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Cliff7600

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Everything posted by Cliff7600

  1. Not in this precise case, turning the TMF Nesher into a TMF Mirage5F. The starting issue is to remove the tacan mesh form the top of the fuselage.
  2. [Hide1] ParentComponentName=Nose ModelNodeName=Objet03 DestroyedNodeName=Objet03 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 is the usual way to delete a mesh by ini. So "ModelNodeName=" entry should be the same as "DestroyedNodeName=" and is the mesh you want to remove. The "ParentComponentName=" is a component as you said but in this case the components Nose and VertTail have the same name as their main mesh.
  3. After checking, the entries need the "ShowFromCockpit=TRUE" Component[008]=Hide1 Component[009]=Hide2 Component[010]=Hide3 [Hide1] ParentComponentName=Nose ModelNodeName=Objet03 DestroyedNodeName=Objet03 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 [Hide2] ParentComponentName=Nose ModelNodeName=Nose DestroyedNodeName=tacan ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 [Hide3] ParentComponentName=VertTail ModelNodeName=VertTail DestroyedNodeName=tacan ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0
  4. The reason the tacan mesh is not removed by the component trick is there's another mesh named tacan on the vertical tail. The "Hide2" component removes the tacan of the tail. I tried to add a third component [Hide3] ParentComponentName=VertTail ModelNodeName=tacan DestroyedNodeName=tacan DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE but it didn't solve the issue. Once the tacan mesh of the tail is removed, the other tacan mesh of the fuselage stays ( ---> see the fix below) Add "MassFraction=0.0" to all removing / hiding / showing components. ------------------------------------------------------------------------------------------------------------------------------------- Edit : Jimbib beat me to the line xD Try this : //antenna removals// Component[008]=Hide1 Component[009]=Hide2 [Hide1] ParentComponentName=Nose ModelNodeName=Objet03 DestroyedNodeName=Objet03 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 [Hide2] ParentComponentName=Nose ModelNodeName=Nose DestroyedNodeName=tacan DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 --------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- If you want to remove both tacan meshes : //antenna removals// Component[008]=Hide1 Component[009]=Hide2 Component[010]=Hide3 [Hide1] ParentComponentName=Nose ModelNodeName=Objet03 DestroyedNodeName=Objet03 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 [Hide2] ParentComponentName=Nose ModelNodeName=Nose DestroyedNodeName=tacan DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0 [Hide3] ParentComponentName=VertTail ModelNodeName=VertTail DestroyedNodeName=tacan DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE MassFraction=0.0
  5. It's not a fix, it's not working either, but this might be slightly better : F-35B_Data test.7z
  6. (about the crash of my computer) You're probably right on this point.
  7. I searched just for fun and I found this : VA-75 / CVW-3 / CV-60 (?)
  8. I agree these topics are very intersting and worth to be study. Nonetheless they're not 100% reliable (speed values in data.ini files are in meters per second and not km/h as example) and need to be tested further before being used as a guide. I experienced bad computer crash while testing the drag rudder fix. --> possibly not related to the "drag rudder fix"
  9. Yes the P-40 doesn't have an easy handling when taxying on the ground. What I do is flap=0, full pitch up with the stabilisators, and try to turn with throttle=0 It means that I give some speed only in straight line. It's roughly the same with our Spitfires.
  10. It is a "fake pilot trick" issue Otherwise it would be a very tall pilot model, with very long legs. And the SF2 default pilot is normally proportioned Check in the "[...]_data.ini" file a "fakepilot" entry and you will see what item is missing in the pilots folder (mod folder -> "Objects" / "Pilots" )
  11. Try this jpg : F-4E_4 jpg LC_edited.7z
  12. Congrats on your contribution for the betterment of humanity It was Logan4 And the original model is from TurboSquid Me, I was just "can you make that ? can you make this ?" or "Oh really, the cannons fairing is not the same ?!" xD
  13. According to Wikipedia (France) it's a Mirage F1 nose : "The last flying Vautour was a former aircraft of the French test unit CEV. It flew with the civilian registration F-AZHP. It appears to have the nose of Mirage F1 for test of radar" https://fr.wikipedia.org/wiki/SNCASO_SO-4050_Vautour
  14. It's a standard 'speed indicator - Mach meter' gauge. Here's how it's done. This is from the F-4E cockpit made by Ravenclaw The Mach meter part is gratued up to Mach 2.4 --- And this is the speed indicator from the F-14 TMF cockpit : There's only one part to indicate the Indicated Air Speed. The Mach meter part is missing. It can be fixed only by reworking the original 3D source file of the F-14 TMF cockpit. As it is an old cockpit (2010) it's probably impossible for various reasons.
  15. On my end I edited the ini files and the textures to have it look a bit like the actual thing. For the fuel tank indicator there's no difference between" Left & Back" and "Right and Front", it's the same value. On the real aircraft in depends on fuel management. There's no internal / external tank values anymore. But as I edited too the tapes gauges (RPM / TIT / FF) I can do some fuel consumption calculation. On the screenshot : 5k indicated on both fuel flow and fuel tank gauges is 1 hour left (2 x 5000 = 10000 lbs). All is texture and ini file edits. For the Machmeter there's nothing to do because it's a 3D model issue. The Machmeter indicator is not made. And when it's there it has to be linked in the hierarchy to the speed indicator to work. I just added it to the aircraft HUD, by copying the lines from the later version.
  16. Same here. All the MiG-Ye8s are now hungarian, czech or east german for the original skins. For the MiG-Ye8bis : [RightStabilizer] SystemType=CONTROL_SURFACE InputName=PITCH_CONTROL SecondaryInputName=ROLL_CONTROL SecondaryInputFactor=-0.24 change SecondaryInputFactor to "-0.24" for the right side. The left side stabilizer keeps the "0.24" value.
  17. I've just witnessed, for the first time ever, a wingman doing successfully a go-around pattern. Number 4 pulled off before touch down to avoid number 3 and I (we clipped each other wing), made a successful downwind leg to WP 10 and turned to a correct final approach.
  18. Nice one ! To improve the tail wheels I did this : [Fuselage] ... SystemName[015]=RearGear // Landing Gears -------------------------- [RearGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.10 HideGearNode=TRUE ModelNodeName=RearGearStrut ShockAnimationID=5 ShockStroke=0.1 SpringFactor=2.0 DampingFactor=0.3 WheelNodeName=RearTyre RotationAxis=Z-Axis ReverseWheelRotation=TRUE RollingRadius=0.11 CastoringWheel=FALSE HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=3.0 NoContactOnGround=TRUE
  19. Sukhois

