Jump to content

RAVEN

+MODDER
  • Content count

    1,545
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by RAVEN

  1. [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.90 RetractTime=5.90 AnimationID=1 DragArea=0.40 HideGearNode=TRUE ModelNodeName=RightMain ShockNodeName=RightMain <-----------------------I don't think that should be there , it's not in the left main gear entries. ShockNodeName=Right_MainStrut ShockAnimationID=7 ShockStroke=0.2
  2. Give this a try. Align the object first. (I'm gussing that it's ware you want it already) Align the pivot point to center of object,! Do not align to World! Reset XForm , You may have to flip the faces after. then export. Don't save over the orginal. 3DS file Save as +1 in case it don't work.
  3. File Name: Prop_HangarNoise123.zip File Submitter: RAVEN File Submitted: 07 October 2012 File Category: SF/WO* Sound Mods For SF1 WOV WOE WWII installs. This mod replaces the background jet sounds with prop engine sounds in the Hanger and loadout menus. hangarnoise1.wav hangarnoise2.wav hangarnoise3.wav To install: !!! Backup the 3 original .wav files first!!!! Unzip and drop in the sound folder. Raven 05/16/10 created 10/07/12 Click here to download this file
  4. Version

    62 downloads

    For SF1 WOV WOE WWII installs. This mod replaces the background jet sounds with prop engine sounds in the Hanger and loadout menus. hangarnoise1.wav hangarnoise2.wav hangarnoise3.wav To install: !!! Backup the 3 original .wav files first!!!! Unzip and drop in the sound folder. Raven 05/16/10 created 10/07/12
  5. Sound folder hangarnoise1 hangarnoise2 hangarnoise3 I just uploaded them. enjoy.
  6. I forgot to give credit to Cliff11 for the info on the FLIGHTENGINE.INI. Thanks.
  7. Look at the Crew entry in the aircraft _Data.ini, see if one of the pilots or seats call for a .lod that is not a pilot, If so it needs to be added.Recheck the Readme,What aircraft is this for? Example: // Crew --------------------------------------------------------- [Pilot] SystemType=PILOT_COCKPIT PilotModelName=136Pilot Position=-0.004,2.274,10.787 SeatModelName=//seat_SJU-17 SeatPosition=0.003,2.337,0.312 MinExtentPosition=-0.25, 5.91,-0.20 MaxExtentPosition= 0.25, 6.99, 0.92 CanopyNodeName=canopy HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12 Armor .Thickness=12 Armor .Thickness=12 Armor[REAR].Thickness=12 Armor[bOTTOM].Thickness=12 [F-20_Details] SystemType=PILOT_COCKPIT PilotModelName=FakePilot.lod <--------------------------Fake Pilot Position=0.0,0.0,0.0 SeatModelName=F-20_Details.lod <------------------------- added .lod SeatPosition=0.0,0.0,0.0 MinExtentPosition=-0.25, 5.91,-0.20 MaxExtentPosition= 0.25, 6.99, 0.92 CanopyNodeName=canopy
  8. Do you have a "fakePilot" type mod on that plane?
  9. The aircraft that I’m making has a strange problem. If I start in the air everything is OK, but if I start on the runway the cockpit view is sort of above the aircraft,untill takeoff then it moves up to the correct position. I tried changing the mesh names for the aircraft , Cockpit = CabinPit Aircraft = Cabin Their basically the same mesh. This is for 06 patch, For the 08 and above model version that I’m doing I can use the “OpenCockpit=TRUE” Any fix for the 06 or ?
  10. Thanks Dels, After testing I'm just stuck with it.The aircraft is a highwing and alot of wing meshes had to be added to the pit to prevent clipping, Opencockpit won't work for 08/ patch either.Soooooo... in the end it still looks good. Also I think the Cessna 206 did the same thing.
  11. Well...there's a turn up

    Something to sell on E-Bay?
  12. Square prop tga on the SBD, (or any propjob) Too many "SBD_prop.tgs's" in the aircraft folder, Rename (Ogi_SBD_prop.tga ) all the one's in the skin folders, Keep just the one ('s) in the aircraft folder. That should fix it. I think this also causes too dark of canopy glass with multi glass.tga's ,Have to check on the Glass.
  13. I just checked the lod and it's looks like there is no texture assigned to it? The four textures in the folder from the weapones pak from 331Killerbee, no Joy.
  14. SF1 _Data.ini, SF2? Copied from :Strike Fighters Editing Info Structural factor: There is a property you can add to any component of an aircraft's data file called StructuralFactor that can multiply the 'hit point's that component has. e.g StructuralFactor=5.5 I don't know if it affects MaxG=
  15. File Name: Hurricane_StaticPak.zip File Submitter: RAVEN File Submitted: 31 August 2012 File Category: Static Aircraft Static Pak WWII Hurricanes for Terrains. Tested with WOE Patched 06. May work with other Versions/patch levels of SF? Pak Includes: AC Models Destroyed Models ------------------------------------------ Mk.2a uses Mk2cTrop_Dest Mk.2c (Trop) uses Mk2cTrop_Dest Sea Mk.2c uses Mk2cTrop_Dest Mk.4 Mk4_Dest Mk.2 Hydro Mk2_HDest ------------------------------------------ See Readme for Details. Raven 08/31/12 Click here to download this file
  16. Version V1.0

