Butcher59 Posted April 4, 2010 Posted April 4, 2010 (edited) It's a bit difficult, but you can make other aircraft like the KC-10A, F-16A, IL-78M and some other aircraft flyable. To make them selectable in the game is not the problem, but to make them flyable was a bit harder. First you have to edit the correlate *.lua file, for my example the F-16A.lua 1. X:\LockOn Flaming Cliffs 2\Scripts\Database\planes\F-16A.lua here you have to change the HumanCockpit = "no", with HumanCockpit = "yes" 2. edit the X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua and add following line: ['f-16a'] = _('F-16A'), 3. now you have to add a new folder within : X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts bsp. X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\f-16a into the f-16a folder you copy anything you find for example in the f-15c folder wich is also within the Aircrafts folder!! 4. after this, you have to edit the CustomHuman.lua wich you can find here: X:\LockOn Flaming Cliffs 2\Scripts\Aircrafts\_Common. here you must add the following line: before: CustomHumanData = {} CustomHumanData[PlaneType.MiG_29 ] = CWSType.iCWS_MiG_29 CustomHumanData[PlaneType.MiG_29C] = CWSType.iCWS_MiG_29C CustomHumanData[PlaneType.MiG_29G] = CWSType.iCWS_MiG_29G CustomHumanData[PlaneType.MIG_29K] = CWSType.iCWS_MiG_29K CustomHumanData[PlaneType.Su_27 ] = CWSType.iCWS_Su_27 CustomHumanData[PlaneType.Su_33 ] = CWSType.iCWS_Su_33 CustomHumanData[PlaneType.Su_25 ] = CWSType.iCWS_Su_25 CustomHumanData[PlaneType.Su_25T ] = CWSType.iCWS_Su_25t CustomHumanData[PlaneType.Su_39 ] = CWSType.iCWS_Su_25t CustomHumanData[PlaneType.F_15 ] = CWSType.iCWS_F_15 CustomHumanData[PlaneType.A_10 ] = CWSType.iCWS_A_10 after: CustomHumanData = {} CustomHumanData[PlaneType.MiG_29 ] = CWSType.iCWS_MiG_29 CustomHumanData[PlaneType.MiG_29C] = CWSType.iCWS_MiG_29C CustomHumanData[PlaneType.MiG_29G] = CWSType.iCWS_MiG_29G CustomHumanData[PlaneType.MIG_29K] = CWSType.iCWS_MiG_29K CustomHumanData[PlaneType.Su_27 ] = CWSType.iCWS_Su_27 CustomHumanData[PlaneType.Su_33 ] = CWSType.iCWS_Su_33 CustomHumanData[PlaneType.Su_25 ] = CWSType.iCWS_Su_25 CustomHumanData[PlaneType.Su_25T ] = CWSType.iCWS_Su_25t CustomHumanData[PlaneType.Su_39 ] = CWSType.iCWS_Su_25t CustomHumanData[PlaneType.F_15 ] = CWSType.iCWS_F_15 CustomHumanData[PlaneType.A_10 ] = CWSType.iCWS_A_10 CustomHumanData[PlaneType.F_16A ] = CWSType.iCWS_F_15 -- optional, can be every other flyable plane with cockpit!! thats nearly all. But these settings have a little disadvantage, the cockpit is not where it should be, it is set in the mass of centre of the F-16A frame, but i found a solution! There is one more thing you have to do: into the folder x:\LockOn Flaming Cliffs 2\Config\View, you have to edit the server.lua file before: -- View scripts -- Copyright © 2004, Eagle Dynamics. -- Don't change existing values, they are requested from С++! -- Use these indices in Snap and CockpitLocalPoint tables. dofile("Scripts/Database/wsTypes.lua") PlaneIndex = { iSu_27 = 1, iSu_33 = 2, iSu_25 = 3, iSu_39 = 4, -- Su-39 or Su-25T iMiG_29 = 5, iMiG_29K = 6, iA_10 = 7, iF_15 = 8, iKA_50 = 9, } PlaneIndexByType = { [MiG_29] = PlaneIndex.iMiG_29, [su_27] = PlaneIndex.iSu_27, [su_33] = PlaneIndex.iSu_33, [F_15] = PlaneIndex.iF_15, [su_25] = PlaneIndex.iSu_25, [A_10] = PlaneIndex.iA_10, [MIG_29K] = PlaneIndex.iMiG_29K, [su_39] = PlaneIndex.iSu_39, [MiG_29G] = PlaneIndex.iMiG_29, [MiG_29C] = PlaneIndex.iMiG_29, [su_25T] = PlaneIndex.iSu_39, [KA_50] = PlaneIndex.iKA_50, } function validate(tbl,itype) return tbl[itype] or tbl[su_27] end DisableCombatViews = false -- F5 & Ctrl-F5 ExternalObjectsLockDistance = 10000.0 ShowTargetInfo = false CameraTerrainRestriction = false CockpitLocalPoint = {} CockpitLocalPoint[PlaneIndex.iSu_27] = {8.15, 1.38, 0.0} CockpitLocalPoint[PlaneIndex.iSu_33] = {8.35, 1.35, 0.0} CockpitLocalPoint[PlaneIndex.iSu_25] = {3.5 , 0.4 , 0.0} CockpitLocalPoint[PlaneIndex.iSu_39] = {3.406, 0.466, 0.0} CockpitLocalPoint[PlaneIndex.iMiG_29] = {4.92, 1.35, 0.0} CockpitLocalPoint[PlaneIndex.iMiG_29K] = {4.9, 1.254, 0.0} CockpitLocalPoint[PlaneIndex.iA_10] = {4.201, 1.55, 0.0} CockpitLocalPoint[PlaneIndex.iF_15] = {6.5, 1.238, 0.0} CockpitLocalPoint[PlaneIndex.iKA_50] = {3.188, 0.39, 0.0} EyePoint = {} EyePoint[PlaneIndex.iSu_27] = {0,0,0} EyePoint[PlaneIndex.iSu_33] = {0,0,0} EyePoint[PlaneIndex.iSu_25] = {0,0,0} EyePoint[PlaneIndex.iSu_39] = {0,0,0} EyePoint[PlaneIndex.iMiG_29] = {0,0,0} EyePoint[PlaneIndex.iMiG_29K] = {0,0,0} EyePoint[PlaneIndex.iA_10] = {0,0,0} EyePoint[PlaneIndex.iF_15] = {0,0,0} EyePoint[PlaneIndex.iKA_50] = {0.09, 0, 0} --local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0} --local old_aircrafts_6DOF = {x = {-0.02,0.05},y = {-0.03,0.03},z = {-0.03,0.03},roll = 90.0} --original FC2 limited 6DOF local old_aircrafts_6DOF = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0} --less limited 6DOF / test values by Az' limits_6DOF = {} limits_6DOF[PlaneIndex.iSu_27] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_33] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_25] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_39] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iMiG_29] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iMiG_29K] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iA_10] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iF_15] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iKA_50] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0} function GetCockpitLocalPoint(iType) local p = CockpitLocalPoint[iType] return p[1], p[2], p[3] end function GetEyePoint(iType) local p = EyePoint[iType] return p[1], p[2], p[3] end function Get_6DOF_limits(iType) local p = limits_6DOF[iType] return p.x[1], p.x[2], p.y[1], p.y[2], p.z[1], p.z[2], p.roll end function SetCockpitLocalPoint(iType, x, y, z) local p = CockpitLocalPoint[iType] p[1] = x p[2] = y p[3] = z end -- Camera angle limits {horizontal angle max, vertical angle min, vertical angle max} CameraAngleLimits = {} CameraAngleLimits[PlaneIndex.iSu_27] = {140.0, -75.0, 90.0} CameraAngleLimits[PlaneIndex.iSu_33] = {140.0, -75.0, 90.0} CameraAngleLimits[PlaneIndex.iSu_25] = {95.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iSu_39] = {110.0, -80.0, 90.0} CameraAngleLimits[PlaneIndex.iMiG_29] = {140.0, -75.0, 90.0} CameraAngleLimits[PlaneIndex.iMiG_29K] = {140.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iA_10] = {140.