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Posted
Ok guys here is the first alpha version. The cockpit positions are not fixed now. But some Planes are Flyable now and the Harrier is aktiv.

 

You must install it Manually so make a backup of your Config and Scriptsd folder and put the files in the .rar file to the same postions to your lock on as in the rar.

 

http://rapidshare.com/files/373147538/LockOn_FC2_more_flyable_Aircrafts_MOD_0.9.rar.html

 

only 9 times downloadable... so if its posible some other guys can reupload it again :D

You forgot to put view files in it so it works but cockpits are in the middle of planes.

Lucklily i've backed up my LO before ;)

Posted
You forgot to put view files in it so it works but cockpits are in the middle of planes.

Lucklily i've backed up my LO before ;)

 

 

I think I write: backup (copy) your script and config file first ;) then overwrite your files. So if there is a error you can use your old files again ^^

 

And I write cockpit positions not fixed at the moment. Its a alpha version ;) just for testing and find error.

 

Ah and please dont eject on planes like c-130 or A-50 or open the canopy during the flight. Becouse normal your plane will lost the canopy. But on this aircrafts your FC2 will crash. Will fixed in the future.

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Posted

Which axis assignmets (curves) are applied to the (AI) planes you make flyable?

 

(Reason I ask is because FC2 has different settings for the A-10A, F-15C, SU-27 etc. whereas FC1 had a single universal axis setup for all planes).

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Posted
Which axis assignmets (curves) are applied to the (AI) planes you make flyable?

 

(Reason I ask is because FC2 has different settings for the A-10A, F-15C, SU-27 etc. whereas FC1 had a single universal axis setup for all planes).

 

Not only can you add a whole new axis/button setup for each AI plane following the steps in this guide, you can also modify its flight model by adding an entry for it in those files also.

Posted

Thanks SE, I found the answer to this almost immediately after posting my question.

 

That's great. Basically means the modding potential is endless, since it uses its own set of 'rules'. :thumbup:

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Posted
Ok guys here is the first alpha version. The cockpit positions are not fixed now. But some Planes are Flyable now and the Harrier is aktiv.

 

You must install it Manually so make a backup of your Config and Scriptsd folder and put the files in the .rar file to the same postions to your lock on as in the rar.

 

http://rapidshare.com/files/373147538/LockOn_FC2_more_flyable_Aircrafts_MOD_0.9.rar.html

 

only 9 times downloadable... so if its posible some other guys can reupload it again :D

 

Would you please upload this to LockOnFiles.com? They will host your file and give you credit for your hard work.

Upgrading Flight Sim computers since the Apple ][.

Posted (edited)

I've tried to drop GBU bombs from Tornado and it works even better than i thought. What You gotta do is assign target in mission editor then approaching it pres "o" and when target is in range bomb goes without need to release it manually. I don't know if it is like that in RL but i imagine that as Tornado is double seater, then bloke in the back does it and i - pilot, just gotta get plane close enough.

GBU hits target with unbelievable precision.

WOW! I've got Tornado simulation at last ;)

 

Unfortunately SEAD missiles don't work, but i don't mind as long as i can use GBUs :thumbup:

Edited by czarnyolek
Posted
I've tried to drop GBU bombs from Tornado and it works even better than i thought. What You gotta do is assign target in mission editor then approaching it pres "o" and when target is in range bomb goes without need to release it manually. I don't know if it is like that in RL but i imagine that as Tornado is double seater, then bloke in the back does it and i - pilot, just gotta get plane close enough.

GBU hits target with unbelievable precision.

WOW! I've got Tornado simulation at last ;)

 

Unfortunately SEAD missiles don't work, but i don't mind as long as i can use GBUs :thumbup:

 

Have a really dumb question, how do you actually assign a specific target in the ME to do this?

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Posted
man, could someone reupload it somewhere ??

 

Its not finished now... have troubles with five planes. If you add for example the mirage to the server.lua all planes have the default cockpit position back. Dont know why at the moment. And the other planes are still in testing if all is working or something create an error and your FC2 crash. So in the next two days you can have a release at lockonfiles.com ;)

 

there is a sepereate Thread about this MOD now =)

 

So if somebody can help to find a solution why the server.lua is not working with the mirage, tornado_ids, Su_30 and Su_39 and the Su_17M4 please tell me.

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Posted

Has anyone figured out if there's a way to use "auto trim" (like the F-15 has) with the other flyables?

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Posted

As long as servers put an integrity check on the FM files, I don't mind sharing how to change the FM. In fact, I might start some discussion about it to get input from others who have time to test.

Posted
As long as servers put an integrity check on the FM files, I don't mind sharing how to change the FM. In fact, I might start some discussion about it to get input from others who have time to test.

 

Agree 100%. I mod with the intention seeing a more diverse force in game for my off line enjoyment. I see how this would be easily and grossly exploited on multiplayer.

Posted

I can see how modded FM's would impact the game negatively if allowed in combat... that said, SE, if you find where to tweak "auto trim" would you mind sharing it (hate flying the Viper having to trim it = unrealistic. Supposed to be point and forget ;) ).

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Posted
I can see how modded FM's would impact the game negatively if allowed in combat... that said, SE, if you find where to tweak "auto trim" would you mind sharing it (hate flying the Viper having to trim it = unrealistic. Supposed to be point and forget ;) ).

 

Going vertically from 100 to 8000 meters is not that realistic too ;)

Of course this mod have a lot of limitations, but i would say it is much better than humancockpit trick from FC1. Still a lot of room for improvement. Good job guys and keep going as your efforts take this sim beyond ones expectations :thumbup:

Posted

Maybe is possible to link Sweep wings and flaps? For example, no flaps wings sweep back for high speed flying. We deploy the Flaps and the wings open and we are ready to land.

I don't understand anything in russian except Davai Davai!

Posted

This is possible, however for a tornado forexample, the pylons on the wing would then not follow the wing sweep. In the "wing sweep" animation however, they do. So imho the best way of getting this to work would be to "activate" this argument so that it is visible for the player aircraft aswell.

 

In the meantime, the flaps trick is a good workaround for planes that doesnt have pylons on the moving part of the wing

Posted

 

In the meantime, the flaps trick is a good workaround for planes that doesnt have pylons on the moving part of the wing

 

The only plane I can think right now is the Tomcat. Don't remember If Mig-23/27 have pylons on the wings.

I don't understand anything in russian except Davai Davai!

Posted

I wonder if there is anyway to get the A-10's CCIP and CCRP into the F-15 Cockpit? As it is the A-10 has extremely limited AA functionality, and the F-15 has extremely limited AG symbols (its got a fall line, a CCIP Gun pipper and that's it. It was still way more than i was expecting.)

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