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Cliff7600

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Everything posted by Cliff7600

  1. 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...).
  2. 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
  3. 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.
  4. 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
  5. Use this addon to have a true germano-french product
  6. 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  
  7. Version 1.0.0

    97 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)
  8. Checking the radar altimeter calibration is always fun (in game)
  9. 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 ^^
  10. 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.
  11. Version 1.0.1

    188 downloads

    This aircraft mod represents Dassault's probable initial Mirage 4000A fighter and its trainer B variant in the French Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 3 skin sets for each variant, 3 squadron specific for A (18 planes), and 3 squadron sets for B (8 planes) and special Tiger Meet skin for a single AC. This is the SF1 version, tested in WOE. There might be some hidden flaws in SFP1, WOV or WOI. Please report if you find some problem. ------------------------------------------------------------------- The FlightEngine.ini file is extracted from WOE, in order to edit the following part : [NearSceneClip] ... NearClipDistance=0.95 If you're using a SFP1, WOV or WOI install, make sure you can do this edit in the appropriate file. Be aware that it could have an effect on other mods (like "double canopy" issue) then you could adjust the value 0.01 to whatever you want (0.97 ? 1.0 ?) ------------------------------------------------------------------- Install is the regular dropping the contents in their respective places. In case you have the prototype variant, the 4 "blue tanks" are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Important: The B variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000B_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000B_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000B_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement.
  12. Do you plan a release ? -- .- -. -.. .- - --- .-. -.-- / ... -.-. .-. . . -. ... .... --- - SNCASE Lamparo
  13. In the cockpit.ini file you may have : [OpenCanopyControl] Type=EXTERNAL_ANIMATION_LINK NodeName=Line33 MovementType=ANIMATION AnimationID=10 ItemNumber=10 <---- this line "ItemNumber=" is the entry thats links the opening of the canopy to the animation of the 3D model. I guess that the airbrakes animation is AnimationID=10
  14. You cannot use both entries at the same time (that's the oddness) You use : ShockNodeName=Front_Shock ShockTravelAxis=Z-AXIS OR you use : ShockAnimationID= NOT BOTH So if the animation if not correct it doesn't bother using the entry with a "shock mesh" (ShockNodeName) as written in the data.ini file. The animation is just not active. There's not even the ShockAnimationID number.
  15. View File WOE Mirage 4000 BA & BB - Belgian Air Force This aircraft mod represents Dassault's what-if Mirage 4000BA fighter and its trainer BB variant in the Belgian Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 1 skin set for each variant, with decals for BA (18 planes), and for BB (8 planes). This is the SF1 version, tested in WOE. There might be some hidden flaws in SFP1, WOV or WOI. Please report if you find some problem. ------------------------------------------------------------------- The FlightEngine.ini file is extracted from WOE, in order to edit the following part : [NearSceneClip] ... NearClipDistance=0.95 If you're using a SFP1, WOV or WOI install, make sure you can do this edit in the appropriate file. Be aware that it could have an effect on other mods (like "double canopy" issue) then you could adjust the value 0.01 to whatever you want (0.97 ? 1.0 ?) ------------------------------------------------------------------- Install is the regular dropping the contents in their respective places. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french and NATO weapons, either as part of weapon packs or the Mirage 2000 family. Important: The BB variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000BB_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000BB_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000BB_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter Cliff7600 Submitted 05/17/2020 Category Fictional Aircraft, Experimental and UAV's  
  16. Version 1.0.0