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iF_15] = {140.0, -80.0, 90.0} CameraAngleLimits[PlaneIndex.iKA_50] ={140.0, -65.0, 90.0} CameraAngleRestriction = {} CameraAngleRestriction[PlaneIndex.iSu_27] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iSu_33] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iSu_25] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iSu_39] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iMiG_29] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iMiG_29K] ={1,60,0.4} CameraAngleRestriction[PlaneIndex.iA_10] = {1,90,0.5} CameraAngleRestriction[PlaneIndex.iF_15] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iKA_50] = {0,60,0.4} after: -- View scripts -- Copyright © 2004, Eagle Dynamics. -- Don't change existing values, they are requested from С++! -- Use these indices in Snap and CockpitLocalPoint tables. dofile("Scripts/Database/wsTypes.lua") PlaneIndex = { iSu_27 = 1, iSu_33 = 2, iSu_25 = 3, iSu_39 = 4, -- Su-39 or Su-25T iMiG_29 = 5, iMiG_29K = 6, iA_10 = 7, iF_15 = 8, iKA_50 = 9, iF_16A = 10, } PlaneIndexByType = { [MiG_29] = PlaneIndex.iMiG_29, [su_27] = PlaneIndex.iSu_27, [su_33] = PlaneIndex.iSu_33, [F_15] = PlaneIndex.iF_15, [su_25] = PlaneIndex.iSu_25, [A_10] = PlaneIndex.iA_10, [MIG_29K] = PlaneIndex.iMiG_29K, [su_39] = PlaneIndex.iSu_39, [MiG_29G] = PlaneIndex.iMiG_29, [MiG_29C] = PlaneIndex.iMiG_29, [su_25T] = PlaneIndex.iSu_39, [KA_50] = PlaneIndex.iKA_50, [F_16A] = PlaneIndex.iF_16A, } function validate(tbl,itype) return tbl[itype] or tbl[su_27] end DisableCombatViews = false -- F5 & Ctrl-F5 ExternalObjectsLockDistance = 10000.0 ShowTargetInfo = false CameraTerrainRestriction = false CockpitLocalPoint = {} CockpitLocalPoint[PlaneIndex.iSu_27] = {8.15, 1.38, 0.0} CockpitLocalPoint[PlaneIndex.iSu_33] = {8.35, 1.35, 0.0} CockpitLocalPoint[PlaneIndex.iSu_25] = {3.5 , 0.4 , 0.0} CockpitLocalPoint[PlaneIndex.iSu_39] = {3.406, 0.466, 0.0} CockpitLocalPoint[PlaneIndex.iMiG_29] = {4.92, 1.35, 0.0} CockpitLocalPoint[PlaneIndex.iMiG_29K] = {4.9, 1.254, 0.0} CockpitLocalPoint[PlaneIndex.iA_10] = {4.201, 1.55, 0.0} CockpitLocalPoint[PlaneIndex.iF_15] = {6.5, 1.238, 0.0} CockpitLocalPoint[PlaneIndex.iKA_50] = {3.188, 0.39, 0.0} CockpitLocalPoint[PlaneIndex.iF_16A] = {6.5, 1.238, 0.0} EyePoint = {} EyePoint[PlaneIndex.iSu_27] = {0,0,0} EyePoint[PlaneIndex.iSu_33] = {0,0,0} EyePoint[PlaneIndex.iSu_25] = {0,0,0} EyePoint[PlaneIndex.iSu_39] = {0,0,0} EyePoint[PlaneIndex.iMiG_29] = {0,0,0} EyePoint[PlaneIndex.iMiG_29K] = {0,0,0} EyePoint[PlaneIndex.iA_10] = {0,0,0} EyePoint[PlaneIndex.iF_15] = {0,0,0} EyePoint[PlaneIndex.iKA_50] = {0.09, 0, 0} EyePoint[PlaneIndex.iF_16A] = {0,0,0} --local old_aircrafts_6DOF = {x = {-2,2},y = {-2,2},z = {-2,2},roll = 90.0} -- {x = {0,0},y = {0,0},z = {0,0},roll = 0} --local old_aircrafts_6DOF = {x = {-0.02,0.05},y = {-0.03,0.03},z = {-0.03,0.03},roll = 90.0} --original FC2 limited 6DOF local old_aircrafts_6DOF = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0} --less limited 6DOF / test values by Az' limits_6DOF = {} limits_6DOF[PlaneIndex.iSu_27] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_33] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_25] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iSu_39] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iMiG_29] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iMiG_29K] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iA_10] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iF_15] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iF_16A] = old_aircrafts_6DOF