snapper 21 Posted February 11, 2012 Posted February 11, 2012 Hi All I am trying to get Razbams A-6 Cockpit into TKs A-6A without getting two refuelling probes showing. If someone has done it could they let me know how? I have tried adjusting the position but no go. Many thanks Snapper 21 Quote
+PureBlue Posted February 11, 2012 Posted February 11, 2012 (edited) You should be able to remove the meshes using this technique: http://combatace.com/topic/67237-removing-antennas-from-stock-models/page__view__findpost__p__519739 First, find the probe's meshes from the LOD or OUT file, then edit the aircraft data.ini btw I'd be interested in this mod too Edited February 11, 2012 by PureBlue Quote
+NeverEnough Posted February 11, 2012 Posted February 11, 2012 Hey Folks, this A-6A Cockpit.INI has the refuelling probe for the Razbam cockpit removed. Enjoy! A-6A_COCKPIT.7z Quote
snapper 21 Posted February 11, 2012 Author Posted February 11, 2012 Hi NeverEnough That worked a treat. Thanks Snapper 21 Quote
Fubar512 Posted February 13, 2012 Posted February 13, 2012 (edited) No offense, by why remove the hi-poly Razbam probe, as opposed to the (ugly) low-poly Thirdwire one? I have an upgraded Razbam cockpit and avionics .ini files, that I'm going to get Ron's permission to upload. And yes, the fuel flow guage, Missile launch warning lights (etc) work on this one. BTW, to hide the ugly TW fuel probe, just add the following to the Thidwire A-6A_Data.ini: [AircraftData] DestroyedModel=A-6_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=12836.9 EmptyInertia=112487.0,59225.5,218417.3 ReferenceArea=49.14 ReferenceSpan=16.15 ReferenceChord=3.31 CGPosition=0.00,-1.30,0.22 OnGroundPitchAngle=3.0 Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=LeftStab Component[006]=RightStab Component[007]=VertTail Component[008]=LeftOuterWing Component[009]=RightOuterWing Component[010]=Hide1<------Add this And just above the "Crew" section: [Hide1] ParentComponentName=nose ModelNodeName=Fuel_Probe DestroyedNodeName= ShowFromCockpit=FALSE HasAeroCoefficients=FALSE Edited February 13, 2012 by Fubar512 added image Quote
snapper 21 Posted February 13, 2012 Author Posted February 13, 2012 Hi Fubar Will give removing TKs probe a go, though wont we be knackered if TK adds in flight refuelling, they look in slightly different position. I hope yoi get permission to upload the changes, they do look good. Am I right in thinking you have CCIP in the cockpit? I have been trying to add that myself, but without a weapon selected I lose the gunsight totally?? Cheers Snapper 21 Quote
Wrench Posted February 13, 2012 Posted February 13, 2012 no, it shouldn't do anything but remove it from sight in the cockpit. Do that, and look at the extrnal model. if the probe remains ... if not, it can be done by the HideExternalNode= line added to cockpit ini (unless, of course, that remove the Raz one -which it shouldn't with luck) or... in the Nose section: ShowFromCockpit=FALSE and the odds of us getting AFR are so close to Zero that makes no difference Quote
Wrench Posted February 14, 2012 Posted February 14, 2012 actually, by fiddiling with the x/y/z of the cockpit position, on could even 'hide in plane sight' (as you can see, I'm not quite dialed in yet....) Quote
+HomeFries Posted March 26, 2012 Posted March 26, 2012 Gents, I'm an experienced modder, albeit something of a newbie at modding SF2. I've been able to get the RAZBAM cockpit incorporated into all of the A-6 versions I have, including the scenario above (RAZBAM cockpit in TW A-6A). Problem is that in the A-6A/B (both using the stock A LOD) the external fuel tanks show up on the hardpoints if there is another weapon selected. I've read the other posts about hiding the components, but I was wondering if somebody has figured out which meshes to hide with the A-6A LOD to prevent the fuel tanks from being superimposed on the weapons. Fortunately, this isn't a problem with the A-6E TRAM. On a parallel track, has anybody been able to import the RAZBAM A-6 LODs into SF2 without having them go tail-first into the runway? I've played with the data.ini file using MigBuster's conversion guide, but I can't seem to get that squared away either. Thanks in advance. Quote
Wrench Posted March 26, 2012 Posted March 26, 2012 1)for 3w: data & loadout inis may be out of date -- the Intruder, as you know, has the drop tanks built into the model. Extract the latest inis from the (whichever cat). Data, and loadout. Put them in the proper aircraft folder, and edit away. As to Razbams, well ... can't help you there, sorry. Quote
+HomeFries Posted March 26, 2012 Posted March 26, 2012 Thanks, Wrench. Updating the data.ini did the trick. It was a Configuration Management error on my part; I was using the data.ini files from the SF2V Air & Ground War Expansion, as opposed to extracting the latest ini files. Once I extracted the data.ini files and made the proper tweaks (for the B at least), the Intruders were good to go! Quote
