JanHas Models & Skin Thread -Compatible with 4.36
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The visor dof works. But separating the visor from visor cover the gives me a model issue I need to fix.
There is an issue with the visor dof for AI. There is a difference in behavior between ramp start and when starting the mission on the taxi-runway/mid-air. At this moment I haven’t a workable solution…
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I’ve used my real 3-position landing light switch (you can hear the mixxxed sound ), and a small hack on the keyfile + RSmapper config, and voila… (until cockpit switch, switch/dof; and keys are implemented hopefully in future)
Real sq SOP’s have specific operation for each light box, depending the aircraft position / intentions etc.
video unavailable…
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I’ve used my real 3-position landing light switch (you can hear the mixxxed sound ), and a small hack on the keyfile + RSmapper config, and voila… (until cockpit switch, switch/dof; and keys are implemented hopefully in future)
Real sq SOP’s have specific operation for each light box, depending the aircraft position / intentions etc.
Well done Raptor!!! Wonderful results!!
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There is an issue with the visor dof for AI. There is a difference in behavior between ramp start and when starting the mission on the taxi-runway/mid-air. At this moment I haven’t a workable solution…
Hi Jan, can you elaborate?
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Hi Jan, can you elaborate?
I gave it a try in the LV4 F-16 (external) model but it seems that it’s not working correctly.
- (I changed the visor model with my model from a closed to an open position). When ramp starting the visor is up for both human and AI. When lowering the canopy the all visors are coming down (AI). But when starting a mission from the taxiway/runway/mid-mission the AI’s visor is still up while the canopy is down. Question is; is there a link between the two?
- When using it with an unchanged visor model the visor will go up when the canopy is closed.
I think the issue is the difference in behavior between ramp start and starting a mission on taxi/runway or mid-mission. I can’t think of a model tweak to correct this at the moment.
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Looking forward to working external pilot model visors
Would be great to manage to implement working JFS doors too at some point.
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The first Launch Vipers IV model can be downloaded from my website https://www.janhas.net. The F-16CM-50 is the first and will be followed by the F-16CM-40. The number of poly’s that came free from removal of the pods were used to add better detailed parts to the model. For the F-16CM-50 in the shape of new wheels.
Note! Due to code changes the NVG’s I had to change the dof number and this has some consequences. It now uses VTOL command and model wise it works. Downside it that the nozzle angle is shown in sim. You can remove this by hold “left control” and the “~`” keys. This will remove the info bar as well. If you do not want to use the NVG’s at all it’s better to change the “IsVtol 1” to “IsVtol 0” in the f16bk50.dat file.- The towed decoy model is still and can be activated by shift-d (once, since it’s using the brake chute command).
- The front gear landing light can be changed (as Raptor already mentioned) with the shift z/x keys.
I also have made the fuel tanks, targeting pods, ITER and pylons available. I recommend you install those as well. They are fully compatible with the stock BMS F-16 models but the stock BMS pods for the F-16 can give some model issues (stock model LAU-129 ALE-50 sticking through the wing for example). Included in this package are: 300 Gallon tank and pylon, 370 Gallon tank, AAQ-13, AAQ-14, AAQ-28, AAQ-33, the pylons needed for the targeting pods, HTS pod, 16S210, LAU-129, LAU-129 ALE-50, BRU-42 ITER, 3/7 pylon and center pylon (not the ALQ-131 adapter version but the one used for centerline tank and ALQ-184).
I have included a model install manual in the packages (for the 3ddb tool).
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Just to be sure, are the weapons ready also?
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Hi.
Downloaded your new models for 4.34 and read the install instructions but don`t know where to find 8042.bmp file.
Any help would be appreciated
Many thanks
Mick Worsnup -
Here is a link to the converted 8042.dds to .bmp
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This post is deleted! -
Thanks but should this be a very small plain white file 1.05Kb file
Mick Worsnup -
It really doesn’t matter what the image looks like. The 3DDB BUILDER just needs a file named 8042.bmp because in the HDR file it compiles the texture list within it. If the file is not in the texture folder, it will not compile a texture list.
8042 looks white but it has transparent parts in it that make it look like that.
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This is way too complicated to be fun. Too much tweaking around.
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Once Jan Has finishes all of them, I’m going to create a update pack for KTO and the Balkans probably.
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Hi.
Downloaded your new models for 4.34 and read the install instructions but don`t know where to find 8042.bmp file.
Any help would be appreciated
Many thanks
Mick WorsnupSorry about that… Here it is https://www.janhas.net/Files/8042.zip
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Once Jan Has finishes all of them, I’m going to create a update pack for KTO and the Balkans probably.
Thank you!!
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Hello Janhas
Many thanks !!
Your new install method works perfectly !
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Followed install instructions, but obviously did something wrong. Textures completely messed up. Looking forward to yours update packs!!!