limits_6DOF[PlaneIndex.iKA_50] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.26,0.26},roll = 90.0} function GetCockpitLocalPoint(iType) local p = CockpitLocalPoint[iType] return p[1], p[2], p[3] end function GetEyePoint(iType) local p = EyePoint[iType] return p[1], p[2], p[3] end function Get_6DOF_limits(iType) local p = limits_6DOF[iType] return p.x[1], p.x[2], p.y[1], p.y[2], p.z[1], p.z[2], p.roll end function SetCockpitLocalPoint(iType, x, y, z) local p = CockpitLocalPoint[iType] p[1] = x p[2] = y p[3] = z end -- Camera angle limits {horizontal angle max, vertical angle min, vertical angle max} CameraAngleLimits = {} CameraAngleLimits[PlaneIndex.iSu_27] = {140.0, -75.0, 90.0} CameraAngleLimits[PlaneIndex.iSu_33] = {140.0, -75.0, 90.0} CameraAngleLimits[PlaneIndex.iSu_25] = {95.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iSu_39] = {110.0, -80.0, 90.0} CameraAngleLimits[PlaneIndex.iMiG_29] = {140.0, -75.0, 90.0} CameraAngleLimits[PlaneIndex.iMiG_29K] = {140.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iA_10] = {140.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iF_15] = {140.0, -80.0, 90.0} CameraAngleLimits[PlaneIndex.iKA_50] ={140.0, -65.0, 90.0} CameraAngleLimits[PlaneIndex.iF_16A] = {140.0, -80.0, 90.0} CameraAngleRestriction = {} CameraAngleRestriction[PlaneIndex.iSu_27] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iSu_33] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iSu_25] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iSu_39] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iMiG_29] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iMiG_29K] ={1,60,0.4} CameraAngleRestriction[PlaneIndex.iA_10] = {1,90,0.5} CameraAngleRestriction[PlaneIndex.iF_15] = {1,60,0.4} CameraAngleRestriction[PlaneIndex.iKA_50] = {0,60,0.4} CameraAngleRestriction[PlaneIndex.iF_16A] = {1,60,0.4} now you have the cockpit where it should be and it is 6dof capable!! Unfortunately i was not able to make all planes flyable, the KC-10A and the IL-78M are relative easy (i didn't test here the cockpit settings), the F-16A i had to play a bit with, but until now i was not able to make the IDS Tornado flyable. There are some more planes like the Tornado GR.3 and then there is the F-2 which should be the Tornado GR.1, so i don't know what i have to add or which variables to set. Problably some other can find it out. Maybe someone find other problems, so i have allways a ctd if i add the F-15C pit to the KC-10, The KC-10 was only flyable with the A-10A or the Su-33 pit. Don't know why, so do not ask At least i could not add more then one plane into the server.lua, if i add more, i have no hud anymore and the pit is in the centre of mass again! If someone can build an f-16 pit for FC-2.0 would be a great thing! Edited April 5, 2010 by Butcher59 3 CPU: Intel i7-5820K 3,3GHz Motherboard: ASUS X99-A Grafik Card: NVIDIA Geforce GTX1080 Ti 337.50 RAM: 32GB PIMAX 5k+ BE Hotas Warthog with Simped Pedals WIN 10 64bit DirctX 11.0
Boberro Posted April 4, 2010 Posted April 4, 2010 Hmmm maybe I add Su-25TM and Kh-31 :D Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D ಠ_ಠ ツ
theGozr Posted April 4, 2010 Posted April 4, 2010 Agree The only one with AFM is the Su-25TM great to have available even for server side. Fly it like you stole it..