    34 downloads

    Static Pak WWII Hurricanes for Terrains. Tested with WOE Patched 06. May work with other Versions/patch levels of SF? Pak Includes: AC Models Destroyed Models ------------------------------------------ Mk.2a uses Mk2cTrop_Dest Mk.2c (Trop) uses Mk2cTrop_Dest Sea Mk.2c uses Mk2cTrop_Dest Mk.4 Mk4_Dest Mk.2 Hydro Mk2_HDest ------------------------------------------ See Readme for Details. Raven 08/31/12
  17. The settings I posted are a tad lower then the Razbam on a few of the entries. I'm still playing with it caus I upgraded my ATI to a 1Gig DDR2. I would like to see what you come up with.
  18. For better looking graphics in SF1 you can edit the FlightEngine.ini,(extracted from the FlightData.cat). I'm running XP 32bit And this looks good. I took a FPS hit, but I can live with it. //x4 [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=4096 MaxMeshPerScene=2048 MaxModelPerScene=2048 MaxLightPerScene=512 AspectRatio=1.333333 MinPixelSize=1.0
  19. If you have the two diffrent tanks with diffrent names and texture already,then you just need to do the weaponestation adds to the Aircraft Data.ini
  20. Aircraft ? For a SF1 Aircraft you need a droptank for each skin, Look at the Canberra's, They can be selected in the loadout menu or set to load with the loadout.ini , To do this you have to add (wet) WeponeStations for each diffrent droptank skin. Example: [LeftWing] ParentComponentName=Fuselage ModelNodeName=LeftWing SystemName[008]=LeftRP4 SystemName[009]=LeftGP SystemName[010]=LeftWet < --------------Tank Red SystemName[011]=LeftBomb SystemName[012]=LeftWet2 <--------------Tank Blue [LeftWet] SystemType=WEAPON_STATION StationID=11 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.096,0.0,-0.80 AttachmentAngles=0.0,0.0,0.0 LoadLimit=350.0 DiameterLimit= LengthLimit= AllowedWeaponClass=FT AttachmentType=UK ModelNodeName=Left_Pylon PylonMass=5 PylondragArea=0.01 FuelTankName=TANK44LL_UK <---Red [LeftWet2] SystemType=WEAPON_STATION StationID=12 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.096,0.0,-0.80 AttachmentAngles=0.0,0.0,0.0 LoadLimit=350.0 DiameterLimit= LengthLimit= AllowedWeaponClass=FT AttachmentType=UK ModelNodeName=Left_Pylon PylonMass=5 PylondragArea=0.01 FuelTankName=TANK44Blk_UK <---Blue At one time I think I saw Droptanks with diffrent skins , the same name,on the same station? Not sure how that works. Hope this helps.
  21. Version V3.0

    180 downloads

    Hurricane Mk.Vb "What If" Fictional For SF1/WOE (KAW) 08 Patch Level Installs. See Readme for full details. Credits: Cockpit By Me TW AC 3D Model,Textures Myself. Light Fix Wrench Sound File ? This Mod is Freewear and not to be sold! Raven 06/19/14
  22. File Name: Hurricane Mk.5b File Submitter: RAVEN File Submitted: 26 August 2012 File Category: Fictional Aircraft, Experimental and UAV's Hurricane Mk.Vb "What If" Fictional For SF1/WOE (KAW) 08 Patch Level Installs. See Readme for full details. Credits: Cockpit By Me TW AC 3D Model,Textures Myself. Light Fix Wrench Sound File ? This Mod is Freewear and not to be sold! Raven 06/19/14 Click here to download this file
  23. Hurricane Mk.V

    Version V4.0

    208 downloads

    Hurricane Mk.V For SF1/WOE 06 Patch Level Installs. To Install: UnZip and drop the Hurricane_Mk_V folder into the Aircraft folder, Sound in the Sound folder. Weapons amd Templates for this aircraft are sulpied with the Hurricane Mk.IV http://combatace.com/files/file/13074-hurricanemk4/ ----------------------------------- Copied from: "Hawker Hurricane V, 19 April 2007 The prototype of the Hurricane Mk IV had been equipped with the Merlin 32 engine, capable of providing 1,700 hp. The final production version had used the slightly less powerful Merlin 24 and 27, each of which gave 1,620 hp. In 1943 two Mk IVs were converted to use the Merlin 32, and re-designated as Mark Vs. The Mark V first flew on 3 April 1943. It reached a maximum speed of 326 mph, but overall performance was not significantly improved, and the Merlin 32 engine tended to overheat. The project was abandoned, and the two aircraft converted back to the Mk IV standard. ----------------------------------------------------- See Readme for details. Raven 01/24/14
  24. The First Link to MercFighters Is the aircraft.
×

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..