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SOH Team Project - Grumman Tracker, Trader, Tracer works great ..

"I have passed the gmax source for the Grumman aircraft over to euroastar who volunteered to do the FSX native conversion."



What is confusing about that? They will be standalone packages, Native packages.

LOL....nothing Milton......when you SEE it....i musta missed that as i was looking through......sowwy
 
What a plane !

Thank you guys so much for this awesome teamwork. :medals:

These Grummans are so much fun to fly .... guess, I´ll have to do some carrier ops training now ..... :running:

Chris
 
is there a way to lower the raydome and extend the mad boom yet or am i still out of luck .

The animation uses the concorde visor extend/retract which to my knowledge does not work in FSX.

Hopefully Euroastar is making some progress on the native conversions although I haven't heard anything from him on the subject.

Short of that, if someone can recommend some animation tags for FSX that also applies to FS9, I would be happy to change the models to get that to work for you as a port over.
 
Well, it works fine in FSX. I had the bombay doors assigned to the secondary doors so adding the MadBoom, the radome, and the folding antenna gives you a lot going down at one time.

But if you wish to try it, check the attached.

Better back up the existing in case you don't like it.
 
it worked great but is there a way to have the bay doors set to Exit 2 and the rest to Exit 3 it just seems to look off with everything extened but if you cant this will work
 
I do not know of a way in FS9 to use exit 3. I can remove the bay doors animation if you like since there are no bombs anyway.
 
Updated S2F-3 to Animate MAD Boom, Radome, and Antenna

Okay, here is an updated S2F-3 model that animates these items using the exit 2 (cargo exit-shift+e, then 2). I deactivated the bombay doors since the bay is empty anyway.
 
Bomb Bay

I do not know of a way in FS9 to use exit 3. I can remove the bay doors animation if you like since there are no bombs anyway.

Milton: Please remove the Bomb bay. When the S-2 is used to hunt submarines, it first will use sensors like the radar or mad boom. The bomb bay will not be opened at this time. Only later, if it is war time and the submarine has benn located close enough, will the bomb bay be opened to drop torpedo's. There are no torpedo's modeled anyway. Bill
 
No workee for me

Okay, here is an updated S2F-3 model that animates these items using the exit 2 (cargo exit-shift+e, then 2). I deactivated the bombay doors since the bay is empty anyway.


Milton

I made a backup of the orig .mdl file for the S2F-2 and then replaced it with the one you just made for the tail boom movement, I hit the CTRL+E then 2 and nothing
happened. I noticed that it worked for some one else in FSX so I wonder if I hit all the keys necessary for it to function?

:kilroy:
 
Milton

I made a backup of the orig .mdl file for the S2F-2 and then replaced it with the one you just made for the tail boom movement, I hit the CTRL+E then 2 and nothing
happened. I noticed that it worked for some one else in FSX so I wonder if I hit all the keys necessary for it to function?

:kilroy:


Whatever sequence you use to open the secondary exit, or cargo door, that is what it is set to be.

You did download the correct file from my post # 73, not the earlier one?

The model file in the model folder should be dated 5/5/2012, 11:11AM
 
Correct file

Whatever sequence you use to open the secondary exit, or cargo door, that is what it is set to be.

You did download the correct file from my post # 73, not the earlier one?

The model file in the model folder should be dated 5/5/2012, 11:11AM
I did. I guess I will have to fumble around and see what key combos work. I will look at the FSX controls and see what it says to use
for secondary exit key/s. I normally use the Control + 1 or 2 keys and the doors will open.

I am using your file dated 5/5/2012 11:11AM.....
 
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