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JamesWilson

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Posts posted by JamesWilson


  1. 1 hour ago, daddyairplanes said:

    its not legos or motors, you cant just swap parts out

    you either need a new model (time to learn), a friend who can make one (learn patience). third option is to choose the pit you can tolerate best (lesser of two evils, like an election)

    there are some small things that can be done with texture and ini fixes, but it sounds like this isnt one of them.

    I'll fly the TMF with TMF cockpit.

    It's the better out of the two IMHO, even if it has this issue.

    • Like 1

  2. 1 hour ago, trotski00 said:

    I feel your pain my friend, unfortunately this is not just a matter of moving the dials around, the Lod itself would have to be remade, and not too many people have the knowledge, and or the time to do so, that is assuming the LOD is actually accessible to replace/rework. I imagine Cockpits are a very invovled subject, as everything has to work in conjunction with each other, its all JUJU and BLAK MAJIKS :lol:

    You're absolutely right.

    Looks like i'll stick with the one we got


  3. 6 minutes ago, trotski00 said:

    Well  I cant help you there, unless there is another Kitty Kat 'pit in the downloads section, it is either the TMF OR the stock one. Personally if there is not another available, I would just  "live" with the TMF one, I know, the OCD will play merry hell with your brain, but we sometimes have little to no choice, Cockpits are not something that are commonly modded unfortunately, so we have to use stand ins or totally, in some cases  inapprpriate ones. I wish I myself had the skills to do 'pit modelling, as I do understand and emphasise with your issue.

    Thanks a lot for understanding my issue. It's not just an aestethic thing but also a functional, since i can't properly play with the HUD turned off if i don't know my speed, i constantly have to peek it on the HUD. The fuel thing is more about realism rather than a real big issue, which the speed is.


  4. 28 minutes ago, EricJ said:

    Well normally what we do is take the one from the CAT File and add to it, and it works like that. My only thought is that it may be out of order on the Soundlist.ini that you have already, but it's a complete one, but check the sequence and see if it's not a typo or something, as "Cannon" is a default sound, and something is out of whack apparently, and I'm trying to help (not that well I apologize) figure it out.

    What sequence should i put? I don't know if i have to edit it and how. This is the SOUNDLIST.ini that was in the package: Add_SOUNDLIST.INI


  5. 20 minutes ago, EricJ said:

    Well the CAT extractor is in the Download section under Utilities. I looked at the gun files and it says "Cannon", so I assume the default sound. Hopefully guruu chimes in and helps, because it looks like it should work right out of the box.

    Never used the CAT, sounds kinda hard to use and don't know how to.

    Sounds weird all sounds work just by dropping them, and only one doesn't, maybe i can fix that without using the CAT?


  6. Hi,

    after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?

     And is it or it's not possible to do?

    Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:

    img00001.thumb.JPG.9d80e68d03634cb70d25493d0d864d9d.JPG

    img00002.thumb.JPG.575137f93a2515dd8a5f6afd3db7da24.JPG

    And 2 from the TMF F-14 (the inaccurate one):

    img00003.thumb.JPG.cb69f53fb50c34da98f3362bdef5df4d.JPG

    img00004.thumb.JPG.4b32920c416ca9db21bc6b31136ab8fd.JPG

     

    Thanks for helping.


  7. 1 minute ago, EricJ said:

    I'm thinking you have a "virgin" Soundlist.ini and it's reading off of that. What you should do is using the CAT Extractor, find the game's soundlist.ini and add that gun sound to it, and put it in the Flight folder.

    I don't know if i have the CAT extractor, modded SF2 for a while now and never used or heard it.

    I don't have a Soundlist folder in Flight, i added the SOUNDLIST.ini i found in the Tornado package i downloaded.

    All the other custom sounds such as engine and gear are working just by dropping them into Sounds, the gun is the only thing not


  8. On 29/5/2020 at 8:12 PM, russouk2004 said:

    ok Flamesky....do this....

    in flight folder find you soundslist.ini...add these and make numbers consequetive... replace the XXX with next numbers...

    SoundFileXXX=ADEN5
    SoundFileXXX=Gau8a

    Then scroll down and add these...

