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Cliff7600

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Everything posted by Cliff7600

  1. Battles in the parani sky A F-108 shot down my wingman Two F-101s crossed our border (or maybe it's us). Both wingmen kill each other I quickly maneuvered the leader and it's a gun kill No we don't have F-14s, just like Dhimari don't have AIR-2 nuclear rockets A lonely MiG-23 on patrol
  2. Not a 3D guy myself, but the ini entries are correct. So I would say it's a pivot point issue in the 3D model. Check the pylons first.
  3. Dohari Su-21s arriving at P12 for the annual Horreya airshow Seriously, is there any way to stop these guys from doing this ?!
  4. Thanks @Coupi Great addition to the F-106 as well !
  5. SystemType=CONTROL_SURFACE InputName=PITCH_CONTROL ... MaxControlSpeed= <--- the speed at which the controls are blocked, in meters per second LockOutSpeed=TRUE If there is the "LockOutSpeed=TRUE" entry the MaxControlSpeed is the speed at which the control won't move anymore until the aircraft has slowed down. ------------------------------------------------------------------------ If there's not the "LockOutSpeed=TRUE" entry the MaxControlSpeed is the speed at which the control surface has the maximum effect (before the MachTable values apply). It's the setting for almost all the flight models.
  6. I have been messing with the F-106 model by Pasko since forever. Yet I only found out yesterday that the canopy could be opened also in the cockpit view. In the data.ini : [Nose] ... SystemName[004]=Canopy [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=9 MaxDeploySpeed=15 ------------------------------------------------------------------------------------------------------------------------------- In the cockpit.ini file : Instrument[054]=Canopy1 Instrument[055]=Canopy2 [Canopy1] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyFrame MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=50.0 Set[02].Value=1.0 ItemNumber=9 [Canopy2] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyFrame MovementType=POSITION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 ItemNumber=9
  7. Hi guys : ) Read this http://combatace.com...opy-operations/ I found something about the canopy opening. We are here with 08 patch installs. Nothing new, but nothing that I see in the mods... 1) the canopy MUST be animated Let's take an exemple with the RavenClaw 007 RF-4E_GAF in the data.ini file : [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=3 The canopy will be animated by the 3D model animation n°3 and the key is n°10 2) in this case, the cockpit has an animated canopy too in the cockpit.ini file : [Canopy_Unlocked] Type=EXTERNAL_ANIMATION_LINK NodeName=Canopy_Light MovementType=Light AnimationID=2 ItemNumber=3 The canopy mesh of the cockpit will be animated by the cockpit model animation n°2 and the link is for the animation n°3 of the model. Ok, what I found? 2)bis, as long as there's a specific mesh for the canopy, you can link it to the 3D model animated canopy. The exemple is now the old T-33A by Pasko in the data.ini file : [Canopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=55.0 Setting[1].DeployValue=1.5 Setting[1].RetractValue=4.0 MaxDeflection=55.0 MinDeflection=0.0 ControlRate=0.2 AnimationID=7 ModelNodeName=CanopyFrame will be change to : [Canopy] SystemType=ANIMATION DeploymentMethod=MANUAL InputName=ANIMATION_10 AnimationTime=5.0 AnimationID=7 in the cockpit.ini : [CanopyAnim1] Type=AIRSPEED_INDICATOR NodeName=Canopyopener MovementType=ROTATION_Z ValueUnit=KNOTS Set[01].Position=-80.0 Set[01].Value=10.0 Set[02].Position=0.0 Set[02].Value=15.0 [CanopyAnim2] Type=AIRSPEED_INDICATOR NodeName=CanopyFrame MovementType=POSITION_Y ValueUnit=KNOTS Set[01].Position=-1.0 Set[01].Value=3 Set[02].Position=-0.2 Set[02].Value=7 Set[03].Position=0.0 Set[03].Value=13 : / the canopy slides aft because it's an F-80 pit !? So it will become something like this : [CanopyAnim1] Type=EXTERNAL_ANIMATION_LINK NodeName=Canopyopener MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=0.95 Set[02].Value=0.0 Set[03].Position=-80.0 Set[03].Value=1.0 ItemNumber=7 [CanopyAnim2] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyFrame MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=20.0 Set[02].Value=1.0 ItemNumber=7 [CanopyAnim3] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyFrame MovementType=POSITION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 ItemNumber=7 And add to the Cockpit.ini file : Instrument[XXX]=CanopyAnim3 XXX is the next number in sequence Nice : ) Ok it's not