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Cliff7600

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Cliff7600 last won the day on January 28 2016

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About Cliff7600

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  1. It's not an information, it's a guess from me ^^ according to how the plane is designed. Flaps should be near the fuselage and not close to the wingtip.
  2. About the TB2, I don't think it has flaps at all. Some planes don't need flaps. Especially with such long wings. Just my guess...
  3. I can give it a try. I don't say I'm good at it but I like to do it lol Which T-34 ?
  4. In the MQ-10A-COCKPIT.ini file : [HCourseMarker] Type=BEARING_MARKER NodeName=HDI_ARROW MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=-180.0 Set[01].Value=0.0 Set[02].Position=180.0 Set[02].Value=360.0 [HBearingArrow] Type=COURSE_ARROW NodeName=HDI_MARKER MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=-180.0 Set[01].Value=0.0 Set[02].Position=180.0 Set[02].Value=360.0 according to the 3D model cockpit (because the arrow and marker are pointing down, as the compass itself)
  5. As far as I'm concerned, I don't want to bother people. Sometime just a copy-paste in 3D Max seems too much asking. On my instal, it's not enough to solve the problem as the aircraft stalls when slowing down under the stall speed. So I had to edit even more to have something similar to the stock Harrier (stall speed and stall behaviour). Hard mode settings If you're open to suggestions, you can rework the GunPod mesh, because it is not symmetrical and the plane doesn't fly straight when used. Hard mode settings And mostly, if you don't try by yourself you don't learn And I learned by doing many edits on this great model and it was really good fun !
  6. The to-do list is looong for this bird (ini files) Though it's fun. And maybe one day it will be totally messed-up xD The stock harrier is working much better (after very few ini edits...).
  7. Okay, I take back what I said, it's not fun and there is an issue. Though it's a very inconspicuous one. There is no way to solve the issue without creating another in the process. The problem is there's only one animation AnimationID=7 for all parts of the landing gear : front wheel, main wheels, and left and right outriggers. And each has a different length of displacement when you play the animation. As I am a long time "screw up the 3D model by ini" supporter, I made some shock absorbers by data.ini. But it totally ruined the scissors movement for each landing gear leg. Stationnary Hovering Engine shut OFF, back to the ground While rolling, taking off Engine shut OFF, slammed to the ground and I don't know if it's worth the editing (?) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- OFF TOPIC -------------------------------------------------------------------------------------------------------------------------------------------- The following part is off-topic, but that could be useful and BACK-UP YOUR FILES FIRST ! To make some nice vertical take-off : Fuel lower than 100% and no loads in the loadout menu because it's too heavy In the data.ini : ----------------------------------- [AircraftData] ... CGPosition=0.0,0.0,0.0 ----------------------------------- [Engine1] ... ThrustPosition=-0.93,-0.99, 0.0 [Engine2] ... ThrustPosition= 0.93,-0.99, 0.0 [Engine3] ... ThrustPosition=-0.93, 0.99, 0.0 [Engine4] ... ThrustPosition= 0.93, 0.99, 0.0 ----------------------------------- [RCSPitchU] SystemType=REACTION_CONTROL_SYSTEM InputName=PITCH_CONTROL ReverseInput=FALSE MaxThrust=3000.0 ThrustAngles=0.0,-90.0,0.0 ThrustPosition=0.00,5.79,-0.85 ThrottleRate=100.0 MinThrustVectorInput=0.2 [RCSPitchD] SystemType=REACTION_CONTROL_SYSTEM InputName=PITCH_CONTROL ReverseInput=TRUE MaxThrust=3000.0 ThrustAngles=0.0,-90.0,0.0 ThrustPosition=0.00,-7.0,0.32 ThrottleRate=100.0 MinThrustVectorInput=0.2 [RCSYawR] SystemType=REACTION_CONTROL_SYSTEM InputName=YAW_CONTROL ReverseInput=FALSE MaxThrust=2600.0 ThrustAngles=-90.0,0.0,0.0 ThrustPosition=0.00,-6.30,0.00 ThrottleRate=100.0 MinThrustVectorInput=0.2 [RCSYawL] SystemType=REACTION_CONTROL_SYSTEM InputName=YAW_CONTROL ReverseInput=TRUE MaxThrust=2600.0 ThrustAngles=90.0,0.0,0.0 ThrustPosition=0.00,-6.30,0.00 ThrottleRate=100.0 MinThrustVectorInput=0.2 [RCSRollR] SystemType=REACTION_CONTROL_SYSTEM InputName=ROLL_CONTROL ReverseInput=TRUE MaxThrust=2600.0 ThrustAngles=0.0,90.0,0.0 ThrustPosition=4.65,-2.2,-0.32 ThrottleRate=100.0 MinThrustVectorInput=0.2 [RCSRollL] SystemType=REACTION_CONTROL_SYSTEM InputName=ROLL_CONTROL ReverseInput=FALSE MaxThrust=2600.0 ThrustAngles=0.0,90.0,0.0 ThrustPosition=-4.65,-2.2,-0.32 ThrottleRate=100.0 MinThrustVectorInput=0.2 ----------------------------------- [SeatEject] ParentComponentName=Fuselage ModelNodeName=SJU-4A ... MassFraction=0.014 //maybe why not, or MassFraction=0.0 [R-R_Engine] ParentComponentName=Fuselage ModelNodeName=Rolsc-Royce ... MassFraction=0.265 [Hide1] ParentComponentName=Fuselage ModelNodeName=SJU-4-1 ... MassFraction=0.0 [Hide2] ParentComponentName=Fuselage ModelNodeName=Seat01 ... MassFraction=0.0 [Hide3] ParentComponentName=Fuselage ModelNodeName=seatbelts01 ... MassFraction=0.0 [Hide4] ParentComponentName=Fuselage ModelNodeName=seatbelts2 ... MassFraction=0.0 ----------------------------------- In the cockpit.ini file : Position=0.0,3.51,0.55 to give back the 0.16 meter taken from the CG value because the cockpit position is right on spot. ----------------------------------- and I would say the [Engine5] would need some editing too but maybe it's not that important. Think twice before editing anything
  8. Well, according to the 3D model (USMC_AV-8B-Plus_93) [MainGears] ... ShockStroke=0.16 // is the exact value of the animation, so I wouldn't change it. ... RollingRadius=0.465 // The radius value from the 3D model is 0.3275, so the data.ini file give the main gears already 0.275 meter bigger than they really are. My two cents are : RollingRadius=0.32 and try to edit the "SpringFactor=" and "DampingFactor=" values to have the result you want. And don't forget the LeftOutrigger and RightOutrigger values as well.
  9. Drop the fuel tanks ! that's heavy load and check the tyres pressure at the next station. more seriously -> If you start to edit the rolling radius of the wheels, do it with an unloaded plane at minimum fuel level. Or then it will "float above the ground" when not loaded. I tend to use a lowered value for the rolling radius of the wheels to have the visual effect of a slight squashing. Like every real tire, it increases the surface in contact with the ground. I see no issue at all, except it's not realistic seen like that. But it's nothing compared to planes sinking in the runway at touchdown... and... ShockStroke= SpringFactor= DampingFactor= are also some values that can effect the way a plane stands on the ground. Check everything or don't touch anything As long as the rim is not touching the ground it's safe ! xD
  10. Use this addon to have a true germano-french product
  11. View File Florian's AlphaJet-A cockpit Fix This fix is for Florian's AlphaJet-A to improve the cockpit. To use with this addon : Back-up your files first because you may not like it. Reminder : the 3D model source of this cockpit is lost and won't be redone. Read the readme files first. You will have edited files : - the cockpit and avionics ini files - 3 textures for the cockpit folder In the In the AlphaJet_Data.ini file, change to "CGPosition=0.0,0.0,0.0" (because the original entry "CGPosition=0.0,0.0,-0.3" won't give the right position of the cockpit view) Submitter Cliff7600 Submitted 11/14/2020 Category Jet Cockpits  
  12. Version 1.0.0