    [ADEN5]
    Priority=NORMAL
    Looped=TRUE
    NumBuffers=4
    3DSound=TRUE
    DopplerEffect=FALSE
    MaxDist=1000.000000
    MinDist=50.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=0

    [Gau8a]
    Priority=NORMAL
    Looped=TRUE
    NumBuffers=2
    3DSound=TRUE
    DopplerEffect=FALSE
    MaxDist=1000.000000
    MinDist=50.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=0

     

    Then drop the new 30MM_ADEN5 folder into ur guns folder....and Gau8a wav into sounds....

    check with gun ed to see they are loaded in game.

    30MM_ADEN5.7z

    I hear every sound just by dropping the WAV files inside Sounds, but not the gun sound for my Italian IDS Tornado made by @guuruu. I tried add the Soundlist file i found inside the package to my Flight folder, and now all sounds are gone.

    If i remove it i hear everything again, but not the gun. I tried changing the BK-27 WAV sound with the default Cannon, changing its name to BK-27, but nothing changed.

    What do i have to do? Thanks


  9. On 5/2/2024 at 6:01 PM, PeacePuma said:

    You cannot modify or add elements in the same way you would in real life. Think of the 3d elements in the game with a porcelain object, on which you cannot overlay or paste elements to make modifications. If you want to alter something in the game, you need to redo it or edit the original file, which requires the consent of the creator. Olivier Anguille was the genius behind many of the old models, but he passed away in 2009, leaving unfinished works. Some contributors have rescued and redone some works, but in general the old models are conversions to adapt them to the new engine. In short, if you want to modify elements in the game, you need to create something new if you no longer have the original sources.

    Got it, thanks. I won't modify anything then


  10. On 31/1/2024 at 10:48 AM, Cliff7600 said:

    It's a standard 'speed indicator - Mach meter' gauge.

    Here's how it's done. This is from the F-4E cockpit made by Ravenclaw

    65ba1541e4b4b_F-4Espeedindicator1.jpg.9fd05764a7cdc697ff6f78f6b1bd780f.jpg 65ba1547a626e_F-4Espeedindicator2.jpg.6d52918c5491d8997db5380a73661764.jpg

    65ba154e5907c_F-4Espeedindicator3.jpg.bb7095179d5344e1b1468497faa9ba90.jpg 65ba155349abc_F-4Espeedindicator4.jpg.e1c8d2b9d6c1a6d86503441c46b5adab.jpg

    The Mach meter part is gratued up to Mach 2.4

    65ba1559ce44d_F-4Espeedindicator5.jpg.093faec815721562d693909d2b31dd6e.jpg

    --- And this is the speed indicator from the F-14 TMF cockpit :

    65ba15fe842cf_F-14TMFspeedindicator1.jpg.dc1c71f312fb7abcc7019b1961e8b965.jpg

    There's only one part to indicate the Indicated Air Speed. The Mach meter part is missing.

    65ba1604877dc_F-14TMFspeedindicator2.jpg.d661a964b82928e26d1a1d0b4dea884a.jpg

    It can be fixed only by reworking the original 3D source file of the F-14 TMF cockpit. As it is an old cockpit (2010) it's probably impossible for various reasons.

    Btw, can't we just swap the F-14 speed indicator with the F-4 one? They look the same, so wouldn't be unrealistic, plus we'd have a fully working speed indicator


  11. 6 hours ago, PeacePuma said:

    For my part I already understood that it is an indicator composed of 2 in 1, so it is not enough just to change the textures... if you wonder why it was not considered something so basic, I think the explanation is because the model comes from the SF1 and WOX series, iirc these versions did not show the speed in MACH whose change came with the SF2 series. So why bother making an indicator that can't show mach speed due to the limitations of the game engine?

    They should have updated the SF1 cockpit with SF2 features, such as this one. With WOX series you mean all the "wings overs ..."?

    Btw, is there any up to date and better F-14 out there for SF2?


  12. 7 hours ago, Cliff7600 said:

    On my end I edited the ini files and the textures to have it look a bit like the actual thing.

    For the fuel tank indicator there's no difference between" Left & Back" and "Right and Front", it's the same value. On the real aircraft in depends on fuel management.
    There's no internal / external tank values anymore.
    But as I edited too the tapes gauges (RPM / TIT / FF) I can do some fuel consumption calculation. On the screenshot : 5k indicated on both fuel flow and fuel tank gauges is 1 hour left (2 x 5000 = 10000 lbs).
    All is texture and ini file edits.