Kodiak Posted March 27, 2012 Posted March 27, 2012 No offense, by why remove the hi-poly Razbam probe, as opposed to the (ugly) low-poly Thirdwire one? I have an upgraded Razbam cockpit and avionics .ini files, that I'm going to get Ron's permission to upload. And yes, the fuel flow guage, Missile launch warning lights (etc) work on this one. BTW, to hide the ugly TW fuel probe, just add the following to the Thidwire A-6A_Data.ini: [AircraftData] DestroyedModel=A-6_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=12836.9 EmptyInertia=112487.0,59225.5,218417.3 ReferenceArea=49.14 ReferenceSpan=16.15 ReferenceChord=3.31 CGPosition=0.00,-1.30,0.22 OnGroundPitchAngle=3.0 Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=LeftStab Component[006]=RightStab Component[007]=VertTail Component[008]=LeftOuterWing Component[009]=RightOuterWing Component[010]=Hide1<------Add this And just above the "Crew" section: [Hide1] ParentComponentName=nose ModelNodeName=Fuel_Probe DestroyedNodeName= ShowFromCockpit=FALSE HasAeroCoefficients=FALSE Is this cockpit for download somewhere??? It looks awesome!!! My best regards, Kodiak. Quote
Fubar512 Posted March 27, 2012 Posted March 27, 2012 Is this cockpit for download somewhere??? It looks awesome!!! My best regards, Kodiak. It's part of Razbam's A-6 package, available at his site. http://razbamsims.com/store/product_info.php?products_id=51 Quote
+HomeFries Posted March 29, 2012 Posted March 29, 2012 Ok, I got everything set up the way I like with all of my A-6 variants (including MigBuster's awesome CCIP mod; additions for the March 2012 patch listed in that thread), but there is one more thing I need to ask as it pertains to the A-6E. I know that the EOTV display can be used as another radar mode by inserting the line UseRadarTexture=TRUE in the [TVDisplayData]. However, since the A-6E has separate radar and video displays, I used the line UseRadarTexture=FALSE to get them to display separately. You can see in the following screenshot that the radar is active (bottom) with no EO display (top) since the LGBs or Walleyes are not selected: Now in the following screenshot I selected LGBs, activating the EOTV (top). Note that the ground mapping radar is disabled (bottom), even though the radar template displays on the radar screen itself. Additionally, the radar (as opposed to EOTV) is still superimposed in the upper right, even though it is inactive. My question is twofold: Is it possible to have both the radar and the EOTV active simultaneously? If not, then without UseRadarTexture=TRUE is it possible to have the EOTV at least superimposed in the upper right when it is the active sensor? Thanks in advance. Quote
+HomeFries Posted August 13, 2012 Posted August 13, 2012 Gents, I'd like to revive this thread to see if there has been any headway made with releasing the updated RAZBAM cockpit. I would also like to add the following tweaks I made to the cockpit (and have included in the readme for the A-6 Superpack). This changes the steering symbol on the VDI from a CDI to a waypoint correction symbol: [steeringSymbol] Type=WP_CMD_YAW NodeName=SteeringSymbol MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.090 Set[01].Value=-90.0 Set[02].Position=-0.080 Set[02].Value=-45.0 Set[03].Position=0.000 Set[03].Value=0.0 Set[04].Position=0.080 Set[04].Value=45.0 Set[05].Position=0.085 Set[05].Value=90.0 Adding the following lines to the [CockpitSeat001] section will allow XY slewing for TrackIR users: MinMovementX=-0.16 MaxMovementX=0.18 MinMovementZ=-0.08 MaxMovementZ=0.10 Quote
stuntman Posted August 13, 2012 Posted August 13, 2012 Do these tricks also work with the EA-6 cockpit from razbam?? Quote
+HomeFries Posted August 13, 2012 Posted August 13, 2012 The XY slew works with any cockpit (AFAIK), and the VDI trick works with the EA-6A as well. The EA-6B cockpit doesn't have a VDI, so no-go on the first trick there. Quote
+SupGen Posted August 13, 2012 Posted August 13, 2012 (edited) The FuelIndicator fix Fubar mentions is an easy one, in the Cockpit ini., in the FuelIndicator entry: change Set[02].Value=10000 to Set[02].Value=15770.0. Edited August 13, 2012 by SupGen Quote
+HomeFries Posted August 13, 2012 Posted August 13, 2012 Thanks, SupGen. Another general question: is there any way to get the ILS needles working? Or was that functionality never implemented in the LOD? Quote
+streakeagle Posted August 13, 2012 Posted August 13, 2012 There is a reason to use third wire refueling probe: textures. Cockpit's texture won't change with external textures, external probe will. Quote
Fubar512 Posted August 13, 2012 Posted August 13, 2012 What textures change, streak? Do you have a hot pink skin texture that you use on your A-6's that you're not telling us about? I've yet to encounter an A-6 that isn't either white, haze grey, or some combination of the two. Quote
Romflyer Posted August 13, 2012 Posted August 13, 2012 Adding the following lines to the [CockpitSeat001] section will allow XY slewing for TrackIR users: MinMovementX=-0.16 MaxMovementX=0.18 MinMovementZ=-0.08 MaxMovementZ=0.10 This sounds like some seriously good news!!......where did you get this from?? it's like discovering the holy grail for TIR in SF2 Thanks Romflyer Quote
+HomeFries Posted August 13, 2012 Posted August 13, 2012 I think I pulled that from Wrench's tips in the KB, but I can't recall for sure. Quote
+SupGen Posted August 13, 2012 Posted August 13, 2012 Hey Fubar, any word on those updated ini. files? Quote
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