Kneeboards in the Hornet C?
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I’m very confused. Why are some people replacing parent 2 (appears to be lights and instruments of the viper pit) with the the pilot legs only, and some are replacing parent 4 (HUD only)?
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I’m very confused. Why are some people replacing parent 2 (appears to be lights and instruments of the viper pit) with the the pilot legs only, and some are replacing parent 4 (HUD only)?
the problem is, there are more “Pilot legs only” lod´s and not every one funktion with F-16 BLK40 !
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Viper (F16) is using parent 2 for pit … 4 is the hud. <- so that is that ‘hud’ version of ‘legs’.
That, because someone (sorry can’t rally remember who, no offense to original author) first edited ‘hud’ parent-lod, ‘cockpitmodel(X)’ to include legs with kneeboards. , so that parent number
was tied to that cockpitmodel(X) in 3dpit.dat.Also original ‘hud’ version for Hornets didn’t work for me… never understood really why… so I made my own, to heck with it…
…my version followed (strict ) rule of ‘cockpitmodel2’ , so I used that parent for legs in Hornets, also.
… buut, that is all very relative parent numbering if are working with different custom databases (eg. different theatres) … models cant be totally same , but numbers may not match
so, it is best first to check, AND READ for what theatre/database is that mod, then view with Lodedit what model is in file and what model is in the database under that parent/lod.That part above can be confusing and is prone to mistakes… so… yeah, it is kinda simple but, documentation, even if pain in the arse, like JanHas do in its models is precious and a MUST. or we’ll
never learn from mistakes from past falcon generations … , years passing by with all the same questions how this , how that , why this/that…
We lost so many time in reverse engineering stuff and learning it all again cause nobody cared for poor written docs around then… That is the main problem, not complexity/simplicity of the tasks.
One way its even ok , to force youngers to rev.engineer stuff , probably catch something we missed, but other way is utter way to chaos.Ugh, Cheers. :dhorse:
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Thanks White Fang - works a treat!
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White Fang thanks for all the help I got the legs and kneeboards working in Israeli campaign on F-18C… could you walk us through the process of editing the nodes for the speedbrake light? You say it’s simple but I think it’s a bit more involved for us LE uninitiated:-) thank you
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Ok, since you have already ‘did’ legs etc. I’ll skip part about parent.
You have to be in ‘edit lod’ screen of Lodedit , for the hornet pit parent/lod.
1. Then on right side under lod tree double-click 1.xdof or 2.xdof (with legs) … see pic. ,… yours is probably 2.xdof , like mine in pic, since we have legs…
2. Edit number in max dof angle to 0.500000
I haven’t come up with this number from ‘nowhere’ , it is real value from older database … how it got ‘porked’ in newer db’s … I really dunno,… !!! It shouldn’t be 0.136000 !!!
but … that’s itCheers, WF
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You are a god among simmers ! Thank you ! Now can you fix the flap " full " and " half " position indication lights under the 3 green gear down and locked lights ? :-))
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Heehee… Thanks for kind, err. , words. I’ve was just lucky to identify bugged entry.
Actually to fix those flaps indicator lights is probably easy , you do that in the same (cockpit) lod … mm, ‘just’ need to set which part of cockpit texture is ‘lit’ on switch position.
That would be if the indicator lights are linked to a switch position,… if lights would be linked to a flaps real position , then probably they should be linked to flaps itself.
So, this depends how it is meant to be implemented, by BMS … Find that answer and you’re half way through,… rest is just few edits with lodedit.
Now, … when you gave me a bit of push … I’ll check myself too, in a day or so.
Cheers
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Well,… I gave a look as promised … but … can’t progress further atm . lack of ‘knowledge’ in lodedit … or so I’m afraid. need to identify (search for) flaps switch entry … there are few hundreds of them.
I’ve identified location for flaps in pit texture …, entries for flaps exist. (flaps , half , full) , so that is covered.but in lodedit … need to CREATE another switch(es) groups and subtrees and link them to the stuff mentioned in previous post … to the ‘flaps switch’ or to the ‘real flaps position’ (switch/DOF in lodedit)
… since flaps are not really ‘functional’ (and also unfinished business) in F18E/F … that could be somewhat wonky … unpredictable … dunno… better to leave it to the professionals heeheee
Anyways, it is completely doable , we just need to gather ‘lodedit switches’ info. They would fit just nicely under Xswitch group 41. … (same group with wheels 43,44,45… and some control lights)
so , yeah I’m in … but kinda stuck here … some guidance would be also ‘beneficial’… for this project … at least … heeheeI’ll see what can I do … this really is not just on me… and is someone willing to provide real HELP on this one…, I guess yes, but since we’re into UNfinished features of BMS… they could just say … wait for it… ehhhh.
We’ll see… Need to make some calls…Cheers
WF -
Thanks for looking into it, your knowledge is far beyond mine on this. Sorry I wish I could help. Hopefully they’ll be functional in next update…