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Everything posted by Cliff7600
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I made 100 serial numbers tgas for a cancelled Westland Lysanders order. Yet there's no Westland Lysander project, as far as I know. Fortunately ! Otherwise I should have make historical Lysander serial numbers tgas. It's a nice aircraft. (no request here, just nonsense) I really wonder if administrator members can take a look at what we send each other when working on a project xD ------------------------------ EDIT : I didn't tell you but I continued 49 tgas for a cancelled Beaufighter IIF order What's wrong with me ?
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I think it is possible. Check FastCargo's F-103. Animations 7 & 9 and 8 & 10 are "on top of another". The thing is not to use them at the same time (in the date.ini file). Another example is Veltro2K's F-102 though it doesn't work as wanted in Mue's LOD viewer. There's 4 animations 6/7/8/9 moving the same meshes. If I were you I would try (but I'm not xD ) It should work, as long as meshes hierarchy is correct.
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View File Canuck FAW.4 RAF & IAC Canuck FAW.4 "What if" RAF version by Spinners !!! IMPORTANT : this mod is NOT release under the CombatAce Modders Licensing Agreement rules !!! (see readme) This is a "What if" version of the CF-100 Mk4B in service with the Royal Air Force. The main interest is the 3 skins : - RAF 151 sq - RAF 153 sq - Irish Air Corp Credits go to : Sundowner : Aircraft model, cockpit model, various ini work, some skin work, research. 1977Frenchie : Skins, decals, hangar and loading screens, research. Baffmeister : Flight model, some ini work, some research, package compilation and readme. Wilches : Beta testing and research. Crusader : Research. Bunyap & 331KillerBee : weapon. and : Spinners : RAF what-if version, skins edits, decals, hangar and loading screens. Cliff7600 : ini edits and readme. Read the readme file for installation and important notes. Submitter Cliff7600 Submitted 04/03/2023 Category What If Hangar
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Version 1.0.0
62 downloads
Canuck FAW.4 "What if" RAF version by Spinners !!! IMPORTANT : this mod is NOT release under the CombatAce Modders Licensing Agreement rules !!! (see readme) This is a "What if" version of the CF-100 Mk4B in service with the Royal Air Force. The main interest is the 3 skins : - RAF 151 sq - RAF 153 sq - Irish Air Corp Credits go to : Sundowner : Aircraft model, cockpit model, various ini work, some skin work, research. 1977Frenchie : Skins, decals, hangar and loading screens, research. Baffmeister : Flight model, some ini work, some research, package compilation and readme. Wilches : Beta testing and research. Crusader : Research. Bunyap & 331KillerBee : weapon. and : Spinners : RAF what-if version, skins edits, decals, hangar and loading screens. Cliff7600 : ini edits and readme. Read the readme file for installation and important notes. -
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It's the author's choice ^^
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If you have the floating pilot it means that the position and all the ini edits are working. So you change PilotModelName= to PilotModelName=Photo and then you should have the photograph where the floating pilot was, unless something is wrong with the Photo (3D model) folder.
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Okay, it's possible But there's many things to do. It's a mod designed for 1st generation install, not for SF2. So if you follow the instructions you have 0 chance of making it work. - use an ini file made for SF2 - create a "Photo" folder for the all files provided in the mod and put it in the Pilots folder - create a TGA file with the bmp file, and reverse the photo upside down (Any problem PM me) Then you can follow the instructions of the mod readme and it will need tens of "launch game / check /exit game / adjust" to have the photo where you want it. If you have a doubt, try with [Photo] SystemType=PILOT_COCKPIT Position=(here the position figures you want) PilotModelName= SeatID=3 (or SeatID=2 if it's a single seater, or more 4-5... if it's a multiple crew aircraft or using fakepilot trick) and you shoud have a pilot floating in the cockpit. The pilot is easier to check than the photo and as there's no LOD indicated it will be the stock pilot by default. If you don't see the pilot something is wrong. It's a tricky mod to use, but it's brilliant lol
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It's a 1st gen mod It's based on the "OpenCockpit=TRUE" cockpit with a 3D model photograph as a fake pilot.
