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pvince

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Everything posted by pvince

  1. And for symmetry : [RT_Light_BANK_Right] Type=ROLL_INDICATOR NodeName=RT_Light_Right MovementType=LIGHT ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=65.0 Set[02].Position=1.0 Set[02].Value=65.1
  2. Should be: [RT_Light_BANK_Left] Type=ROLL_INDICATOR NodeName=RT_Light_Left MovementType=LIGHT ValueUnit=DEG Set[01].Position=1.0 Set[01].Value=-65.1 Set[02].Position=0.0 Set[02].Value=-65.0
  3. Not directly with "MovementType=DIGITAL_DISPLAY", but maybe some workaround, to be investigated. I can take that at the same time than avionics70, when I'll be back.
  4. 'ValueUnit=MINUTES' is not a valid entry. It is ignored and default unit is used, which is meters for this function. Valid entries: ValueUnit=KM ValueUnit=NM Scale= is a valid entry for a multiplier. In your case, you default to meters, then the multiplier, but only the least significant digits shown, the last 3 at the right, that could create the confusion. Anyway it is the distance to next waypoint, not time. For a given speed, you can get the right estimated time using "scale=" (at the value of 1/speed) but it is a constant, it will work only for that speed, therefore not really useful. In such a case, knowing it is impossible to be accurate due to SF2 limitations, I show the distance, better than nothing. (EDIT: funny but true, ValueUnit=FT is also valid for range_indicator )
  5. I confirm, range_indicator returns distance, not time. There is nothing I know in SF2 for time to destination.
  6. New version with another change, Animation 8 called 2 times, it works but not good. I have optimized. I left the changes visible, to be cleaned in final version. F-4E_79_PaveSpike_COCKPIT.INI
  7. With that it works for me: [LOS_Indicator] Type=ROLL_INDICATOR NodeName=Needle_LOS MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position= 160.0 Set[01].Value=-160.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-100.0 Set[03].Value= 100.0 no other change in your file. Or I misunderstood the problem to solve. F-4E_79_PaveSpike_COCKPIT.INI
  8. I would try: [LOS_Indicator] Type=ROLL_INDICATOR NodeName=Needle_LOS MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=+160.0 Set[01].Value=-160.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-100.0 Set[03].Value=+100.0 my best guess, or, if not: [LOS_Indicator] Type=ROLL_INDICATOR NodeName=Needle_LOS MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=+100.0 Set[01].Value=-100.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-160.0 Set[03].Value= 160.0
  9. My pleasure ! Good you fixed it. You used an "indirect" way, but I am surprised the "direct" way with "Rangetexture" tgas did not work. Here is what avionics entries should look like (as an example): [TextureData] RadarTexture=[path]\AA_texture.bmp RadarAGTexture=[path]\AG_texture.bmp RangeTexture[1]=[path]\RangeGrid1.tga RangeTexture[2]=[path]\RangeGrid2.tga RangeTexture[3]=[path]\RangeGrid3.tga RangeTexture[4]=[path]\RangeGrid4.tga RangeTexture[5]=[path]\RangeGrid5.tga RangeTexture[6]=[path]\RangeGrid6.tga RangeTexture[7]=[path]\RangeGrid7.tga RangeTexture[8]=[path]\RangeGrid8.tga [AvionicsData] AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT,GROUND_MAP,TERRAIN_AVOIDANCE RangeUnit=NM RangeSetting[1]=7 RangeSetting[2]=15 RangeSetting[3]=35 RangeSetting[4]=60 RangeSetting[5]=7 RangeSetting[6]=15 RangeSetting[7]=35 RangeSetting[8]=60 .../... SearchRangeSetting=1,2,3,4 .../... TrackRangeSetting=1,2,3 .../... BoresightRangeSetting=1 .../... GroundMapRangeSetting=5,6,7,8 .../... TerrainAvoidanceRangeSetting=5,6
  10. If you want to post the full avionics file I can have a look if I can find something
  11. For the first one: You have a double "RadarTexture=", it's invalid, remove or comment the first one. For the second one: I am quite sure "RadarTexture[N]=" is not a valid entry. "RangeTexture=" is valid and can give the same if the texture is in tga. It will be superimposed to the one called by "RadarTexture=" (for SEARCH,ACQUISITION,TRACK ,BORESIGHT) or by "RadarAGTexture=" (for GROUND_MAP) in jpg.
  12. You could try: Option 1: [TextureData] RadarTexture=cockpit\F-4E_Radar_AA.bmp ;;RadarAATexture=cockpit\F-4E_Radar_AA.bmp invalid, ignored RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp RWRTexture=cockpit\F-4E_RWR.bmp Option2: use a blank texture, without any grid, and put the grids in the tgas: RangeTexture[NN]=...
  13. I don't think you give it a name that way, it is just ignored by the game engine.
  14. I don't remember having ever seen "RadarAATexture=...", maybe not a valid entry, because for AA the texture is "RadarTexture=".
  15. the entries you show are for avionics60, so if you have called avionics70 in main.ini, there is something wrong.
  16. Just tested in W10, after so many years !! I could launch, launch a mission. Only had to run the exe in admin mode (not sure it would be needed after a new install). I am still in 1.15.2 (last release is 1.16.1). I had some hard time because I was still in realistic mode with engine start-up sequence and I did not remember it
  17. Eagle114th, Try first by adding 'ShowAnyWeapon=TRUE' there in avionics.ini: [HUD_LCOS] SymbolType=LCOS ShowAnyWeapon=TRUE that should be enough to fix the pb of the sight being visible for rockets (and bombs, if any). Additional note: the gunsight image call in the avionics.ini NAV mode is probably redundant: [HUDModeNav] Symbol[01]=HUD_GUNSIGHT Symbol[0]= .../... [HUD_GUNSIGHT] SymbolType=IMAGE ImageFilename=cockpit\A-1CM_SIGHT.TGA //ImagePosition=0,0.0555 ImageSize=0.0675 You already have it from the call in the cockpit.ini ("GunsightName=A-1CM_SIGHT.tga"). You probably have the 2 sights superimposed in NAV mode. To be checked, I have not tested.
  18. You can change the colors for the .tga files that are called in the cockpit.ini. For what is defined and called in the avionics.ini, it is monochrome and defined by "HUDColor=0.0,1.0,0.0,0.7", only the alpha value is used from the tga called in the avionics.ini.
  19. It is not the same, F1EM VI is the Morocco one, RMAF.
  20. Ok, got it now, 'taca'n are 2 sub-NodeNames of 'VertTail' and 'Nose', that are also NodeNames. I skipped too fast the initial part. Thanks !
  21. So Hide1 section is correct but Hide2 and Hide3 have the wrong "ModelNodeName=" in the example above. Thanks for the confirmation !
  22. For my education, what should be in the "ModelNodeName=" entry ? Same as the line before in "ParentComponentName=" entry or the one after "DestroyedNodeName=" ? Usually, in other mods, it is the one after, which makes sense because the one after is also a node name, whereas before it is a component name. Here above I see the 2 options.
  23. Maybe I misunderstand the question but, the bomb bay opening with "O" also refers to a LOD animation, BombBayAnimationID= entry.
  24. Congratulations Coupi

    Congratulations Coupi !
  25. 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.
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