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Cliff7600

+MODDER
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Everything posted by Cliff7600

  1. For the analog counter : [RPMdigits] Type=TACHOMETER CounterNodeFormat=RPM_dig%d MovementType=ANALOG_COUNTER ItemNumber=1 ValueUnit= Scale= "ValueUnit" and "Scale" if necessary For the gauge (I guess the 0 is really at 0°...) [Tachometer] Type=TACHOMETER NodeName=pil_rpm ItemNumber=1 MovementType=ROTATION_Z Set[01].Position=-180.00 Set[01].Value=0.68 Set[02].Position=-90.0 Set[02].Value=0.82 Set[03].Position=5.0 Set[03].Value=1.0 Set[04].Position=75.0 Set[04].Value=1.12 And having a "0 position" : Set[01].Position=??? Set[01].Value=0 is better when the engine is cut off. Hope it helps, hard to say without the gauge LOD and texture.
  2. Then [bottom Pylons] SystemType=PILOT_COCKPIT PilotModelName=JAS39E_Pylon Position=-0.50,-0.70,-0.475 SeatModelName=JAS39E_Pylon SeatPosition=0.50,-0.70,-0.475 should be ok for the 2 pylons
  3. May I suggest that : Keep the entries as they are but remove the "-" from the right pylon x values [bottom Pylon Right] SystemType=PILOT_COCKPIT PilotModelName=Fakepilot Position=0.00,0.00,0.76 SeatModelName=JAS39E_Pylon SeatPosition=0.50,-0.70,-0.475 MinExtentPosition=0.148, 3.467,0.169 MaxExtentPosition=0.148, 4.296,0.624 Or, and it was the point of my question : Use one pilot entry for the 2 pylons [bottom Pylons] SystemType=PILOT_COCKPIT PilotModelName=JAS39E_Pylon Position=-0.50,-0.70,-0.475 SeatModelName=JAS39E_Pylon SeatPosition=0.50,-0.70,-0.475 MinExtentPosition=-0.148, 3.467,0.169 MaxExtentPosition=0.148, 4.296,0.624 It's not better because of the MinMaxExtents but it's another way, without the Fake pilot LOD (that you still need for the IRST ball...) Just my 2 cents ; ) Edit : ...are you sure of your MinMaxExtents?
  4. Are you using the "Fake pilot" method? ...^^ I mean : can you show the entries?
  5. Looks nice as it is. I think it should be even better with the gates added.
  6. P-47M

    I'm not a P-47 expert, but I would say none (other than the 56th FG)
  7. Doing that you're moving the whole cockpit, not the camera.
  8. Each part must have a different name. Instrument[XXX]=Move1 Instrument[XXX]=Move2 Instrument[XXX]=Move3 XXX next number in sequence [Move1] Type=AIRSPEED_INDICATOR NodeName=canopy_glass_front MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-100 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=canopy_glass_sides MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-100 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=canopy_glass_rear MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-100 Set[02].Value=1.0
  9. (I'm talking from the 1st generation side) Optical camera as bomb sight and bomb run using the radar, I've done that on my own. The thing is you have to respect 3 parameters : speed, altitude and distance. The radar bomb sight cannot be done because the variation of altitude would change the location of the aiming cross on the scope. The optical camera can be done but only for 1 speed and 1 altitude (you have to find out the angle to the ground, and the position of the camera, it's better) It's possible to create several and load one of them in the loadout menu, as weapons. Nevertheless try this : With 500lbs bombs (not retarded) 1000 ft above ground level (if the ground is at 500 ft it means 1500 ft indicated) 450 kt (indicated air speed) Release at 1 nautical mile (game HUD) Don't be mistaken by waypoint distance, it's another thing. 10 000 ft AGL 350 kt IAS (417 true air speed) Release at 3.3 NM 20 000 ft AGL Mach 0.75 Release at 5.5 NM You'll keep the course straight to the target with looking at the red square, or by the radar image of your scope : ) Test that and adjust the speed as needed (for 750lbs or 250lbs bombs, maybe +/- 5 knots) And you can find other parameters if you want another altitude or another speed. I can tell it works with Canberra (but with an improved FM) and F-111s. Hope it helps! Note : it's important to know the altitude of the ground where the target is. Like in real life, you cannot make a good bomb run if you don't have this data. Recce first xD
  10. When it's war time, things go faster for military industry ; )
  11. (I agree, if the 3D model has some issues it's hard to improve the behaviour with data edits only.) Then, check the spring and damping factor. Two examples : SpringFactor=1.2 DampingFactor=1.5 or SpringFactor=6.0 DampingFactor=2.0 That makes a difference. I like smooth landing gears ; )
  12. Try that : in the A-10A_cockpit.ini file [Fuel1] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=needle_fuel01 MovementType=ROTATION_Y ValueUnit=LB Set[01].Position=-170.0 Set[01].Value=0.0 Set[02].Position=-10.0 Set[02].Value=12000.0 [Fuel2] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=needle_fuel02 MovementType=ROTATION_Y ValueUnit=LB Set[01].Position=170.0 Set[01].Value=0.0 Set[02].Position=10.0 Set[02].Value=12000.0 2+2=8 you don't know? (or 2+2=2)
  13. Just a thought : The soviet PTB 1150 drop tank (?) Edit: It's more the PTB 2000 drop tank for the shape, but the wings are wider.
  14. F-111B

