Jump to content

Cliff7600

+MODDER
  • Content count

    1,162
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Cliff7600


  1. On 31/01/2021 at 2:48 PM, alexis99 said:

     you're below 150 Kts, and by then you're sinking fast, so no good for landings.

    Just a thought from my own test flights : the quantity of fuel left in the tanks.

    If you want to check if the plane is set up the right way, don't attempt to land with full tanks because the real plane is not supposed to react the same way compared to a minimal fuel quantity.
    Check the real Max Landing Weight value, if available, or do the landing approach around 30% of the fuel or less (not too less though xD)

    Just a thought, maybe it was what you were doing already :wink:


  2. 56 minutes ago, GKABS said:

    I will download and try to study it

    In the MQ-10A-COCKPIT.ini file :

    [HCourseMarker]
    Type=BEARING_MARKER
    NodeName=HDI_ARROW
    MovementType=ROTATION_Y
    ValueUnit=DEG
    Set[01].Position=-180.0
    Set[01].Value=0.0
    Set[02].Position=180.0
    Set[02].Value=360.0

    [HBearingArrow]
    Type=COURSE_ARROW
    NodeName=HDI_MARKER
    MovementType=ROTATION_Y
    ValueUnit=DEG
    Set[01].Position=-180.0
    Set[01].Value=0.0
    Set[02].Position=180.0
    Set[02].Value=360.0

    according to the 3D model cockpit (because the arrow and marker are pointing down, as the compass itself)

    • Thanks 1

  3. 20 hours ago, yakarov79 said:

    Did any of you try to contact modder to address those issues?

    As far as I'm concerned, I don't want to bother people. Sometime just a copy-paste in 3D Max seems too much asking.

     

    20 hours ago, yakarov79 said:

    With data from this mod vertical take-off and landing is already possible. 

    On my instal, it's not enough to solve the problem as the aircraft stalls when slowing down under the stall speed.
    So I had to edit even more to have something similar to the stock Harrier (stall speed and stall behaviour).

    Hard mode settings

     

    If you're open to suggestions, you can rework the GunPod mesh, because it is not symmetrical and the plane doesn't fly straight when used.

    Hard mode settings

    5fcd159a03f43_GunPodmeshLODview.thumb.jpg.bc6935e547b4e59ce77358af03bdad08.jpg

     

    And mostly, if you don't try by yourself you don't learn :declare:
    And I learned by doing many edits on this great model and it was really good fun !

    • Like 2

  4. 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
    SuspTest_1.thumb.JPG.647e6700110b37b859e8c84aca8b6d97.JPG

    Hovering
    SuspTest_2.thumb.JPG.cec6990bc6b4beca95706230f887e1fe.JPG

    Engine shut OFF, back to the ground
    SuspTest_3.thumb.JPG.7b0a1b0f45d368b6c309c5ced1c553b3.JPG

    While rolling, taking off
    SuspTest_4.thumb.JPG.60d6999be75f09855a9afd3afafac1c5.JPG

    Engine shut OFF, slammed to the ground
    SuspTest_5.thumb.JPG.80f6811fe914aef0108610c42095c497.JPG

    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 :wink:

    • Like 2

  5. 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.

    • Like 1

  6. 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 :wink:

    As long as the rim is not touching the ground it's safe ! xD

    • Like 1

  7. 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)


     

    • Like 2

  8. 1 hour ago, Wrench said:

    But on manual flight or in wing leveler mode, they drift. I've gone line-by-line in the data ini, checking for the obvious mismatches (wings, tail, fins, engines) and I can't find anything.

    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.


  9. 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.

    • Like 1

  10. 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.


     

    • Thanks 1

  11. 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.


     

    • Like 1
    • Thanks 2

  12. 2 hours ago, Wrench said:

    [Move1] 
    Type=AIRSPEED_INDICATOR 
    NodeName=Cylinder02
    MovementType=POSITION_Z 
    Set[01].Position=-90 
    Set[01].Value=0.0 
    Set[02].Position=-90 
    Set[02].Value=1.0 

     

    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.


  13. 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.

    • Thanks 1
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..