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logan4

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logan4 last won the day on December 3 2019

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About logan4

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  1. If you look at the labels under the counter then you will see that it shows the correct value as scale 0,1LBS means *10. So nothing wrong there....only expectations. Also there is a difference between the stock and the TMF pit, TMF pit uses left side counter with 0,1LBS scale for internal fuel ammount, the right side counter to show the external fuel ammount with LBS scale 1=1, the stock shows internal volume for the right/rear tanks. In case you want to see all 5 digits then in the _cockpit.ini: [TotalFuelCounter] Type=TOTAL_FUEL_QUANTITY_INDICATOR CounterNodeFormat=fuel_dig%d MovementType=ANALOG_COUNTER ValueUnit=LB Scale=0.1 <-------- remove this entire line
  2. Welcome to the club Bartleby... I would advice you to read trough the SF1/SF2 knowledge base and the mod & skining discussion threads, you will find how you can look at things and much-much more. Beside the above, download Mue's LODViewer which will enable you to see polycounts and how the models are structured, animations, etc. ------------------------------ Back to topic... Since young age I was scale modelling, then mid 90's I was overseas in the US and brought a package of 8 flight sims in a box, these required still to be run from MS-dos. In the early 2000-s run into Jane's IAF and USAF. In those years one of the gaming magasines had a copy of Stike Fighters Project1 included in its monthly issue. Played it trough several times, but I did miss the ability to jump from one airplane to the next like in the Jane's simulators to finish the objectives. Later on as the SF titles come out sooner or later brought them and strated to play with them more. Then run into the CA and Column5 sites and saw other birds could be built and added, so I thought, if nothing else than I can make some of my airplanes from what I'd drawn between 1990-2005 (215+ with 5 views) to be part of the game and fly them around. So started to fiddle with G-max, from there got deeper and deeper into making different objects, weapons, skins, etc. Later I only got SF2 when I had a new rig that I thought would be able to run all my siming titles and some of the shooters I played back in the days.
  3. In the AC_data.ini remove the "AHM" entries from stationID 18 and 19, thats what causes 4 amraams to show up. In the loadout.ini change Loadout[18].WeaponType=AIM-120C-5 ----> Loadout[20] Loadout[18].Quantity=1 ----> Loadout[20] Loadout[19].WeaponType=AIM-120C-5 ----> Loadout[21] Loadout[19].Quantity=1 ----> Loadout[20] As those are your AHM only stations. Alternatively remove stations 20/21 and have the ahm on station18/19 with the IRM-s Side note: loadlimit 3500kg is a bit unrealistic for a 500kg type pylon with IRM/AHM loads... Side note2: stationID8/9 seem to be none existent in yout data.ini, also keep in mind that the stationID-s should be seqential, not 1,28,2,3,5,6,7,10,11,etc
  4. Gentlemen.. please not argue on things its not worth of.. beside each of you are correct from your own standpoints, so its a draw... One thing about the F18pit was - by the way - it had dials for 2 engines so was easier to test things out. A dedicated pit was started for these birds - as can be read few post above about its "notion". Please sit back, enjoy gaming, it will come as soon can be done and as RL allows..
  5. "Its been 3 years dude" I can understand you frustration about time. I can assure you he is quite bussy with several projects that will bring several aircraft to this game as time allows. All of us working man and woman and do this in spare time. An other thing... "dude" is used for people whom know each other. Unless you are palls, this is out of manners.. Get yourself stright.. Third, if you have read through the "community most wanted" topic, then you would have a close enough answer there too to your question..
  6. Those are the actual pivot point locations, these only visible when you work on the model in blender. We link the meshes to each other (parent/child), and animate the required meshes (strouts, airbrakes, canopy, etc), - not rigging like for a movie or such - and we place the pivots of the mesh to the rotation point we want/need. Or I misunderstood something.
  7. If you look at the Mirage4000 pits there is a simple variant of that kind of displaying, could show the basics. I got more sophisticated ones also, but those aren't released yet with their birds. There are various ways to show things and also depend on the weapon stations too, if they have single or multiple munition type load abilities.
  8. In Blender you select the mesh on the right side in the sceene tree, and in the upper bar would show up the different counts, tris, faces, etc. (marked them with blue on the pic)
  9. There are limitations for sure that will cause issues and to a degree I would go with depend on the shape. I have mesh that has only 2.1k faces and had issue with its shadow showing up properly or at all. Also the TW exporter has issue with meshes over 5k poly, it will either crash or might make the export (depend on how much it is over that number). If made the lod, in game most likely the mesh will not be visible. The blender exporter will make the lod but, if I good remember will not show in game.
  10. There could be several factors. Also you exporting it from 3dsmax or blender? First things to look at: - correct lod name call-out in AC.ini file - if any or more mesh has more than 5k vertices themselves (not combined count, individual meshes)
  11. RussoUk's tutorial is good in the knowledge base: Don't forget you do vertex animation not poly or mesh... --------------- As for the pit problem, if you have flipped faces then you should make them face correctly. If not solves, send me over in PM then I can try to take a look at it, might be material or other settings issue.
  12. Actually, there are several variations.. First is where you have multiple vertices on the same place that need welding. On the pic, A and B shows seemingly fine mesh, yet on C you can see there are 3 vertices in the same location, this will create shadow if unwelded. Also the same introduces an other problem, as 3dsmax will not weld things that cross into each other. So first have to separate the pin, then weld the double vertices and after that pactch up the hole on the original mesh where the pin come from. On picture D there lurking a stray polygon, highlighted on E which will also create shadow issue, this either has to be deleted or mated to the correct mesh it belongs too. Picture F and G shows a bit trickier shadow culprit.. Seemingly everything is fine, but unfortunately depend on the graphic engine how it decides to display a multi shaped mesh, the creation of triangles may cause overlap of polygon - for better illustration look at the part of I and the green circle. In this case on part H the outer vertices (black line) are out of line with the inner vertices (green line) shown on pic which will create a shadow in game. here you can either move the outer vertices to a location that not intersects or connect to vertices that will make the displaying different as it was done on pic J. These are a few and their variations. a stray vertice also similar to the item discussed with pics F to J.
  13. From modelling point of view, irrelevant if released or not. You will have to suffer through the same thing with your fatAmy project too, like you go through now with the above bird. So learn, observ, remember, correct where needed. Rinse and repeat..
  14. If you move around in game you can average/pinpoint which mesh gives the problem, and correct, multiple veritces on the same location or the broken mesh. Same created when a vertice goes to a position where it is crossing into a neighbouring polygon. You will have to weld these up the same way you did above or reposition if required. When you get a model from other makers, this thing can happen as not all is game ready. First thing to do usually is to weld "almost" everything or look for double surfaces which will create similar shadows. Depend on the model can be lots of work to make it into a condition where the game does not give glitches. Based on the above pic, you have several mesh in the castor mechanism area and one in the right intake.
  15. I don't know about static birds, but for planes in the "Aircrafts" folder you can have a statement in the AC_data.ini which says "ExportedToEnemy=" True/False setting. That way those show up on the opposition's side without any problem. You just put it in the front section where the Service/Export parameters reside.
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