    Bonjour J'ouvre un sujet sur le F-111B, juste histoire de faire un peu d'animation ; ) J'ai lu les articles dans le Fana de l'aviation et ça m'a donné envie d'essayer celui dispo pour SF/WOx. http://combatace.com/files/file/8187-f-111b-version-20/ (Bon, autant le dire de suite, comme il est là il ne peut pas apponter...) Et donc j'ai changé plein de trucs dessus : ) et me voilà à lancer des bombes à travers les nuages pour tirer un camion lol Je le trouve plus esthétique avec son nez court que ceux qui ont réellement été mis en service.
  15. @ SupGen : you're welcome! You remember the Veltro2K's F-102 rudder fix? It's been quite a while ; )
  16. For the A-26C Invader with the A-26C_Pit by Kesselbrut Patch 08, of course (should work in SF2) Just fun to test Mind your head! In the cockpit.ini file : [bombsight] Type=EXTERNAL_ANIMATION_LINK MovementType=ANIMATION AnimationID=1 AnimationTime=1.0 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1 Set[02].Value=1 ItemNumber=6 It doesn't fit if you toss your bombs, aiming with the gunsight or with the nose of the plane. Otherwise, you won't forget anymore to open the damn bay lol (and you can delete the arrestor hook entry in the data.ini file) As a back up, the original entry is [bombsight] Type=ARRESTING_HOOK_INDICATOR MovementType=ANIMATION AnimationID=1 AnimationTime=1.0 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1 Set[02].Value=1
  17. It could be the lamp cover... (?)
  18. No I don't think it'll work at patch 06 About the meshes hierarchy, I can't tell It's just several tests that went to theory.
  19. http://pointecole.free.fr/polices.html It's not what you asked, but I guess it's pretty close. (I think you should have to delete the bar on the 7)
  20. F-111B

    C'est clair. J'ai cru comprendre qu'ils avaient du mal à s'entendre entre eux, alors de là à développer un projet commun... Les AIM-9 Sidewinder sont un autre exemple, même quand l'USAF les a adopté c'étaient apparemment chacun sa version. Et l'air force est restée dans un premier temps avec l'AIM-4 avant de changer, c'était pas forcément une satisfaction de se rabattre sur le missile des marins. Il ne m'a pas semblé qu'entre l'armée de l'air et l'aéronavale il y ait eu des problèmes pour faire le Rafale
  21. Mirage 4000

    J'ai changé le premier "post" avec les bonnes entrées. Oui je veux bien essayer le Mirage 4000 : ) Une version de 1ère génération (WOE)?
  22. Mirage 4000

