Pat Pattle
SOH-CM-2025
Yes, well distributing any modified files will be the tricky part, or else an instruction pack on how to enable any new features should be ok?
Chris that sounds very interesting!
Chris that sounds very interesting!
There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.
If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.
Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.
The Staff of SOH
.....that this conversation has not been closed by our moderators. If it is we will need to talk elsewhere. I am sure that the OFF folks have done this with help from M$.....(well not sure but speculating).
cable_force_adjust
tail_hook_position
tail_hook_length
wing_folding_system_type
... Note that in CFS2 wing_fold_system_type is used. Looks like CFS3 added "ing". ...
<FUEL_SELECTOR_OFF Caption="Fuel Selector Off" Type="engine"/>
<FUEL_SELECTOR_ALL Caption="Fuel Selector All" Type="engine"/>
<ENGINE_AUTO_SHUTDOWN Caption="Engine Auto Shutdown" Type="engine"/>
No, that's my bad: it is without the 'ing'. I checked again and the .exe says "wing_fold_system_type".
There's also "fold_rates" and "folding_wings" to be found near that string.
The commands for tailhook toggle and wing fold toggle are already in CFS3. They are mentioned in the SDK (separated in l_wingfold and R_wingfold in the SDK but as a single command in the commands list) but I can't remember if the animations really work. It would be worth investigating how carriers are coded in CFS2 and FS2004 and see if we can learn anything from that. If I am not mistaken, 'hard' or 'full-decked' carriers are still a problem in CFS3. The workaround, though clever, was always a big immersion killer for me.
Yep, nice one, they work!
I also tried the cowl flaps, there's references to multiple engines which would be good, alas that one doesn't seem to work, but I'll try again with it.
Also noticed a line in there 'carrier_based', intriguing but it may be more standard FS stuff.
). There seem to be some duplicates, some interesting ones and some obvious ones. Anyway, feel free to report the results...Any sections speaking to the damage systems?