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UllyB

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Everything posted by UllyB

  1. I know that. They are BMPs. When I have, separately, the LOD and the bitmap, and double click the LOD, I can see the model and skin correctly. However after I move the LOD and the bitmap in the weapon folder, It becomes invisible in the game . However I didn't know what I did, now it appears but it's white, as if the skin name is not correctly written. I'm out of ideas.
  2. I see...so the last patch for SF1 enables such a possibility...I didn't know, now I do. Thanks. By the way, I tried the same trick , that worked (for the two canard versions with one LOD), for a weapon skin in SF1. Everything looked fine, but in game I can't see the skin, it's "invisible" and I can't pinpoint what I did wrong. If it worked for canards why didn't it work for the weapon skin ?
  3. Nope, it won't work (it's about SF1 environment), it's easier to modify with the hexa editor. Anyway problem was solved.
  4. No, I didn't want to convert any model into a LOD format, I just wanted to modify the bitmap's names from inside the LOD to use it with for different colored canards.(the ones for SU-30Sm were blue, the ones for SU-30MKI were grey, and the bitmap for both LODs had the same name so I couldn't use them as fuel tanks, in the same time)
  5. I will be "on station" for one month. After that I pick all the info from this thread, if any and pass it to the team. If you don't have anything to say precise, I will leave it all to the team (the team has some experience, they did planes in the past), BUT...please, don't complaint AFTER, that the plane doesn't have that or it doesn't do this, the land gear is too small, is not realistic etc, alright ? I seriously invite you, all to come forward to give me solid info and this it will reflect into the product. If you don't take me seriously, the product might let down many of you. I can take more time for documentation here, through YOU, if you ask that and you need that. I just wanna make something worth of this community, something to match the quality of many aircraft that lay in the download section, all I need is little help from you and from your experience building/modding 3D models.
  6. I solved the issue (Mue helped). Yes ,you are right, the Hexa editor is the easiest way, but to know that, somebody must tell you this info in the first place. That is why I ended up here asking. Now I know, so I learned, again, something new. Thank you for your help guys.
  7. I know that. That matters little here if you think what is realistic and what is not in a game. Does SU-30 , in the game, behave, exactly, like SU-30 in real life ? The same with SU-30SM, even if this one is a new generation aircraft, another breed of its kind.
  8. Thanks a lot Mue, I already sent the files to you.
  9. No, you can't see them from a distance (bigger than 200m). If you don't believe me, please go check for yourself, you'll see that I'm right. I wish it would have been that easy. I already explained why in a previous thread. I'll do it again: the vanilla pilot has a 200m seenable field. Over 200m you won't see anything that uses a fakepilot. It's just a limitation in the game because TK or anyone else didn't see the reason to make another LOD, for bigger distance, for the pilot, which is understandable. So bottom line, the fake seat/fakepilot trick won't work, as I said.
  10. I solved the issue and that is the merit of Crawford, who pointed out that replacing a fakepilot won't work, because a pilot LOD distance is limited (from its design) to 200m no matter what one would do, which didn't cross my mind until now. I had the same issue, in the past, with the SU-30SM canards and I abandoned then the pursuit for a solution. Now I applied this trick and it worked. I can see the canards from 2000m, without have them disappear. The same should work for the rotodome. I'll be back after testing with the results. UPDATE yep, it works, the rotodome is now visible all the way up to 2000m. Case closed.
  11. Does anyone please, anyone at all, have the KJ-1 (aka TU-4 Bull AWAC) rotordome LODs ?? There are three declared in the ini file of the fakeseat, but in the package is just the first one unfortunately, the other two are missing and, as a consequence, I can't see the rotordome from distance... TU4AWACroto.ini file lines: [LOD001] Filename=TU4AWAC.lod Distance=200 [LOD002] Filename=TU4AWAC-001.lod Distance=500 [LOD003] Filename=TU4AWAC-002.lod Distance=5000 -------------------------------------------------------------------------------------------------------------------------------------------- Rotordome section in data.ini file: [Rotodome] SystemType=PILOT_COCKPIT Position=0.0,0.0,0.0 PilotModelName=FakePilot SeatModelName=TU4AWAC SeatPosition=0.0,-2.5,1.5 MinExtentPosition=//0.10,0.988,-0.102 MaxExtentPosition=//0.10,0.988,-0.102 CanopyNodeName= SeatID=4
  12. It might work for aircraft LODs, if you have the last LOD (the most far distance), but it won't work for canards/rotodome/etc unless you have the distance LOD (the last one). I wish it would be so simple. This what tried: I made three LODs, using the only one , multiplying it, and then I changed the names accordingly with the ini file and it didn't work.