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..so it works. Then try this : [GunnerCanopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=0.0 Setting[1].DeployValue=59 Setting[1].RetractValue=60 Setting[2].Angle=30.0 Setting[2].DeployValue=60 Setting[2].RetractValue=59 MaxDeflection=30.0 MinDeflection=0.0 ControlRate=2.0 AnimationID=9 The ModelNodeName is only needed if you want to add some aero coefficients, as drag for example (just my guess).
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Let's go ! THAT is speed Covered by the fury of six mighty J-93, you cannot hear the "StructuralFactor" strongly expressing his disagreement. Once he lost patience ...hit's a wall.
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The Twin Otter on the apron ? It's the Range terrain but nothing is really unmodded in my install. If it's doing ferry flights, it's just flying here and there until the night comes (or ends), as there's no refuelling in game. I did it with the P-2H or the Belfast (9 hours).
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I need an advice : What fuel tank from the stock install to use as a 250 US gal tank ? I'm planning to put 6 of them in the cargo bay. It's an option for ferry flight.
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S-2 + E-1 = "track a trace" There's definitely Tracker's traces, and the other stuff behind the whale is surely a turtle, no doubt about it Mandatory Screenshot :
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Super Hornets tilting nose down through carrier deck
Cliff7600 replied to Sharkdog99's topic in General Discussion
I have a fix to test It's not a real suggestion, it's just something to test. In the FA-18E_DATA.ini file : [Engine1] ... ThrustPosition=-0.4912,-6.7577,0.0 [Engine2] ... ThrustPosition=0.4912,-6.7577,0.0- 14 replies
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Congrats to the winner and all the contestants. I have a boundless admiration for the guy who voted for the F2Y, a true modern hero, boldest of the boldest, a legend among his contemporaries
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Interdictor Canberra cockpit stand in
Cliff7600 replied to dtmdragon's topic in Mods & Skinning Discussion
No such issues, I misspoke. I wanted to say that the F-86 cockpit doesn't have the double set of gauges for both engines, like the Javelin, the Meteor or the G-91Y cockpits. And it doesn't have a range counter. It's a quick fix, as the RPM gauge has a double set of needles, one small one large, so each engine has its own needle. And it doesn't make a difference in game. And I doubled the values on the fuel flow texture, 0 to 24 instead of 0 to 12. As for the range counter, I converted the side slip needle to a 0 - 60 NM indicator. The original F-86 fuel flow indicator setting should be : [FuelFlowIndicator] Type=FUEL_FLOW_INDICATOR NodeName=needle_fuelflow MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=80.0 Set[02].Value=0.278 Set[03].Position=159.0 Set[03].Value=0.556 Set[04].Position=242.0 Set[04].Value=0.8333 Set[05].Position=330.0 Set[05].Value=3.333 ValueUnit=LB -
Empire of Paran 1981 Approaching the landing pattern of P14, near the start of the "StarWars canyon" (AI aircraft)
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Interdictor Canberra cockpit stand in
Cliff7600 replied to dtmdragon's topic in Mods & Skinning Discussion
Thanks ! Now it has the right gunsight. I use the tga from the old Canberra pit, and just enhanced the colour. The double engine gauges are missing, as well as a DME counter, but the size of the dashboard is ok for the model. -
Diplomatic relations between Dhimar and Paran
Cliff7600 replied to Cliff7600's topic in Sci-Fi/Anime/What If Forum
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Interdictor Canberra cockpit stand in
Cliff7600 replied to dtmdragon's topic in Mods & Skinning Discussion
On my side I made a repaint of Zurawski's F-86F cockpit. The main difference is I used the OpenCockpit entry, with its pros and cons.
