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Svetlin

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Everything posted by Svetlin

  1. That is probably because they are set up for SF2NA, i.e. set up to use F-14 avionics.dll and you are not playing SF2NA. Had the same issue in my SF2E patched up to the latest patch. So in the aircraft ini file, just replace the text for F-14 avionics dll with Avionics70.dll.
  2. For part "B" try adding this in the aircraft's *_data.ini file: [AircraftData] .............. Component[008]=Doppler [Doppler] ParentComponentName=Fuselage ModelNodeName=Doppler_ok DestroyedNodeName=Doppler DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE For the antenna, I must look for the proper node name, I have no idea right now.
  3. A Kfir with recce nose? Never seen this mod before...Cool! Hope to see it uploaded some day. And the required shot... Never seen a Starfighter with IRM on these pylons, but looks good to me
  4. Sorry, I meant that a Reccelite pod made by you would nicely complement the new Hornets. I have no idea what weapons will come within the Hornet pack, as the guys that work on it have not shared such info yet...
  5. With the Hornet pack coming too, a proper version of the pod would be nice to have
  6. Thanks for that ravenclaw_007 I wonder if they rotate the pod somehow to load on different aircraft? Here: http://www.rafael.co.il/Marketing/334-915-en/Marketing.aspx it is loaded on a Hornet and the air intake is on the left side, while when loaded on F-16, the intake is on the right side.
  7. Not available as far as I know, but may be using the LITENING III pod model with a proper weapon data modification will do. Afterall Reccelite is based on the LITENING pod structure. Regards, Svetlin
  8. WIP o Trabajos en progreso

    Excellent!!! Some pictures of the J-10B in what seems to be close to the serial form: http://chinesemilitaryreview.blogspot.com/2011/10/chinese-j-10b-fighter-jet.html The strange objects (some pods maybe) under the wing are gone...
  9. Thank you both, good to know, will save some space on my HD
  10. I have achieved such effect by making a decal and applying it as a Level 2 decal (in decals.ini --> DecalLevel=2). So if you want the decal to show for example on the 3rd, the 5th, the 7th aircraft in the sequence of total 10, just make 10 TGAs as follows: 1st TGA - empty transparent tga file 2nd TGA - empty transparent tga file 3rd TGA - with the decal you want 4th TGA - empty transparent tga file 5th TGA - with the decal you want and so on... Of course the TGAs should be named for example TGA000, TGA001, TGA002, TGA003 and so on up to TGA009 (if you have a total of 10). May be that's not the smart way to do it, but it worked for me.
  11. Thanks for the Rafale! Some info about weapons load: http://rafalenews.blogspot.com/p/rafale-weapon-load-out.html
  12. Wrench, thanks for that! I found it in the SF1 package. It was left out from the SF2 package. Thanks again!
  13. Hello Wrench, nice Italian skin. Has it ever been released?
  14. So, is it correct to say that the main issue with the SF2 NA Yak-38 inability to hover is the missing lines: SystemName[003]=LiftEngine1 SystemName[004]=LiftEngine2 in the original data.ini file, the lack of which is causing the game to ignore the entries for the lift engines and thus the aircraft suffers from lack of lift power?
  15. MiG-23UB/UM model could use some mapping fix too
  16. With the March 2012 update, letter size in weapons selection screen is made automatically ajustable so that long weapons' names can be read in full. Excellent!
  17. Russo, thanks, rail height works fine for the inner pylons. But, for some reason PylonL02 is missing - it is not listed in the last OUT file and it is missing in the lod as well (could not find it with the HEX editor). I think I didn't get ianh755 right the first time, sorry... From the OUT file: Left_Outer_Wing [242 polys, 247 verts] '24 - Default' Left_Aileron [93 polys, 100 verts] '24 - Default' Port_Nav_Light [10 polys, 14 verts] 'Material #225' Right_Outer_Wing [248 polys, 254 verts] '24 - Default' Starb_Nav_Light [10 polys, 14 verts] '10 - Default' Right_Aileron [93 polys, 100 verts] '24 - Default' PylonR02 [78 polys, 126 verts] '5 - Default'
  18. Guys, I think you are missing to edit the Hawk_T1_data.ini file: [LeftWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.099,0.450,-1.087 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800.0 AllowedWeaponClass=IRM,RCKT,RP,BOMB,FT AttachmentType=NATO,USN,USAF,UK ModelNodeName=PylonL PylonMass=40.0 PylonDragArea=0.03 FuelTankName=Tank100_MK51 LaunchRailNodeName=IRM_Rail_L LaunchRailHeight=??? <- don't have the exact height yet [RightWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.099,0.450,-1.087 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800.0 AllowedWeaponClass=IRM,RCKT,RP,BOMB,FT AttachmentType=NATO,USN,USAF,UK ModelNodeName=PylonR PylonMass=40.0 PylonDragArea=0.03 FuelTankName=Tank100_MK51 LaunchRailNodeName=IRM_Rail_R LaunchRailHeight=??? <- don't have the exact height yet I have tested the lod with the above edit to the data.ini and it works OK (i.e. rails for IRM and just pylon for bombs), just need to find the correct height figure. Once ready, I will post it here, unless someone beats me to it...
  19. Thanks for the update, much appreciated! If you are still on the subject and wish to handle that, maybe cutting the inner pylons mesh in 2 parts, separating the main pylon from the IRM launch rail, would be an improvement as well. This way the IRM rail can be made to show only when IRM are loaded and when bombs or RP - just the main pylon will be there. Just a thought...
  20. http://combatace.com/files/file/11304-aermacchi-mb-339a-pan/ http://combatace.com/files/file/12063-aermacchi-mb-339a-for-sf2/
  21. Actually, I think I know where you can find a tank with the right angle of the fins. Check this mod by Florian: http://combatace.com/files/file/5305-tornado-ids/ As you said, the rest is just skinning
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