    55 downloads

    This aircraft mod represents Dassault's what-if Mirage 4000BA fighter and its trainer BB variant in the Belgian Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 1 skin set for each variant, with decals for BA (18 planes), and for BB (8 planes). This is the SF1 version, tested in WOE. There might be some hidden flaws in SFP1, WOV or WOI. Please report if you find some problem. ------------------------------------------------------------------- The FlightEngine.ini file is extracted from WOE, in order to edit the following part : [NearSceneClip] ... NearClipDistance=0.95 If you're using a SFP1, WOV or WOI install, make sure you can do this edit in the appropriate file. Be aware that it could have an effect on other mods (like "double canopy" issue) then you could adjust the value 0.01 to whatever you want (0.97 ? 1.0 ?) ------------------------------------------------------------------- Install is the regular dropping the contents in their respective places. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french and NATO weapons, either as part of weapon packs or the Mirage 2000 family. Important: The BB variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000BB_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000BB_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000BB_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement.
  17. QRA - Where are those damn Intruders ?! (though 45' is not that quick...)
  18. View File WOE Mirage 4000 A & B - French Air Force This aircraft mod represents Dassault's probable initial Mirage 4000A fighter and its trainer B variant in the French Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 3 skin sets for each variant, 3 squadron specific for A (18 planes), and 3 squadron sets for B (8 planes) and special Tiger Meet skin for a single AC. This is the SF1 version, tested in WOE. There might be some hidden flaws in SFP1, WOV or WOI. Please report if you find some problem. ------------------------------------------------------------------- The FlightEngine.ini file is extracted from WOE, in order to edit the following part : [NearSceneClip] ... NearClipDistance=0.95 If you're using a SFP1, WOV or WOI install, make sure you can do this edit in the appropriate file. Be aware that it could have an effect on other mods (like "double canopy" issue) then you could adjust the value 0.01 to whatever you want (0.97 ? 1.0 ?) ------------------------------------------------------------------- Install is the regular dropping the contents in their respective places. In case you have the prototype variant, the 4 "blue tanks" are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Important: The B variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000B_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000B_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000B_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter Cliff7600 Submitted 03/17/2020 Category Fictional Aircraft, Experimental and UAV's  
  19. Just sharing : When I delete something from a cockpit I like to use the "MovementType=LIGHT" entry [Move1] Type=AIRSPEED_INDICATOR NodeName=Cylinder02 MovementType=LIGHT Set[01].Position=0 Set[01].Value=0.0 Set[02].Position=0 Set[02].Value=1.0 So the mesh removed is not 90 meters away, it's just not displayed.
  20. Svetlin I think the entry you're searching is : [AircraftData] ... OnGroundPitchAngle= though it doesn't make much for the stance on the ground. ------------------------------------- I agree with all you said in your post about the factors that make the plane sits on its wheels. In my opinion there's something more : the shock animations, or the shock travel value / spring factor /damping factor. In the game the stock values for the landing gear is too stiff. But if you lower the spring factor value, it doesn't always lower the plane as well. It might be a combination of all the factors mentioned, but it requires some tests and checking. The first would be the "ShockStroke=" and the "RollingRadius=" using Mue's LOD viewer, it's easy.
  21. Thanks ! You're right "NozzleAnimationID=7" but then the nozzle values must be changed to : [Engine] ... NozzleAnimationID=7 ... IdleNozzle=1.0 ... CruiseNozzle=0.0 ... MilNozzle=0.0 ... MaxNozzle=0.0 ... FullABNozzle=1.0 or something like that It's a nice bird
  22. Ok I found what was wrong. Fuel usage is as Crusader told : - "normal" is half the consumption - "hard" is the consumption as set in the data ini file The point I was missing is the unit used by default is the KG. In the A-7 example "ValueUnit=LB" is indicated but when the ValueUnit entry is missing the game counts by KG per second. All my tests was 2.2 wrong... So for example, the TMF F-14 should have in the cockpit ini file : [FuelFlowIndicator1] Type=FUEL_FLOW_INDICATOR NodeName=gauge5 ItemNumber=1 MovementType=ANIMATION AnimationID=7 Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=3.611 ValueUnit=LB [FuelFlowIndicator2] Type=FUEL_FLOW_INDICATOR NodeName=gauge6 ItemNumber=2 MovementType=ANIMATION AnimationID=8 Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=3.611 ValueUnit=LB and then the counting is right. Thanks again !
  23. Hi I'm asking for your expertise about fuel usage (easy/normal/hard mode) and calibration of the fuel flow gauge in the cockpit. Has anybody ever tried to precisely tune the fuel flow gauge, with success, or with difficulties, or never made it and gave up ? Because I'm really searching the way to do that and I encounter some difficulties I barely understand (what is 1.0 ? for example lol) And then I remembered that the stock terrains are scalled down compared to reality, and now I wonder if the fuel usage set to hard is proportionaly increased, to keep the ratio in max range. On many planes (all of them) I never had the real endurance in time corresponding to the manufacturer values. And now that I count every pound used in a minute to calibrate the damn gauge in pounds per hour, I realise there's no way to have a realistic autonomy (in time). I barely fly 1 hour yet I was supposed to have fuel for almost 2 hours. So I decreased the MachTable values and obtained more endurance but lost the top speed and ceiling. I set the fuel usage to "normal" and the indicated fuel flow figures are way more close to 'reality'. Does that mean that fuel usage set to hard is keeping the range but alter the fuel flow in the process ? Thanks F-108 FastCargo's model : Two YJ-93-GE-3AR
  24. Ok thanks, I'll try it. For the hard setting = fuel consumption as set in the data, I still have a doubt after counting how much fuel was burnt in one minute for a given throttle position. But it could be the data values that are too high, got to check that also.
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