is 4.4 seconds which includes the time taken to deploy the extraction chute. So basically the platform leaves the cargo compartment in less than a second! Dels
  8. No I didn't make one. As mentioned in the PM I will put it on the list after my current projects. Dels
  9. You could also build each individual 'feather' so that all you have to do is a small rotation at the base (see picture below from my F-2A). However, this will mean more polys depending on your nozzle design. Dels
  10. You need to align the pivot so that the Y axis is pointing up through the rotor. All engines need to spin around the Y-axis. Dels
  11. Without me looking into it, maybe you could use the UHF COMM in the top left of the panel? Dels
  12. I have to agree with FC on this. Working with someone else's model (especially one that's not already made for SF2) is usually twice (if not three times) as much work as starting from scratch. Dels
  13. Ahhh, I thought it had been a while since we last had a "What SF2 really needs is..." and "What on earth is TK doing?" thread. I know it never starts out that way but we always seem to end up on that road. Oh well, why break with tradition now? Dels
  14. Negative. As Crusader said, I built it from scratch one poly at a time. Dels
  15. Yes IIRC this was done for the original WOV A-6A cockpit which had no RWR. Dels
  16. Thanks for taking the time Russo. Dels
  17. Russo, Not sure if anyone else is having this issue, but I followed the download instructions correctly and both textures for the tower and the .LOD are in the applicable terrain folder. However, only the inside of the tower (screens etc) and the roof from outside are textured. The rest of the building is plain light grey. Is there anyone else with this problem? Dels
  18. Yeah, if you watch Navy SEALs apparently a Stinger can blow up a BTR-152 APC.
  19. I'm not sure if the sim has a way to implement this, but some aircraft have a rudder-aileron interconnect. This is mainly to reduce adverse aileron yaw but naturally works in reverse also. Dels
  20. I'm a bit stumped. I am trying to get some additional squadron names to display on the loadout screen for the F-2A. I have added a few extra squadrons to the Squadronlist.ini (the default already includes 8 Squadron JASDF). Anyway, the TextureSet.ini files are correct and I have made sure that there's a fake DecalLevel=1 entry in the Decals.ini but the squadron names still won't show. Not even the default 8 Squadron will show. I was wondering is there a requirement to activate a nation or something like that? Dels
  21. Happy to help. I'm sure someone else came up with it initially, but I'll take the credit! Dels
  22. Aerodynamically, roll is the secondary effect of yaw due to the airflow over the outside wing moving faster than the inside wing. As airspeed increases, so does lift, hence the outside wing will rise causing a roll in the direction of yaw. So, the sim is correctly modelled according to the real world. Naturally you can adjust the severity of this with the _DATA.ini values. Dels
  23. Thank you to everyone for your help but I AM SUCH AN IDIOT! I was making all my changes to the Squadronlist.ini in the Flight folder and I didn't transfer it to the PilotData folder. It's all working fine now. In summary, to add a new squadron and have it selectable in the loadout screen: 1. Add the squadron to the Squadronlist.ini and copy this file to your PilotData folder. 2. Add the Squadron="Name" (where "Name" is the name from the Squadronlist.ini) to the applicable TextureSet.ini. 2. Add the entry below to the applicable Decals.ini: [DecalXXX] MeshName=flap_inner_left DecalLevel=1 DecalFacing=TOP FilenameFormat= Position=0.0,0.0 Rotation=0.0 Scale=0.0 DecalMaxLOD=3 That is all. Dels
  24. Ok. I have narrowed it down to the Squadronlist.ini. I have been experimenting: By changing the TextureSet.ini file's nation and squadron to USAF and 4TFS it shows up correctly on the loadout screen. (So it's not the TextureSet.ini or Decals.ini etc.) So then I changed the squadron back to 3JASDF (nation still USAF and changed the Squadronlist.ini accordingly) and now it displays "None", with the dropdown box still available but the new squadron's name isn't there. So then I changed the squadron to 3SQ with the nation as JAPAN (with appropriate changes also in the Squadronlist.ini) and we're back to a greyed out "None". This is seriously doing my head in.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..