Jump to content

mppd

SENIOR MEMBER
  • Content count

    943
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by mppd

  1. A very good start. I'm already thinking how to convert the skins and decals to work with the 1st gen version...I also have found that some weapon .LODs will not be used - the sim reverts to the default version if it has the same name. I always change the .LOD part name now.
  2. This wep is not available in the TW series sims as far as I know. Is anyone else planning one or is it a work-in-progress?
  3. Thank you very much for replying. It was worth an ask - I thought that I was missing something. Thanks again.
  4. O.K. I'll take that as a no...can anyone familiar with weapon animations answer a question? Can a wep be animated to do something continuously once released (like spin the nose fuze vanes, or will they just stop after the single rotation in the animation slot? How about animating an SUU-16 gunpod RAT which would extend and rotate when fired then close, instead of just stay open and rotate once?
  5. So what did archiving a pre-patch version of the extracted files gain us? You still can't see what's inside the .LODs using a hex editor.
  6. Forgive my comment. It is just frustrating when a particular feature no longer works as the sim is improved...
  7. O.K. now I understand. My apologies. I can't figure out how to make this work in the 2nd gen sim. Just another reason I keep going back to the original series. Sorry. I even tried importing the original gen 1 .LOD files and still it would not work. You might ask TK himself at the Thirdwire Forums but he apparently does not want you modding his sim anymore.
  8. You are missing one small detail: TK actually named the regular moving aileron parts as "drooping_aileron_left" and "drooping_aileron_right". Make sure that these these items are in your data.ini file: [LeftWing] . . SystemName[xxx]=LeftAileron . . SystemName[xxx]=LeftAileronDroop // Control Surfaces --------------------------------------------------------- . . [LeftAileronDroop] SystemType=HIGHLIFT_DEVICE CLiftdc=0.1314 CDdc=0.0128 Cmdc=-0.0020 DeltaStallAlpha=-1.08 AreaRatio=1.000 DeploymentMethod=MANUAL_WITH_BLOWBACK Setting[1].Angle=0.0 Setting[1].DeployValue=113.2 Setting[1].RetractValue=120.9 Setting[2].Angle=16.5 Setting[2].DeployValue=113.2 Setting[2].RetractValue=120.9 MaxDeflection=16.5 MinDeflection=0.0 ControlRate=0.2 ModelNodeName=drooping_aileron_left ReverseModelOrientation=TRUE and the respective right handed entries. These are from the 1st gen F-4B but I believe that they are basically the same in the 2nd gen version - check the F-4J data.ini. Make sense? The normal control surfaces aileron entries also use the mesh name "drooping_aileron_left" and right. Then it works.
  9. Yup, it works just fine. No dedicated part nor animation slot required. Only tried my ancient 1st gen F-4B with the entries from the J- model though. Will try a question on TK's TW forum about the pitch change and see if someone can help.
  10. Sure it works. I just made the 1st gen F-4B ailerons droop with full flap extension using the same entries from the F-4J data.ini. Rename the aileron mesh part as drooping_aileron_left/right since that is the name of the ailerons on that model. No special animation for this. And I cannot detect any aerodynamic effect with flap extension - no pitch change, no nothin'. Perhaps in hard flight model mode, but too many planes act weird in that mode to me.
  11. Can't figure out what they are. Eliminate them by component method, and change the drooping_ entry to just aileron_left/right, and no visual change in the 3D model. At any rate, can the nose-down pitch change be simulated?
  12. TK has indeed already included the drooping aileron movement with full flap extension. What is interesting is that the effect remains even if the model node name is changed to just aileron_left/right. The drooping_aileron_left/right doesn't seem to really be a part. What is missing is the pitch down effect that the drooping aileron had in real life. Can this be simulated in any way? Any other aerodynamic effect escapes me compared to F-4 models without the drooping entry in the data.ini file, at least in normal flight mode. The slotted stabilizer was incorporated on the F-4J from the start, but was also determined to have been of benefit to the F-4B models as well. It was reportedly incorporated on block 26 airplanes on the MacAir production line (starting with BuNo 152995) which first flew in March 1966, and was subsequently retrofitted to most fleet F-4Bs by about 1968-69, at the same time that the pinned inboard L.E. flap/drooping aileron mod was incorporated on fleet F-4Bs. Certainly the F-4N model had all these mods.
  13. Do you folks need the round antenna at the leading edge of the fin tip, or is that on one of the default F-4Bs? Slotted stabilizer on the F-4N and pinned inboard leading edge flap, plus the drooped ailerons (don't think this will work as an .ini edit...)
  14. Updated above - the J- version I guess was not centered. Just tried it in game. Sorry - hey, it's a freebie anyway, not an official release!
  15. SF2 Phantom looks pretty much the same 3D model at a glance to me. Here is the file for both the F-4N and F-4J if anyone wants to add it to their F-4N or J install for SF2. The F-4J DECM antenna is shorter of course. Updated.
  16. Well that's what I did but I am told that it does not look the same on the 2nd gen version. Will check tonight for sure. Can't remember if SF2-V is still installed or not. Thanks for the input though. Mike
  17. I'd be interested in what you found. Being more of a USAF-type F-4 historian, I only recently found out about the pinned inner leading edge flaps on F-4B/N acft, and the drooped aileron stuff. I still have a "new" detailed F-4B 3D model in the works. The drooped ailerons would have to be a 3D model animation with flaps extension I would guess, but with so few animation slots available within the Thirdwire sims, I will probably tie to gear extension. Mike D.
  18. I could not begin to guess what TK will or won't do for future F-4s for you guys. I'll stick with what we have already. I will reinstall SF2 to fit the DECM antennas to 2nd gen for you, but is the intake shape so different on the F-4s he made for this series?
  19. Shorter one for J is coming - the entire F-4S is already available as a nice package at Column5 for sure, and here also I think - put together by Crab02/Dave/BPAO/Sundowner/Fubar512 - mine is dated 2010.
  20. Added to 1st gen F-4 shape - should be close to 2nd gen I would guess. Sent to daddyairplanes and Storm so they can distribute as desired. Based on Crab02's original work, only adjusted shape a bit and added via fakepilot method. Mike D.
  21. Hey Champ, nice package! Good work....Does it work for the first gen sims?
  22. http://www.filestube.com/9bb884a7817ee6f503ea/go.html
  23. Try OnGroundPitchAngle=. I had the same question on the F-4 model: http://combatace.com/topic/61795-simulating-more-weight-on-nose-gear/
  24. Feel like a newby here now - and I know this topic must have been covered somewhere, but cannot locate it in the knowledge base section. How can I adjust the instrument panel viewing angle for one specific aircraft panel - I wish to see a bit more of the panel (tilt FOV downward a few degrees). Is is MinPitchFront= or Viewangles= in the cockpit.ini file?? Thanks to anyone who can reply. Mike D.
  25. Found it - center value in ViewAngles= pitches view up or down.
×

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..