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Gatling20

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Everything posted by Gatling20

  1. An unexpected Christmas present, thank Gepard! This is an interesting terrain for operations, very arid and open. I love the details like the earth berms around the US airfield, and the walled enclosures for many of the houses - obviously a lot of work has gone into this terrain.
  2. Very nice little addition, thanks Stephen.
  3. Schade. It must be the way the pivots are set up in the LOD itself, which means that it can't be fixed via the Data.INI.
  4. Gepard: One other thing you might try is to assign the MG to GunnerID=2, instead of 1. The tank main gun in the M-60 is declared via the WeaponSystem and is not assigned a GunnerID, and it may be that the game engine sets the main gun as GunnerID=1 by default which then conflicts with your AA MG. So try this: [FlaGunner] SystemType=GUNNER GunnerID=2 ...... [FlaMG] SystemType=GUN GunnerID=2 ..... .
  5. Gepard: I have never seen or heard of "attached node" in ground objects. Your Data.INI numbers for the FlaMG look right, and if they are taken from the LOD Viewer I'm sure they are correct. The only thing I would try would be to change MuzzlePosition=0.50,1.384,2.82 to MuzzlePosition=-0.50,-1.384,2.82, and see if that changes things for the better. Also, make sure that the YawModelNodeName=cupola turret and PitchModelNodeName=machine gun are the correct names in the LOD.
  6. I think that must be a modded Data.INI for the M-60, the stock M60A1_Data.INI extracted from ObjectData001.CAT only has the main GunTypeName=105MM_M68, and no MGs. And without a separate Gunner set up for that 50Cal it will just fire like a coaxial MG, not as an AA MG.
  7. I have never found a consistent solution to this issue. In the stock ground objects, like the M48, M60, Centurions etc, TK only had the main gun as a weapon, the extra AAMGs (Fla-MGs) have I think all been added later by the community. First you need a separate gunner for the AAMG set up in the Data.INI, as in GK's recent M-84, otherwise the AA MG will just fire in the same direction as the main gun. In the M-84 the main gun is operated by YawModelNodeName=Turret and PitchModelNodeName=Gun, and the AA gun is operated by a separate [Gunner1] with YawModelNodeName=commander_hatch and PitchModelNodeName=MG_Pitch. Then (I think) it is just matter of getting the MuzzlePosition right. Although if the pivot of the separate AAMG is set up wrong in the model, the AAMG muzzle flash probably cannot be fixed.
  8. That is an interesting and well thought out design position, Logan4, I hope it works well in combat. I might increase the total of the zero lift drag coefficient a little (from total Cd0=0.0195 to 0.0200) and see how that works. Great looking models, and thanks for posting them!
  9. Interesting design concept, but it doesn't work. The zero lift drag coefficient for the Spitfire I was 0.0200, and for the Mk Vb was 0.0235. These Spitfires have total Cd0=0.0195, which is a little lower than reality, but close. The problem is that the airspeed at various altitudes is way too high. If you look at http://www.spitfireperformance.com/spitfire-I.html you will see that the Spitfire Mk I (with the original fixed pitch prop) could manage: 307 mph TAS (243 kts IAS) at 5,000 feet 328 mph TAS (237 kts IAS) at 10,00 feet 348 mph TAS (232 kts IAS) at 15,00 feet 360 mph TAS (223 kts IAS) at 20,00 feet 349 mph TAS (202 kts IAS) at 25,000 feet The later variable pitch prop could manage a little faster than that, by a few mph (the numbers are bit lower down that web page). I've just tested these new Spitfires, and with this extra and unhistorical (x1.63) engine power, they can do 20-30mph more than reality (264 kts IAS at 5,000 feet, 261 at 10,000, 254 at 15,000, 245 at 20,000, and 232 at 25,000, for the Mk I). In 1940 that was unattainable. They are beautiful models, but these are uber-Spitfires, and not realistic.
  10. Nice-looking aircraft! The flight models are rather enthusiastic, though - the Mk 1 and 1b have been given 1730 hp engines, (should be 1030 hp), and the Mk2s have 1915 hp (should be 1175 hp). With uber-Spitfires like this it is no wonder the Germans lost the Battle of Britain!
  11. A bad and dirty guy