MadSmurf Posted April 4, 2010 Posted April 4, 2010 Hey, To fly the tornado, you just need the right name as i.e. Open the X:\LockOn Flaming Cliffs 2\Bazar\PlaneTable.sht and find the plane your after, then get the username = "<plane type>" Also Open the X:\LockOn Flaming Cliffs 2\Scripts\Database\db_units_planes.lua and get the plane your after, plane_file("planes\\<planefilename>.lua" then enter this into X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua and add following line: ['<plane type>'] = _('<planefilename'), So for the Tornado the following in the X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua ['Tornado GR.4'] = _('Tornado_GR3'), ['Tornado IDS'] = _('Tornado_IDS'),
SilentEagle Posted April 4, 2010 Posted April 4, 2010 Are these activated flyables true to their real world performance in 2.0 or are they still only using the Su-27's engines over the aircraft's respective aerodynamic performance as it was in FC1.
jalebru Posted April 4, 2010 Posted April 4, 2010 Are these activated flyables true to their real world performance in 2.0 or are they still only using the Su-27's engines over the aircraft's respective aerodynamic performance as it was in FC1. From my short testing with this, it seems all planes now use their own SFM with their own thrust settings. [sIGPIC][/sIGPIC]
Boberro Posted April 4, 2010 Posted April 4, 2010 Su-25TM is not playable I mean you can't steer it. Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D ಠ_ಠ ツ
near_blind Posted April 5, 2010 Posted April 5, 2010 I had this problem with the F-18. For me it was a problem with the aircraftNames.lau, I was using the wrong name for the aircraft. I was referencing it as ['fa-18c'] = _('FA-18C'), instead of ['f-18c'] = _('F-18C'), The game saw no connection between the two so it didn't apply the controls, so there as no imput.
MadSmurf Posted April 5, 2010 Posted April 5, 2010 The SU-25TM is flyable and can steer, ['su-39'] = _('Su-25TM'),
Butcher59 Posted April 5, 2010 Author Posted April 5, 2010 Hey, To fly the tornado, you just need the right name as i.e. Open the X:\LockOn Flaming Cliffs 2\Bazar\PlaneTable.sht and find the plane your after, then get the username = "<plane type>" Also Open the X:\LockOn Flaming Cliffs 2\Scripts\Database\db_units_planes.lua and get the plane your after, plane_file("planes\\<planefilename>.lua" then enter this into X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua and add following line: ['<plane type>'] = _('<planefilename'), So for the Tornado the following in the X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\aircraftNames.lua ['Tornado GR.4'] = _('Tornado_GR3'), ['Tornado IDS'] = _('Tornado_IDS'), Thanks for help, :thumbup: CPU: Intel i7-5820K 3,3GHz Motherboard: ASUS X99-A Grafik Card: NVIDIA Geforce GTX1080 Ti 337.50 RAM: 32GB PIMAX 5k+ BE Hotas Warthog with Simped Pedals WIN 10 64bit DirctX 11.0
czarnyolek Posted April 5, 2010 Posted April 5, 2010 Looks like its more complicated than with FC1, but possible. How about sweeping wings for Tornado?