perfect, but I like it. Another exemple, more simple because the canopy actualy slides, Cocas' GladiatorMk2 : Data.ini [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=3.0 AnimationID=3 Cockpit.ini [CanopyOpen] Type=EXTERNAL_ANIMATION_LINK NodeName=Canopy MovementType=Position_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.65 Set[02].Value=1.0 ItemNumber=3 Let's save you some time The A6M2-N Rufe Data.ini [Canopy] SystemType=ANIMATION DeploymentMethod=MANUAL InputName=ANIMATION_10 AnimationTime=5.0 AnimationID=4 Cockpit.ini [Canopy] Type=EXTERNAL_ANIMATION_LINK NodeName=MAIN_CANOPY MovementType=POSITION_Y Set[01].Position=0 Set[01].Value=0.0 Set[02].Position=-1.4 Set[02].Value=1.0 ItemNumber=4 The MiG-21MF Data.ini [Canopy] SystemType=ANIMATION DeploymentMethod=MANUAL InputName=ANIMATION_10 AnimationTime=6.0 AnimationID=4 Cockpit.ini [Canopy_Abre01] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyMarco MovementType=ROTATION_X Set[01].Position=0 Set[01].Value=0 Set[02].Position=-90 Set[02].Value=1 ItemNumber=4 [Canopy_Abre02] Type=EXTERNAL_ANIMATION_LINK NodeName=Gancho MovementType=ROTATION_Y Set[01].Position=0 Set[01].Value=0 Set[02].Position=105 Set[02].Value=1 ItemNumber=4 [Canopy_Abre03] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopySellar MovementType=ROTATION_Z Set[01].Position=-30 Set[01].Value=0 Set[02].Position=20 Set[02].Value=1 ItemNumber=4 [Canopy_Abre04] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyMarcoPadre MovementType=ROTATION_Y Set[01].Position=0 Set[01].Value=0 Set[02].Position=3 Set[02].Value=1 ItemNumber=4 The new A-26 from SF2, but with the old Kesselbrut pit (for SF2 of course) Data.ini [Canopy] SystemType=ANIMATION DeploymentMethod=MANUAL InputName=ANIMATION_10 AnimationTime=4.0 AnimationID=10 Cockpit.ini [CanopyAnim1] Type=EXTERNAL_ANIMATION_LINK NodeName=PilotCanopydoor MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=15 Set[02].Value=1.0 ItemNumber=10 [PDHAnim] Type=EXTERNAL_ANIMATION_LINK NodeName=PilotDoorHold MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=36 Set[02].Value=1.0 ItemNumber=10 [CanopyAnim2] Type=EXTERNAL_ANIMATION_LINK NodeName=CoPilotCanopydoor MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-15 Set[02].Value=1.0 ItemNumber=10 [CanopyAnim22] Type=EXTERNAL_ANIMATION_LINK NodeName=CoPilotCanopydoor MovementType=POSITION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=0.18 Set[02].Value=1.0 ItemNumber=10 [CoPDHAnim] Type=EXTERNAL_ANIMATION_LINK NodeName=CoPilotDoorHold MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=36 Set[02].Value=1.0 ItemNumber=10 And add to the Cockpit.ini file : Instrument[XXX]=CanopyAnim1 Instrument[XXX]=PDHAnim Instrument[XXX]=CanopyAnim2 Instrument[XXX]=CanopyAnim22 Instrument[XXX]=CoPDHAnim XXX is the next number in sequence Not perfect, but still fun The T-37 and A-37 (from the other site) Data.ini [Canopy] SystemType=ANIMATION DeploymentMethod=MANUAL InputName=ANIMATION_10 AnimationTime=5.0 AnimationID=5 Cockpit.ini [CanopyAnim1] Type=EXTERNAL_ANIMATION_LINK NodeName=Canopy_Frame MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=80.0 Set[02].Value=1.0 ItemNumber=5 [CanopyLockWarningLight] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyLight MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=1 ItemNumber=5 There's a light when the canopy is open lol So please 3D modders, animate the canopy of your 3D model, and create a specific canopy mesh in the cockpit (animation not needed) Thanks for reading : )
  8. Dohari aircrafts at Parani airfields ...but, is that a mark of disrespect ? MiG-15F F-6C MiG-23MF And a half-red Parani F-2
  9. Not relevant for a road map, but definitely not made yet. I mean, it's more "don't do that" but if you do then call me for the data.ini files. X-15 just for the fun of high speed / high altitude / gliding back to airfiled (-> the NF-104 and F-103 ThunderWarrior can already do it) F2Y Sea Dart and any seaboat SE 5000/5003 Baroudeur ---------------------------------------------------------------------------------------------------------------------------------------------------------------- And on a more realistic note (operational aircraft with actual landing gear) F-94C Starfire ( -> the CF-100 Canuck and the F-86D Sabre can already provide the challenge of an only-A2A-rockets armed fighter) But anyway X-15 and F-94C are beautiful aircrafts ! ---------------------------------------------------------------------------------------------------------------------------------------------------------------- For the WW2 aircrafts Ju-188 and Do-217K/M with a cockpit, for the glass nose view.