  13. So that was the catch... Thank you, now I know.
  14. I encountered a situation and I can't find where is the change, it eludes me. I have a plane that shows everything in metric system (I have RangeUnit=KM in avionics.ini and data.ini file). So far so good. But in cockpit.ini I have, for many different instruments : - ValueUnit=FEET -ValueUnit=FPM -ValueUnit=FEET -ValueUnit=NM -ValueUnit=KNOTS Question 1: How come that I see speed, height and distance in metric system if in cockpit ini everything is in imperial metric ? Question 2 : to see speed, distances and height in metric system, is it enough for them to be specified in data.ini and avionics.ini only ? (RangeUnit=KM) I ask that because I have another plane in which it shows me everything in "NM", "FEET" and "KTS", even if I have changed in "KM" in avionics.ini and data.ini. That is why I am puzzled and I can't pinpoint where is the catch. Could anyone explain me what I am doing wrong or what I am missing please ? Thank you
  15. sorry guys, there will be NO cockpit. It would take too long (to do a proper one) and second it would cost more than the plane model. Take into account that I want a 3D decent aircraft and it will fly in both worlds. Yeah, I know some of you moved on and SF1 died fo you... Please state your demands in plain English, explaning what an acronym means. I personally don't make 3D models (let alone that I don''t play SF2 series to see all the gizmos effects there) and I am not an English native speaker so I have no idea what you are saying when you write down acronyms. Appreciate your thoughts. I will do my best to get the job done.
  16. The KH-22M has a 600km range so, the first one I renamed it. The last one, the CGR KH-22 I leaft it with 300km range as the initial KH-22. i created specific code stations in Tu-22K and TU-22M3 and I can use them both, depending the year. Problem solved, thank you all very much for the support. I wouldn't have done it without it.
  17. I need some help to solve a ballistic issue for a weapon/rocket. Everyone here, understands, by now, how a weapon (missile) works in this game. What very few know is HOW to tweak and WHICH weapon's parameters exactly must be changed in order to get a weapon as realistic as possible. Also, not all new weapons (third party) are set to reflect the realism by their creators. This is where I come in. I want to make the AS-4 Kitchen missile (KH-22) to work in this game to have a 80-85 succes hit chance from 300km (in reality the weapon can hit a target at 600km). I cut in half the weight of the weapon (5820 to 2910 Kg); I cut in half the max range of the weapon from 600 to 300 km. I also changed the seeker range parameter making it 350 for the max range of 300km. I tweaked the booster and sustainer motor values (in reality the rocket can reach 4,5 times the speed of sound after all) but I can't make it hit a target which is longer than 150 km and I am out of ideas. Is there a way to make it be reliable from 300Km but without changing its weight any further ? Thank you
  18. UPDATE I checked launching it, in the same setting, from lower heights and things didn't work out too well. The missile climbs to steep and disappears (somewhere in the TK's stratosphere I guess LOL) . One should modify, because of that, the loft and the descent angle (maybe even the Max Loft Altitude as well, we'll see). I will update the info once I get some positive results in my testings. And here's the KH-22 setting as CGR missile, with 300km hit range tested. I used 10.000m height, 300km missile release, max speed(full afterburner):
  19. I solved the problem. First, it was my fault, from the beginning: I was blind because I was with my eyes on all the data from that weapon window and didn't noticed, when testing , that my TU-22M3 had instruments in NM, instead of KM. I always was thinking that those 300 are KM in my mind. I realized the mistake , when switching to a TU-22K, which had instruments in KM, and when I saw 800Km to the target , I realized the mistake I made. Stupid me! But there is a good side to the story, confusing 300NM with KM I made it fly 590KM and hitting the target. At 10.000m , launching it from 590km and with max speed (full afterburner). I didn't test it yet for lower heights, but I guess it should work, there , too with some digits tweak, for shorter distances. Here's the weapon sheet with the data: I kept max values for Launch reliability, Lock-on chance and Accuracy for testing purposes only, otherwise I would've wasted precious time. I also changed the missile type from CGR to the inertial homing to benefit from the loft feature which is missing for the CGR missile types. The good part, for those who play in big terrains, is that you can fire it from great distance (the accuracy will be a issue I guess if you revert to the realistic 80% accuracy of the missile, though), the not so good part is that you have to tweak it a lot , for lower heights, in medium and small terrains, otherwise it will fly above and it will hit the map "wall" , getting far away over the target. The data , I guess can be retained for people who wants to try higher distances etc.
