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pvince

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Everything posted by pvince

  1. Congratulations Coupi

    Congratulations Coupi !
  2. The pilot issue here can also be that the pilot model called in the data.ini [Pilot] SystemType=PILOT_COCKPIT PilotModelName=...name... does not exist in the "Pilots" folder, and replaced by a default pilot automatically by SF2, but position then does not fit.
  3. I have double-checked: with released files, it is ok. The problem seems to be due to another CLB4 rack used than the one released.
  4. Actually not, not needed, just for info. What is needed is to avoid two sections "SystemType=WEAPON_STATION" with the same "StationID" number.
  5. I take the point. With what we have released, you should not have this result, so my first immediate feedback is that you have a conflict with former files that are not compatible with the 4.0 release. Try that first please, re-download if needed, and make sure to overwrite all files (after backup if you want to keep the previous versions for reference) and check again.
  6. Merry Christmas!!!

    Thanks and Merry Christmas to all of you CA friends !
  7. "ReverseModelOrientation=TRUE" added should make it And depending on the expected result you may prefer the speed control with "DeploymentMethod=AUTOMATIC_MACH". This is what we use on the F1.
  8. It is the "steering cue" (SymbolType=STEERING_CUE) in A/G mode. Some kind of emulation of the target position within SF2 limitations, better than nothing
  9. Color is defined by 'Color=R,G,B' entry, each RGB component as a positive number between 0 and 1. For example Color=0.88,0.25,0.25 (red). If you have a picture with the color you want, you can measure the color components with Gimp 'Color Picker tool' (for example). Select the measure in RGB % then. You will get the components directly (with 1=100% of course). For 'LightSrcOffset=', I am not sure but it seems to be an offset (in X,Y,Z coordinates and meters) to the 'Position=' entry (also in X,Y,Z AC model coordinates and meters). I don't know why there is this offset instead of only the position value and I am interested to know if someone can say
  10. Collision points are also used for contact with ground (take-off, landing) and ground objects (eg walls, buildings, not checked the details).
  11. If I'm not wrong, "DetachWhenDestroyed=FALSE" is to be preferred, to prevent the hidden part to reappear when the aircraft is destroyed.
  12. Sorry there was a typo in my post. maybe that. The full section as I would write it then: [Remove1] ParentComponentName=Fuselage ModelNodename=CowlFlaps DestroyedNodeName=CowlFlaps DetachWhenDestroyed=FALSE HasAeroCoefficients=FALSE With that it should work. I am not sure for the ParentComponentName but I will keep it as it is the usual case, and make sure that the parameter in this entry "Fuselage" is a real section in data.ini ([Fuselage] in data.ini, not a node in the LOD).
  13. Dassault Falcon 50

    Thank you for the Iraqi 'Suzanne'. I have adjusted the weapon stations, because the right could not carry the Exocet, and adjusted height relative to pylons. see below. [LeftWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.87,0.0,-0.490 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1600 AllowedWeaponClass=ASM,EP,RP,NP,RCN AttachmentType=NATO,FRANCE,ITALY ModelNodeName=RL PylonMass=108.9 PylonDragArea=0.06 ;;LaunchRailNodeName= ;;LaunchRailHeight=0.10 ;;LaunchRailMass=22.22 [RightWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.87,0.0,-0.490 AttachmentAngles=0.0,0.0,0.0 ;;LoadLimit=453.6 LoadLimit=1600 AllowedWeaponClass=ASM,EP,RP,NP,RCN AttachmentType=NATO,FRANCE,ITALY ModelNodeName=RR PylonMass=108.9 PylonDragArea=0.06 ;;LaunchRailNodeName= ;;LaunchRailHeight=0.10 ;;LaunchRailMass=22.22
  14. BTW, F-4K is RoyalNavy right ? and your missile is RAF. Then you need Exported=TRUE, because for the game, RAF and RoyalNavy are not the same Nation.
  15. I have not those aircraft on my install. But you can post the data.ini of them, I will try.
  16. I have to correct: "RAF" for Nation, but "UK" code for AttachmentType is correct. Sorry for confusing. For your problem, if the couple (aircraft,weapon) works without SpecificStationCode, it will work again if you apply the same SpecificStationCode in both. If not, make sure you have it on the right weapon_station (for example test with a "StationGroup" that has only this one in, and disable the loadout.ini, so that no doubt), or no typo.
  17. For Nation or AttachmentType, yes, UK is not a valid one. But for SpecificStationCode, you can use any characters string you want.
  18. Does it work if you just remove the "IRM_UK" in the aircraft data.ini and the AIM data.ini ?
  19. I just tried on a stock install with F-4E and LGB and my wingman could use successfully GBU-12, on a target that I assigned, not the mission target. I have also tried with the super-etendard mod, atlis +LGB, also ok. What is the problem with the LGB and AI ?
  20. Not needed, we have to way to check without running the game, which is the purpose of your great tool. But if you really want to go back on it , I have more needed suggestions: add pilots and seats (position adjustment) and moreover weapons (same, attachment adjustment) For the last one, for example, it could be according to a 'debug' [LODviewer] section in the loadout.ini !
  21. thank you, but to be honest I am not the "inventor" of this, I have learned it from another modder in a former post, but I do not remember from who and when. So the credits go to the one who discovered this first, I am just repeating here, but I'm happy if it helps. Very probably yes, I confirm I have SF2:NA and I am quite sure it will not work without.
  22. Another solution is to use those files in your [mod folder]\Terrains\VietnamSEA. Then USN will launch from carrier by default. VIETNAMSEA.INI VIETNAMSEA_WATER.BMP
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