    70 downloads

    This fix is for Florian's AlphaJet-A to improve the cockpit. To use with this addon : Back-up your files first because you may not like it. Reminder : the 3D model source of this cockpit is lost and won't be redone. Read the readme files first. You will have edited files : - the cockpit and avionics ini files - 3 textures for the cockpit folder In the In the AlphaJet_Data.ini file, change to "CGPosition=0.0,0.0,0.0" (because the original entry "CGPosition=0.0,0.0,-0.3" won't give the right position of the cockpit view)
  13. Checking the radar altimeter calibration is always fun (in game)
  14. I think so, because there's plenty of non-symmetrical model I tried to make go straight without success. MinMaxExtent editing won't solve all the issues, especially when the dissymetry is between left/right control surfaces. In hard mode flying. And if I'm wrong that would be great news ^^
  15. No guru here but I saw that before. If it's not in the data.ini file it might be the 3D model itself (remember the Impala). Some mesh may not be exactly symmetrical between left and right, so the engine game makes fly a dissymetric plane, hence the drift. That can be checked by Mue's LOD viewer, comparing MinMax extent values between a part on a side and its counterpart on the other side. If the 3D model is right that should be the same values (-10.0 on the left and 10.0 on the right for example) And it could be the fuselage or nose, if they're not exactly symmetrical (min X value -2.5, max X value must be 2.5) ------------------------ or --------------------------- Another serious possibility : MomentOfInertia=0.05 (whatever the value) in the engine part of the data.ini Change to 0.0 for all engines to check.
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