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Everything posted by Svetlin
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Guys, can you help me out with the seat? Where can I find the MB10 seat for the J-10? Thanks!
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Thanks, Erwin, just got it and can't wait to fly it. I think the tanks textures are missing in the weapons folder in your file, could you upload these, please? And thanks for adding the central tank, I've been waiting for it since the very first version you shared with us. Thanks a lot, you just made my day!
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I can hardly wait for this one
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Try using this tank: http://forum.combatace.com/index.php?app=downloads&showfile=9160
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Black`s Projects Su-33UB,Su-25 WIP and more
Svetlin replied to 76.IAP-Blackbird's topic in Mods/Skinning Discussion
Please, show us new pictures. In the mean time some resources, just in case: http://www.airwar.ru/enc/fighter/su33kub.html http://paralay.com/su33.html -
In SF2E I am having a similar problem with F-15A and F-4E - the 2 letter code on the tail, which indicates the base/squadron does not show up on AI aircraft, unless I am flying one of these 2 types of aircraft...
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Well, just be careful not to mess something. The R-37 is not actually a rail launched missile. It is ejected from its weapons rack, away from the aircraft.
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Yes that is true. The R-37, for example, does not require a missile rail with its default setting. So one should open the missile data ini with weapon editor and check the respective check box. Then, once the missile is selected, the game will know that it should load the missile with a missile rail (if there is actually one as part of the model of that pylon) [WeaponData001] TypeName=R-37 FullName=R-37 Arrow ModelName=R-37 Mass=600.000000 Diameter=0.380000 Length=4.200000 SubsonicDragCoeff=0.632000 SupersonicDragCoeff=0.866000 AttachmentType=SOVIET SpecificStationCode= NationName=Soviet StartYear=1997 EndYear=2020 Availability=1 BaseQuantity=80 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE <-- should be TRUE here for the game to load the missile on a pylon with missile rail RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=1.000000 WarheadType=0 Explosives=60.000000 FusingDistance=2.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=13 Accuracy=95 MaxTurnRate=24.000000 MaxLaunchG=7.000000 LockonChance=90 LaunchReliability=90 ArmingTime=2.000000 SeekerFOV=6.000000 SeekerGimbleLimit=40.000000 SeekerTrackRate=16.000000 SeekerRange=250000.000000 CLmax=16.120001 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=3700.000000 MaxLaunchRange=250000.000000 Duration=300.000000 CounterCountermeasure=90.000000 NoiseRejection=90.000000 CapabilityFlags=0x1000002f LoftAngle=0.000000 DescentAngle=25.000000 MaxLoftAltitude=0.000000 BoosterStart=0.500000 BoosterDuration=10.000000 BoosterAccel=32.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.000000,0.000000 SustainerDuration=240.000000 SustainerAccel=25.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-2.000000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
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Agostino, you have to edit the weapon with weapon editor. There is a check box named "Use Missile Rail", just check it and then save. No need to edit the weapon location.
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I'd say that's just a test bed for something else. Those stabilizing vertical surfaces that make 90 degree cross with wings and rear surfaces still make it glow like a torch on the radar screen. See the Silent Eagle and how they changed the angle between vertical and horizontal surfaces.
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Blackbird, if you go to page 1 of this thread, you will see a picture of it - MiG-27K. As per lindr2's post, he has both MiG-27K and M versions covered.
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pcpilot, you have to be carefull when editting the LOD file. When changing the bmp name in the LOD, you have to make sure the new name uses the same number of symbols as the original one. For example: - original name: La-15Tank.bmp (9 symbols) - possible new name: LA15GTank.bmp (also 9 symbols) - wrong new name: La-15GTank.bmp (see the difference?, there are 10 symbols) So if the original name contains for example 9 symbols, you cannot put a new one with 10 symbols Regarding the La-15, I think you are on the wrong way. As per another thread, La-15 contains the tank as part of the model itself, so here you should be able to use the other approach - placing the tank texture file inside the texture folder of the aircraft itself. read this thread from the KB: http://forum.combatace.com/index.php/topic/40586-how-do-i-get-dt-skins-to-show-in-sf2/ Hope that helps!
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pcpilot, see also this thread: http://forum.combatace.com/index.php/topic/45591-jaguar-fuel-tank-repaints/
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On 3rd party aircraft, I have done it only by making different tanks and making the aircraft through ini editing able to load different tanks. On stock aircraft, the tanks are part of the model and the knowledge base contains instructions.
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Hey Planejunky, how are you today? I'll try to help, just need some time, OK?
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Instead of PTB-800 you could use the stock MiG-23 tanks: Tank800_MiG23W - that's the wing tank, pylons are part of the FT model itself Tank800_MiG23C - that's the center line tank
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Check your PM, Planejunky, I have sent you something, hope it'll do.
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Got it, I will see what I can do later today.
