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pvince
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Content count
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Posts posted by pvince
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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 !
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So Hide1 section is correct but Hide2 and Hide3 have the wrong "ModelNodeName=" in the example above. Thanks for the confirmation !
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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.
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Maybe I misunderstand the question but, the bomb bay opening with "O" also refers to a LOD animation, BombBayAnimationID= entry.
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Congratulations Coupi !
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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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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.
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1 hour ago, logan4 said:stationID-s should be seqential, not 1,28,2,3,5,6,7,10,11,etc
Actually not, not needed, just for info. What is needed is to avoid two sections "SystemType=WEAPON_STATION" with the same "StationID" number.
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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.
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Thanks and Merry Christmas to all of you CA friends !
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"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.
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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
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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
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Collision points are also used for contact with ground (take-off, landing) and ground objects (eg walls, buildings, not checked the details).
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If I'm not wrong, "DetachWhenDestroyed=FALSE" is to be preferred, to prevent the hidden part to reappear when the aircraft is destroyed.
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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=FALSEWith 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).
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Use
ModeNodeName=CowlFlaps
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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.
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I have not those aircraft on my install. But you can post the data.ini of them, I will try.
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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.
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For Nation or AttachmentType, yes, UK is not a valid one. But for SpecificStationCode, you can use any characters string you want.
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Does it work if you just remove the "IRM_UK" in the aircraft data.ini and the AIM data.ini ?
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9 hours ago, Menrva said:AI makes use of guided bombs, while in the old days they wouldn't and dumb versions were required
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 ?
Mirage F-1C-200
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
It is not the same, F1EM VI is the Morocco one, RMAF.