    Salut Daniel : ) J'ai modifié avec les bonnes entrées pour le fichier loadout [AirToAir] Loadout[01].WeaponType=R-552_2 Loadout[01].Quantity=1 Loadout[02].WeaponType=R-552_2 Loadout[02].Quantity=1 Loadout[03].WeaponType=R-552_2 Loadout[03].Quantity=1 Loadout[04].WeaponType=R-552_2 Loadout[04].Quantity=1 Loadout[05].WeaponType=R-530F Loadout[05].Quantity=1 Loadout[06].WeaponType=R-530F Loadout[06].Quantity=1 Loadout[08].WeaponType=R-530F Loadout[08].Quantity=1 Loadout[09].WeaponType=R-530F Loadout[09].Quantity=1 Loadout[10].WeaponType=R-552_2 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-552_2 Loadout[11].Quantity=1 Loadout[14].WeaponType=TankM4K_2000 Loadout[14].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=R-552_2 Loadout[01].Quantity=1 Loadout[02].WeaponType=R-552_2 Loadout[02].Quantity=1 Loadout[05].WeaponType=R-530F Loadout[05].Quantity=1 Loadout[06].WeaponType=R-530F Loadout[06].Quantity=1 Loadout[08].WeaponType=R-530F Loadout[08].Quantity=1 Loadout[09].WeaponType=R-530F Loadout[09].Quantity=1 Loadout[10].WeaponType=R-552_2 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-552_2 Loadout[11].Quantity=1 Loadout[12].WeaponType=TankM4K_1200 Loadout[12].Quantity=1 Loadout[13].WeaponType=TankM4K_1200 Loadout[13].Quantity=1 Loadout[14].WeaponType=TankM4K_2000 Loadout[14].Quantity=1 [Attack] Loadout[01].WeaponType=Barrax Loadout[01].Quantity=1 Loadout[02].WeaponType=Phimat Loadout[02].Quantity=1 Loadout[03].WeaponType=Matra-155 Loadout[03].Quantity=1 Loadout[04].WeaponType=Matra-155 Loadout[04].Quantity=1 Loadout[05].WeaponType=BLG66B Loadout[05].Quantity=1 Loadout[06].WeaponType=BLG66B Loadout[06].Quantity=1 Loadout[08].WeaponType=BLG66B Loadout[08].Quantity=1 Loadout[09].WeaponType=BLG66B Loadout[09].Quantity=1 Loadout[10].WeaponType=R-552_2 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-552_2 Loadout[11].Quantity=1 Loadout[14].WeaponType=TankM4K_2000 Loadout[14].Quantity=1 Loadout[01].WeaponType=Barrax Loadout[01].Quantity=1 Loadout[02].WeaponType=Phimat Loadout[02].Quantity=1 Loadout[05].WeaponType=SAMP400R Loadout[05].Quantity=1 Loadout[06].WeaponType=SAMP400R Loadout[06].Quantity=1 Loadout[07].WeaponType=SAMP400R Loadout[07].RackType=2BR Loadout[07].Quantity=2 Loadout[08].WeaponType=SAMP400R Loadout[08].Quantity=1 Loadout[09].WeaponType=SAMP400R Loadout[09].Quantity=1 Loadout[10].WeaponType=R-552_2 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-552_2 Loadout[11].Quantity=1 Loadout[12].WeaponType=TankM4K_1200 Loadout[12].Quantity=1 Loadout[13].WeaponType=TankM4K_1200 Loadout[13].Quantity=1 [sEAD] Loadout[01].WeaponType=Barrax Loadout[01].Quantity=1 Loadout[02].WeaponType=Phimat Loadout[02].Quantity=1 Loadout[03].WeaponType=MARTEL Loadout[03].Quantity=1 Loadout[04].WeaponType=MARTEL Loadout[04].Quantity=1 Loadout[05].WeaponType=BLG66B Loadout[05].Quantity=1 Loadout[06].WeaponType=BLG66B Loadout[06].Quantity=1 Loadout[08].WeaponType=BLG66B Loadout[08].Quantity=1 Loadout[09].WeaponType=BLG66B Loadout[09].Quantity=1 Loadout[10].WeaponType=R-552_2 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-552_2 Loadout[11].Quantity=1 Loadout[14].WeaponType=TankM4K_2000 Loadout[14].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Barrax Loadout[01].Quantity=1 Loadout[02].WeaponType=Phimat Loadout[02].Quantity=1 Loadout[07].WeaponType=AM39 Loadout[07].Quantity=1 Loadout[08].WeaponType=R-530F Loadout[08].Quantity=1 Loadout[09].WeaponType=R-530F Loadout[09].Quantity=1 Loadout[10].WeaponType=R-552_2 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-552_2 Loadout[11].Quantity=1 Loadout[12].WeaponType=TankM4K_1200 Loadout[12].Quantity=1 Loadout[13].WeaponType=TankM4K_1200 Loadout[13].Quantity=1
  23. F-111B

    J'ai mis un phare d'atterrissage et des petites lumières de couleurs sur la jambe du train avant (vert jaune rouge). Mais cette image est bien mieux lol
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