  10. This is how it's supposed to be. Then it might be on the decals.ini or texture.ini file in the skin folder ? The nation should be in the texture.ini and there's more potential issues in the decals.ini file. But if it works for Dhimar there's no reason. Check also if you have the nation showing up in the roll out menu in game.
  11. IIRC Dohar is not TW's idea. It's from @whiteknight06604 . He made a MiG-19 skin in the SPF1 download section. Tell me if I'm wrong. I redone the decals for my own use : (Edit : I reload them because the Insignia decal was bleeding, sorry for that) Dohar Decals replicas.7z But you have to create the Dohar air force in the Nation.ini file. In my install it's "Insignia218" and "FinFlash218" but it depends on your nation.ini file content (the number of the nation). Sharnak is a British protectorate so the RAF and RN should rule their sky lol If you create a Sharnak air force, please share it ! (and in my install Mercenary is an ally and flies for Dhimar)
  12. Hawker Hunter FG Mk.61 - Dhimari Air Force

    In the data.ini file there's : ---------------------------------- [Engine] [Engine] SystemType=JET_ENGINE ... ---------------------------------- Delete the entry " [Engine] followed by return ", and let the " [Engine] followed by the engine entries ".
  13. It's better not to ask Sometime, things are not what they seem. More often than you think. The control tower has nothing, invisible scratches on the paint, no-one will notice. I could definitely explain. It's classified you know. You moved it since the last time I went, don't you ? Metal junk value has skyrocketed lately, we'll sure have a good deal. I'll pay for the cleaning. Send me the bill. Frankly, I don't remember. Shock absorbers tuning
  14. Exported MiG-Ye8s showing off their pointy nose, colourful wheels and camouflage The parani case...
  15. The F-16 protecting the Kingdom of Dhimar Some old F-16B for training, used but in perfect condition Brand new F-16EXL block 62 In flight The shape of this aircraft is very specific View from above Another angle from under, slightly blinded by the bright sun of Dhimar
  16. Hello To me it seems an easy fix, but I just can't find the "Stock TK Maxx Hawker Hunter F6" so I can't reproduce the issue and solve it. MaxRPM is 1.0 Sometime you have a value over 1.0 but it's FullABRPM=, meaning the use of the afterburner increase the RPM. So if the max RPM is 3450 it's MaxRPM=1.00, or max RPM 8500 it's MaxRPM=1.00, or max RPM 10000 it's MaxRPM=1.00. It's the basis setting. The difference will be in the cockpit file. If you use the stock Hunter cockpit, the RPM gauge is set to max at 8000 RPM. To have 8500 as max RPM it should be edited in the cockpit ini file. The jump from 6500 to 8000 is because you changed the RPM value but not the Throttle values. What I would do is : use the original TW values for the engine part in the data.ini file, to avoid the RPM jump (Extract? and) edit the RPM gauge to set it to 8500 as the max value If not enough, rewrite the engine part with the values you want but every value should be checked (idle / cruise / military / max / FullAB when needed - Throttle / RPM /Nozzle)
  17. According to my memory and the SF1 download section, I would say it's FastCargo. In fact, Paco and Wpnssgt are credited for the original model.