    Ze quest Eight years ago, my teammates told me : "You'll be able to shoot down a MiG-21". Since then I have devoted myself body and soul to this perilous task and I have volunteered for absolutely any mission that would lead me to encounter and defeat my designated adversary. In defiance of danger, I have faced and took out the worst fighters to be found in the skies in merciless and cruel dogfights. I was able to constantly progress to harden myself and finally reach the level of requirements to face the MiG-21, the final boss who once defeated will put an end to this sacred quest and I'll never give up my eff... oh damn! That's ok, I can fix this. Just give me two weeks. (jk)
  20. I was testing. This time I was ok, flying as low as possible and trying to save fuel while heading straight to friendly shore. We got chased by a pair of F-103s and two flights of F-86s. As I got even lower above the sea, my wingman gained few hundreds meters and that's when the F-86s got his tail. The leader emptied his rockets tray ...without really checking who he was shooting at (they said : two bandits heading east, low) The F-103s chased us until we reached home base. And while I was trying to get them out of the landing pattern, my wingman totally missed his approach. I had to send him to WP9 and he landed well after me. But before the F-103s. That's science : you don't get what you expect. I like so much this kind of aircrafts : F-86D, F-101B, F-106A, CF-100, F-103... When they're airborne you know something crazy is about to happen. Just follow them and they will often give you spectacular screenshots. The F-86D is edited, it uses the same Mk4 Mighty Mouse rockets as the Canuck FAW.4
  21. The camera has its angle. You choose it in the loadout menu. z
  22. You have something like that in this mod : Cameras loaded in the loadout menu, visible from a fake radar screen using the game HUD display. ------------------------------------------------------------------------------------- I know there's a WIP about having the cameras as secondary guns. ------------------------------------------------------------------------------------- It would be a first.
  23. It's because you hit the air conditioning system -> comms building destroyed
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