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Cliff7600

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Everything posted by Cliff7600

  1. then, still as a test, make the VF-114 decals show on the F-14A_77 model and the VF-143 decals show on the F-14A model. It may reveal if the issue is the decals setting or the 3D model. It depends if you count the different decals used or if you count the entries that applies on the same mesh. I count 8 entries for the "Fuselage_Front" mesh.
  2. To test what's happening : You could replace the decals 029 and 030 entries (USNFighterNum) by the decals 034 and 035 (renaming them 029 and 030) and see if the stripes show in game. If yes, there's too many decals for the same "Fuselage_Front" mesh / If no, it's another issue. Your modded decals "F14ASQSTRIPE" has a number in its name ? to match with the VF-143 squadron entries in the squadronlist.ini. I really think it should have a number (like "Insignia025" tga is for Japan as a nation) to be selected by the squadron settings as VF-143. Just ideas...
  3. I don't want to answer for Amariani, but if the names of the home made decals are the same as the stock ones and if they're placed in the decals folder it will work. I did it for insignia and finflash decals. Another thing is the decals are showing in the LOD viewer, it's the start of the thread. The LOD viewer finds them and places them, but not the game (as far as I understood the issue).
  4. Trying to improve the look... ...because currently I'm unable to shot down WW2 german fighters (parani FW-190D) using WW2 german rockets (post-war R4M to replace the Mighty Mice).
  5. Hello I would set "DecalLevel=0" Otherwise it has to refer to the squadron list and the decal name (F14ASQFuselage) have to match the number of the squadron (there must be a F14AASQFuselagexxx decal for the VF-143 squadron with the xxx number in the squadron.ini list (IIR) Also the "FilenameFormat=" line must indicate where the decal is. As it is the decal is in the decals folder or it's a stock decal. If it's a new decal it has to be in a folder like "F-14A/VF143/stripes" or something like that (I guess you already know)
  6. 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.
  7. [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.
  8. 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
  9. 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
  10. It's not a fix, it's not working either, but this might be slightly better : F-35B_Data test.7z
  11. (about the crash of my computer) You're probably right on this point.
  12. I searched just for fun and I found this : VA-75 / CVW-3 / CV-60 (?)
  13. 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"
  14. 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.
  15. 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" )
  16. Try this jpg : F-4E_4 jpg LC_edited.7z
  17. 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
  18. 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
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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
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