Boberro Posted April 5, 2010 Posted April 5, 2010 The SU-25TM is flyable and can steer, ['su-39'] = _('Su-25TM'), Could you say where have you written this? I couldn't find it omg :P EDIT: Nevermind omg how blind I am..... Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D ಠ_ಠ ツ
Boberro Posted April 5, 2010 Posted April 5, 2010 Next problem of Su25TM is that its weapons like Kh-31, 35 disappears so it would be good to find how to prevent this :) Anyway I'd like to see TM version on servers like 104th, 51st..... TM is almost same like T but let you have 4 Vikhrs so.... why not? Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D ಠ_ಠ ツ
little-Dog Posted April 5, 2010 Posted April 5, 2010 Very nice =) But I have a problem, all works fine and the Tornado fix helps me too. But I cant make the F5E, F4E,Mirage2000 and C-130 flyable. I dont know what´s wrong :( can you help me? I used ['F-4E'] = _('F-4E'), ['F-5E'] = _('F-5E'), ['C-130'] = _('C-130'), ['Mirage 2000-5'] = _('Mirage_2000-5'), and the file in input/aircrafts I named it like the first one (example Mirage 2000-5) Its not working :( can select it and Im in the cockpit but cant control it =( Maybe you can help me would be very nice =) [sIGPIC][/sIGPIC]
czarnyolek Posted April 5, 2010 Posted April 5, 2010 This Tornado loks sweet. I've managed to make it flyable but i cany put cockpit in proper position. I've followed steps by Butcher, but opted for Su-27 cockpit and got this.
near_blind Posted April 6, 2010 Posted April 6, 2010 did you guys try editing the view.lau in addition to the server.lau?
czarnyolek Posted April 6, 2010 Posted April 6, 2010 did you guys try editing the view.lau in addition to the server.lau? Tried and it gets even worst. Base view is somwhere in the space then and mouse view disbles itself :(
SilentEagle Posted April 6, 2010 Posted April 6, 2010 (edited) Can't get the F-5E to work. Anyone know the correct naming for the aircraft to get control? nvm got it: aircraftnames.lua ['f-5e tiger'] = _('F-5E'), Edited April 6, 2010 by SilentEagle
czarnyolek Posted April 6, 2010 Posted April 6, 2010 (edited) Anyone remember the old Tornado flight sim? That game rocked! I would spend hours making a flight plan around the AAA and SAM sites, 550MPH at 50Ft! ;) Would be great to duplicate it in LO Edited April 6, 2010 by czarnyolek
MadSmurf Posted April 6, 2010 Posted April 6, 2010 Can't get the F-5E to work. Anyone know the correct naming for the aircraft to get control? nvm got it: aircraftnames.lua ['f-5e tiger'] = _('F-5E'), Check the following which might help sort it out. Looks right in the aircraftnames.lua ['f-5e tiger'] = _('F-5E'), CustomHuman.lua CustomHumanData[PlaneType.F_5E] = CWSType.iCWS_MiG_29G Also made a copy of another plane and rename the input directory as f-5e tiger. "X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\f-5e tiger" If you want the cockpit in the correct spot then you need to edit the lines in x:\LockOn Flaming Cliffs 2\Config\view\server.lua (Didn't dump the whole file just the F_5E lines.) iF_5E = 20, <--- Next number in the plane index which is related to the snapviews.lua [F_5E] = PlaneIndex.iF_5E, CockpitLocalPoint[PlaneIndex.iF_5E] = {3.5, 0.4, 0.0} <-- Rough spot of the cockpit :joystick: limits_6DOF[PlaneIndex.iF_5E] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.20,0.20},roll = 90.0} CameraAngleLimits[PlaneIndex.iF_5E] = {140.0, -80.0, 90.0} CameraAngleRestriction[PlaneIndex.iF_5E] = {1,60,0.4} Now in snapview.lua you need to add all the snaps in the index ie if [1] from the top till the last [1] z_tans and replace the number say you copied 10 replace with the index 20 in my case. Snap[20] = {} <--- Relates back to the server.lua index .... Snap[20][13]["z_trans"] = 0 Very nice =) But I have a problem, all works fine and the Tornado fix helps me too. But I cant make the F5E, F4E,Mirage2000 and C-130 flyable. I dont know what´s wrong :( can you help me? I used ['F-4E'] = _('F-4E'), ['F-5E'] = _('F-5E'), ['C-130'] = _('C-130'), ['Mirage 2000-5'] = _('Mirage_2000-5'), and the file in input/aircrafts I named it like the first one (example Mirage 2000-5) Its not working :( can select it and Im in the cockpit but cant control it =( Maybe you can help me would be very nice =) ['f-4e phantom ii'] = _('F-4E'), ['c-130j'] = _('C-130'), ['mirage 2000c'] = _('Mirage_2000-5'),