  20. well I wasn't able to reach Veltro2k to ask him about his blackjack, I guess he is busy in real life (who isn't !?), so I decided, after consulting with my new project team, to get the show on the road. But this time, and I mean it, I really need YOUR help, especially from people who know how the SF2 engine works and what to ask/expect from a SF2 aircraft. So please come forward and feel free to tell me, in details, what exactly you would like to see , as features, in this new plane I want to build. After sorting all the details and requests with you, the community, I will pass the folder to the building team, so let's don't waste time. Thank you for your time! PS - for who is interested there will be a version for SF1, as well.
  21. well that explains a lot. Indeed I use for ASM the CGR one instead (I knew that ASM feature doesn't exist for SF1 series) . I didn't know that CGR missiles won't use the loft feature (I think that this is a slip of editor author, it should been greyed the feature when selecting CGR missiles; I wonder now how many of these features won't work for some missile and I don't have a clue which is which), I just thought that something is wrong in settings, LOL Ok I will send the file once I am home. Thank you for insight and help!
  22. I tried, it won't work for me, 150+ km is the best I get. I used the real values (real weight is 5820, I checked some weapons packs, no one uses this value, they all use a smaller value: 4820Kg or something) from wikipaedia, for the drag coef I used the values given in the weapon setup. In simulator I get, with my values 141956,47 m. I noticed something else: the loft thing it seems not to work for me, the missile is not going up to the ceiling I set in the weapon sheet (4000m) ; it just dives to the ground after the booster ends. The same with the sustaining motor, it is like inexistent, after booster shuts down, the missile falls like a stone downward in contrast with the situation at 150Km, when it seems that it can lock on target and flies almost straight after realeasing it and dives gently to the target after that.. I can't figure out what I do wrong. If you all say that you get ~ 300Km hit I would really like to see your weapon setting. One more thing to eliminate any confusion: I use WOI/ SF1 environment ONLY, so my weapons are for SF1. I am out of ideas. I need some fresh angles. PS - my math gave me 0.6136 IAS/TAS at 30.000 feet, how do you get 0.488 ??? I used F-14 to measure the coefficient, cause it's one which shows me the TAS on MFD (IAS=332kts ; TAS= 541kts), so : 332/541 = 0.6136
  23. It seems that works for both SF1/SF2...I've run some numbers but something is wrong...at 350kts and 5200kg weight I get distance of 1,5 milion km which is impossible, plus the author said that in simulation is not taken into account the gravity, but in the simulator there is this parameter. I am confused....If you say that you used that tool and it works, could you write down an example , with numbers, to make me understand how it is done , please ? Thank you.
  24. thank you for your reply and link. Actually I had no clue that such a tool exists. If you noticed, though, I posted my message in the SF1 series forum. The link you sent seems to be for the SF2 series weapons, which I understand has new data type for missiles and such. My question for you friend is: can I use the simulator for SF1 weapons too or is it useless for anything but SF2 stuff ? Thanks
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