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Sorry, mate, you didn't get the point. Take a look again at my previous post. I have 4 weapons stations dedicated only to FT, 2 on each wing, 1 for each type of tank. If you wish, you may PM me your aircraft data ini. I'll edit it for you.
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Большое спосибо, lindr2, класная работа!
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A little further, here is a part of the J-10A_data.ini, that I have entered myself to suit our purpose: ******************************************************************************** [LWFTStation] SystemType=WEAPON_STATION StationID=18 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.753,-2.15,-0.65 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=FT AttachmentType=CHINA ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 FuelTankName=J10_370glFT [RWFTStation] SystemType=WEAPON_STATION StationID=19 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.753,-2.15,-0.65 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=FT AttachmentType=CHINA ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 FuelTankName=J10_370glFT ******************************************************************************** [LWFTStation2] SystemType=WEAPON_STATION StationID=20 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.753,-2.15,-0.65 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=FT AttachmentType=CHINA ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 FuelTankName=J10_370gPFT [RWFTStation2] SystemType=WEAPON_STATION StationID=21 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.753,-2.15,-0.65 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=2000 AllowedWeaponClass=FT AttachmentType=CHINA ModelNodeName= PylonMass=72.58 PylonDragArea=0.02 FuelTankName=J10_370gPFT Again the important parts are in BOLD. The reason to separate the fuel tanks in weapon stations able to carry only tanks is to avoid double loads on a single station.
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By accident, yes, my bmp is J10_370glFT.bmp, however that's not the major issue here. The bmp file must be named just as the LOD file says. For my own pleasure, I tend to HEX edit the LOD file to rename the BMP as per my liking. The important issue here is that the tank folder must be named exactly as the TypeName says. So, I have 2 different in colous fuel tanks and these are the contents of the folders: Folder named J10_370glFT: J10_370gl.LOD J10_370gl-001.LOD J10_370gl-002.LOD J10_370glFT.bmp J10_370glFT.INI J10_370glFT_DATA.INI Here is the weapon data entry for this tank: [WeaponData001] TypeName=J10_370glFT FullName=J-10 370gal Wing Tank ModelName=J10_370glFT Mass=1500.000000 Diameter=0.750000 Length=5.660000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=1410.000000 Asymmetrical=FALSE Folder named J10_370gPFT: J10_370gP.LOD J10_370gP-001.LOD J10_370gP-002.LOD J10_370gPFT.bmp J10_370gPFT.INI J10_370gPFT_DATA.INI Here is the weapon data entry for this tank: [WeaponData001] TypeName=J10_370gPFT FullName=J-10 370gal PLAAF Wing Tank ModelName=J10_370gPFT Mass=1500.000000 Diameter=0.750000 Length=5.660000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=1410.000000 Asymmetrical=FALSE I have highlighted in BOLD the important parts, that must match. Hope that helps
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russouk2004, you've illustrated my point: both entries include TypeName=Tank_F6 In Planejunky's case we have 1 tank with TypeName=Tank_NADR_Desert , 1 tank with TypeName=Tank_NADR_Arctic and 1 tank with Tank_NADR_Grey I guess his aircraft data.ini shows FuelTankName=Tank_NADR_Grey As far as I am aware, SF2E is made so that the folder for each weapon is named just as the TypeName. So, if the TypeName=Tank_NADR_Desert, the folder name must be Tank_NADR_Desert as well. However, if the aircraft data.ini does not list FuelTankName=Tank_NADR_Desert, one will not be able to load that tank, although it exists in the weapons folder. Also one cannot have 2 subfolders with the same name in 1 folder. Planejunky, I have made a successful test with the InSky's J-10 as follows: 1. Created 2 different in colour fuel tanks Tank 1: J10_370glFT, placed in folder named J10_370glFT and TypeName=J10_370glFT, coloured dark grey Tank 2: J10_370gPFT, placed in folder named J10_370gPFT and TypeName=J10_370gPFT, coloured light grey 2. Editted the J-10A_data.ini as follows: - made separate weapon stations through ini editing on each wing only for fuel tanks to be loaded - on the right and left wing I have 2 almost identical weapon stations on each wing, however one shows FuelTankName=J10_370glFT, the other FuelTankName=J10_370gPFT So, now I am able to choose a skin and an appropriate in colour fuel tank for it. I suggest that Loadout.ini is editted to show the fuel tank that matches the skin under TextureSet001 in the aircraft ini file. This way the AI aircraft will be loaded with proper fuel tank to their default camo. I guess it is not the easiest or smartest of the possible solutions, but worked for me.
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Planejunky, are you sure SF2E allows more than 1 type of fuel tank on 1 aircraft? I mean, are you sure you can actually load tanks with different TypeName? WOE for example required that the different tanks have the same TypeName to show them all in the loading menu and allow the player choose one...
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Hey Planejunky, how about typing UK instead of RAF at AttachmentType in WeaponData? I am not home, so I cannot check my own install whether it says RAF or UK. I guess a small test wont' hurt though