  18. View File Spitfire Mk1 & Mk2 (2021) --------------- Spitfire for CombatAce --------------- SF2 version 2021 TurboSquid : original 3D model Snapper21 : source file donated to CA Wrench : project development origin and inis Starfighter2 : original Spitfire Mk9 cockpit Logan4 : additionnal 3D parts and model editing to import into TW sims, textures editing, decals and inis. Cliff7600 : textures editing, decals and inis, cockpit editing. Thirdwire : textures and inis. These are the models made for CombatAce from the original TurboSquid 3D source file. It is made to be downloaded for free at CombatAce site only, and not to be used in any other way. The models have been designed for a SF2 / ThirdWire use and nothing else. Not to be merged with other files sharing the same original 3D model. - Spitfire Mk1 (early) - Spitfire Mk1a - Spitfire Mk1b - Spitfire Mk2a - Spitfire Mk2a Long Range - Spitfire Mk2b Submitter Cliff7600 Submitted 12/05/2021 Category Spitfire  
  19. Alternative sound file by AvHistory and suggested by Wrench can be found here : Alternative cockpit by Stary and suggested by Coupi can be found here : But I recommend to use the cockpit already in the pack because it has been navalized : tail hook light and speed indicator in knots. Seafire Mk3 versions have the compass set to work with the waypoints.
  20. View File Seafire Mk3 (2021) --------------- Seafire for CombatAce --------------- SF2 version 2021 TurboSquid : original 3D model Snapper21 : source file donated to CA Wrench : project development origin and inis Starfighter2 : original Spitfire Mk9 cockpit Ravenclaw_007 : rocket ini Logan4 : additionnal 3D parts and model editing to import into TW sims, textures editing, decals and inis. New rockets 3D models and new weapons system ini. Cliff7600 : textures editing, decals and inis, cockpit editing. Thirdwire : textures and inis. These are the models made for CombatAce from the original TurboSquid 3D source file. It is made to be downloaded for free at CombatAce site only, and not to be used in any other way. The models have been designed for a SF2 / ThirdWire use and nothing else. Not to be merged with other files sharing the same original 3D model. - Seafire Mk3 - Seafire L Mk3 w PTO skins - Seafire Mk3 hybrid (Air Spotting Wing) - Seafire Mk3 Irish Air Corp - Seafire Mk3 French Navy Submitter Cliff7600 Submitted 12/19/2021 Category Spitfire  
  21. Seafire Mk3 (2021)

    Version 1.0.0

    172 downloads

    --------------- Seafire for CombatAce --------------- SF2 version 2021 TurboSquid : original 3D model Snapper21 : source file donated to CA Wrench : project development origin and inis Starfighter2 : original Spitfire Mk9 cockpit Ravenclaw_007 : rocket ini Logan4 : additionnal 3D parts and model editing to import into TW sims, textures editing, decals and inis. New rockets 3D models and new weapons system ini. Cliff7600 : textures editing, decals and inis, cockpit editing. Thirdwire : textures and inis. These are the models made for CombatAce from the original TurboSquid 3D source file. It is made to be downloaded for free at CombatAce site only, and not to be used in any other way. The models have been designed for a SF2 / ThirdWire use and nothing else. Not to be merged with other files sharing the same original 3D model. - Seafire Mk3 - Seafire L Mk3 w PTO skins - Seafire Mk3 hybrid (Air Spotting Wing) - Seafire Mk3 Irish Air Corp - Seafire Mk3 French Navy
  22. When working on flight models keep in mind that the plane should be clean, no ordnance loaded at all. If you run the hard mode flight model an ECM pod under a wing will make the plane bank and turn. It can be anything like a laser designator, etc...
  23. View File Seafire Mk1b & Mk2c (2021) --------------- Seafire for CombatAce --------------- SF2 version 2021 TurboSquid : original 3D model Snapper21 : source file donated to CA Wrench : project development origin and inis Starfighter2 : original Spitfire Mk9 cockpit Logan4 : additionnal 3D parts and model editing to import into TW sims, textures editing, decals and inis. Cliff7600 : textures editing, decals and inis, cockpit editing. Thirdwire : textures and inis. These are the models made for CombatAce from the original TurboSquid 3D source file. It is made to be downloaded for free at CombatAce site only, and not to be used in any other way. The models have been designed for a SF2 / ThirdWire use and nothing else. Not to be merged with other files sharing the same original 3D model. - Seafire Mk1b - Seafire Mk1b w Vokes filter - Seafire Mk2c - Seafire Mk2c w Vokes filter - Seafire LF Mk2c Submitter Cliff7600 Submitted 12/13/2021 Category Spitfire  
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