    For the Machmeter there's nothing to do because it's a 3D model issue. The Machmeter indicator is not made. And when it's there it has to be linked in the hierarchy to the speed indicator to work.
    I just added it to the aircraft HUD, by copying the lines from the later version.

    Oh wow, how did you edit the textures? A bit of a shame there's no external fuel valuie anymore, but having Left & Right, plus deleting the "0.1" shown, and using the whole fuel digits, sounds very great.

    So you had external fuel tanks in this screenshot?

    If you could explain me how you did that both in texture and ini files would be much appreciated!


  13. 13 hours ago, logan4 said:

    If you look at the labels under the counter then you will see that it shows the correct value as scale 0,1LBS means *10. So nothing wrong there....only expectations.
    Also there is a difference between the stock and the TMF pit, TMF pit uses left side counter with 0,1LBS scale for internal fuel ammount, the right side counter to show the external fuel ammount with LBS scale 1=1, the stock shows internal volume for the right/rear tanks.

    In case you want to see all 5 digits then in the _cockpit.ini:

    [TotalFuelCounter]
    Type=TOTAL_FUEL_QUANTITY_INDICATOR 
    CounterNodeFormat=fuel_dig%d
    MovementType=ANALOG_COUNTER
    ValueUnit=LB
    Scale=0.1    <--------    remove this entire line

     

    Oh so if it means 10 then the total there is 20 thousand? Didn't notice that, thanks.

    Is that a thing specific for TMF or some Tomcat version? Cause the Heatblur i fly in MSFS has the whole 5 digits

    • Like 1

  14. 14 hours ago, MigBuster said:

    You might be a few decades late for TMF

     

    The actual F-14A NATOPS from which they probably moddelled it on tells me the airspeed dial goes from 80 to 850 knots Indicated. So as you can see in your the sceen shot the needle is on 850 kts so that looks correct.

    M2.23 at 29,000 ft msl at standard day is ~M1030KCAS or ~1320KTAS

    I think the real Timcat was limited to 800KIAS under 30,000ft so that might have been an overspeed.

     

    Speed must have been displayed elsewhere - the HUD or the CRT display but not familiar really with F-14s.

     

     

     

    So it's all correct? I play MSFS and there the speed indicator moves both kts and Mach, the latter doesn't in TMF Tomcat.

    In Heatblur F-14 for MSFS the Mach needle moves as soon as reached Mach 1, this one stays still and have no idea how fast i'm going.

    And nope, the speed is not shown on the HUD.

    Only D from late 90s had the HUD showing it, other ones only analogue.

    If i'm late for TMF, is there any other out there?

    • Like 1

  15. Hi everyone,

    I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off.

    As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here:

    img00005.thumb.JPG.c613a772362bedb40e06bdf246ae3c1d.JPG

    Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that:

    I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator.

    Here's a picture of the fuel indicator:

    img00001.thumb.JPG.7b94d65cb183f64ff77efef0b1251d03.JPG

    I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one.

    In the end, since these two indicators are crucial, especially for flying without HUD, and the fuel indicator especially, since there's no way to know how much fuel you have left even with HUD turned on other than the cockpit indicator.

    So, what i'm asking is:

    Is there a way to fix these? A mod that remakes the indicators? Or another cockpit that is not the default one that i can use to swap this one?

    Thanks in advance for helping me.


  16. Hi everyone,

    I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones.

    I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to.

    I'm not talking about how to customize the callsign name, but the unit number after it.

    As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2"

    Here are some examples:

    img00001.thumb.JPG.22da80d7cd5715367ded23dcf62d7807.JPG

    img00002.thumb.JPG.03571d169ef64addfd834ef36623312f.JPG

    The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200

    65b75ee037a6e_Screenshot(486).thumb.png.475217b5351d325e687b2fa0575511df.png

    65b75ee89e431_Screenshot(485).thumb.png.6826443e114f333b31a34176008591d1.png

    IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery.

    How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster

    Thanks in advance for helping me.

     


  17. 21 hours ago, daddyairplanes said:

    that make the boom lower. it already did that base on the animation the original modeler did and the entry calling out in the data ini

    it operates automatically lowering at a given airspeed.

    I lowered the value of that airspeed so it lowered shortly after takeoff. this was due to how the drogue  assembly goes on the boom (i also did a lot of constant code edits to place it)

    essentially the hose sitss underground during take off, then the boom lowers and fits where the drogue is hanging out in space. not hte best solution, but a viable workaround.

    oh thanks man

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