Wilde Posted April 6, 2010 Posted April 6, 2010 CockpitLocalPoint[PlaneIndex.iF_5E] = {3.5, 0.4, 0.0} <-- Rough spot of the cockpit :joystick: There must be more to it. At first I made the Su-30 flyable with Su33 cockpit. Worked just fine. Then I tried around with Tornado and F-14 and couldn't get the cockpit right. Removing them and adding F-16A worked fine. Adding F-18 broke it again. Strange. Also changing CockpitLocalPoint doesn't seem to have much effect. I increased both X and Y coordinates just to test it. (X: 6.5 -> 8.5 Y: 1.2 -> 1.4) Looked exactly the same ingame though. Hope someone finds out what to do and how to do it right. This kicks arse. :pilotfly:
little-Dog Posted April 6, 2010 Posted April 6, 2010 (edited) Check the following which might help sort it out. Looks right in the aircraftnames.lua ['f-5e tiger'] = _('F-5E'), CustomHuman.lua CustomHumanData[PlaneType.F_5E] = CWSType.iCWS_MiG_29G Also made a copy of another plane and rename the input directory as f-5e tiger. "X:\LockOn Flaming Cliffs 2\Config\Input\Aircrafts\f-5e tiger" If you want the cockpit in the correct spot then you need to edit the lines in x:\LockOn Flaming Cliffs 2\Config\view\server.lua (Didn't dump the whole file just the F_5E lines.) iF_5E = 20, <--- Next number in the plane index which is related to the snapviews.lua [F_5E] = PlaneIndex.iF_5E, CockpitLocalPoint[PlaneIndex.iF_5E] = {3.5, 0.4, 0.0} <-- Rough spot of the cockpit :joystick: limits_6DOF[PlaneIndex.iF_5E] = {x = {-0.02,0.35},y = {-0.15,0.21},z = {-0.20,0.20},roll = 90.0} CameraAngleLimits[PlaneIndex.iF_5E] = {140.0, -80.0, 90.0} CameraAngleRestriction[PlaneIndex.iF_5E] = {1,60,0.4} Now in snapview.lua you need to add all the snaps in the index ie if [1] from the top till the last [1] z_tans and replace the number say you copied 10 replace with the index 20 in my case. Snap[20] = {} <--- Relates back to the server.lua index .... Snap[20][13]["z_trans"] = 0 ['f-4e phantom ii'] = _('F-4E'), ['c-130j'] = _('C-130'), ['mirage 2000c'] = _('Mirage_2000-5'), Thank you =) working all now =) But one question. How you find out the right names? the f-4 phantom ii for example. Edit: found it in Bazar/PlaneTable.sht =) thx Edit: I make the Harrier flyable too =) thats so nice :D Edited April 6, 2010 by little-Dog [sIGPIC][/sIGPIC]
Wilde Posted April 6, 2010 Posted April 6, 2010 Ok, doing a little testing I got it to run for Su-30, F-16A, FA-18C, Mirage, F-14 and the Tornado GR.4 eventually. As for Mirage, Tomcat and Tornado it didn't work with the filenames given in \Scripts\Databasedb_units_planes.lua for me. Instead I had to use these: ['mirage 2000c'] = _('Mirage'), ['f-14a'] = _('F-14'), ['Tornado GR.4'] = _('F-2'), Mirage and Tornado don't show any artefacts when using F-15's CockpitLocalPoint. Tomcat does have clipping, because it's not far enough in the front. Haven't found an ideal coordinate for it yet. Should be somewhere around {8, 1.2, 0.0}.
JG-1_Vogel Posted April 6, 2010 Posted April 6, 2010 Lol what the hell is a "GR3"... there was never such a thing! Can someone rename it to GR4 or GR1?
aaron886 Posted April 6, 2010 Posted April 6, 2010 (edited) I'm trying to get the F/A-18C to work but having similar troubles as have been expressed already with other aircraft. What would be the correct PlaneIndex for the F/A-18C? Can I use any number I want? Edited April 6, 2010 by aaron886
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