    Nice !!! I like the look of the Dr1 and the pilot.
  12. There is quite bit involved in adding medals for a nation which doesn't already have them, but if you have a look at these packages you will see what is needed: https://combatace.com/files/file/787-strike-fighters-medals-pack-v13/ https://combatace.com/files/file/10609-medals-musics-pack-for-edwards-korean-war/
  13. The bytes you are looking for in the Helopilot01.LOD are at offset FA, 10A and 11A. To reverse this LOD change the entry at FA from 803f to 80bf and the entry at 10A from 7f3f to 7fbf. The first change mirrors the figure, the second reverses him 180 degrees (if you don't do both the writing on his flak vest will be reversed in the sim). The reason why the offset address for these three entries if different is that the old Prop_Pilot.LOD has only two parts, named Pilot and Head, where the more complex Helopilot01.LOD has more (20). So the trick in reversing a pilot LOD is to look for these three entries (803f or sometimes 7f3f) on consecutive lines in your hex editor, and then edit them.
  14. Haha! The flat pilot is about as useful as the flipped upside down one. I wonder if someone can work out how to rotate him 90 or 270 degrees?
  15. I remember Mue posting about this a couple of years ago. The short answer was that you can't rotate a pilot figure in the Data.INI, but you can to some extent by hex-editing. If you open the Prop_Pilot.LOD with a hex editor you will see at offset 6A the entry 803f, and the same at offset 7A and 8A. If you change the entry at 6A from 803f to 80bf the pilot figure will be mirror-imaged (you can check this by painting a temporary patch over one eye). If you change the entry at 7A to 80bf the pilot will be rotated 180 degrees and facing rearwards, and if you change the entry at 8A to 80bf the pilot will be flipped upside down (this is not very useful, but interesting). There must be a way of rotating the pilot something other than 180 degrees, but I don't know what that entry would be. Mue has looked into the structure of LODs in great detail, and he may know the answer to this.
  16. This Bf-110G nightfighter should have gone home a bit earlier:
  17. Fiat's deadly dogfighter, the CR.32, in Spain, and China:
  18. I have this PZL P.11f which came with my WW2 Russian Front install, but it is a Gen2 model which I don't think will work in SF1:
  19. They are easy to make with Gerwin's TFD Tool, which you can find at http://www.gb-homepage.nl or here at https://combatace.com/forums/topic/68667-alternate-tfd-terrain-tilemap-editorviewer You will need to extract all the files from the Desert.CAT file to use the TFD Tool, you might (will?) need to use the SF1 version of Desert.CAT for that.
  20. Some Polish aircraft in Romanian service on the Russian Front, PZL P.11f and PZL P.23 Karas:
  21. In the Controls folder of your SF2NA install you will see a file called Controls.INI. Open it and look for the line which reads FIRE_PRIMARY_GUN= ... If it reads FIRE_PRIMARY_GUN=SPACE then fly a mission in an aircraft which has guns and hit the Space Bar. Do the guns fire?
  22. Geezer pilots pack

    Nice!! Keep up the great work!
  23. Geezer pilots pack

    Hi Julio. I have the six WW2 pilots in the rear row of your pic, which Geezer released as his "Desert Pilots". I don't remember precisely where, but they might have been included with his Fiat CR.42 or CR.32 aircraft, not released as a separate pack. I also have a German WW2 pilot and four gunners in different positions, all without masks, which he released at some stage. That might have been as part of the release of Veltro's Fw-189 aircraft, because the Readme I have with them says: This pack contains flight crew figures designed to fit Veltro's WIP FW189, but they can be used for most any other German WW2 aircraft. There are two different pilot figures - a fighter pilot and a bomber pilot. There are also two gunner figures that - with some repositioning - 3D model guys can fit into aircraft they are working on. These are the figures closest to the "camera" in your picture. The WW1 pilots with the scarf and overcoat collar turned up I think were included in one or more of the many aircraft released by Stephen1918. In the ReadMe for his MartinsydeG100 it says: There are two versions of the MartinsydeG100 - Desert and Europe. Depending on the time of year, players can install the pilot they prefer in either version: - The British Winter Pilot (BrWntrPilot) wears the reddish leather coat worn by many RFC pilots. - The British Summer Pilot (BrSmrPilot) wears the standard RFC khaki uniform. - The generic Desert Pilot (DesertPilot) wears a tan shirt often worn by pilots in extremely hot weather. I hope this helps.
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