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Some more nick-nacks

I really love the Ruffe, great job!!


in the xdp file, if you place all mission type in MissionType="" section of the loadout with the float, this should work.
Or you can try to put the floats for all loadouts.

Tried that LZ. the problem is the clean loadout in QC.this works in intercept ok.
 
to keep the floats on the plane at all times just make them a pylon.
in the xdp, you can still have a clean loadout but have a pylon mounted.
this way it can't be dropped like bombs or a droptank.
I've done it before and it worked fine.
 
to keep the floats on the plane at all times just make them a pylon.
in the xdp, you can still have a clean loadout but have a pylon mounted.
this way it can't be dropped like bombs or a droptank.
I've done it before and it worked fine.

Dancat Have you got a 1/2 hour to spare, i am not sure what you mean,could i send it to you, for you to give it the once over.
 
I'm not dancat but I know what he means. I have a couple of Mustangs that have clean loadouts like this (without the extra spaces):

< Loadout Name="Clean">
< Hardpoint ID="1" PylonType="AvHistory_us_mustang_pylon" PayloadType=""/>
< Hardpoint ID="2" PylonType="AvHistory_us_mustang_pylon" PayloadType=""/>​
< /Loadout>

Which means that there are always pylons on the aircraft even when it has no payload. Make the floats a pylon, use them as on my example, and you're set. :wavey:
 
I'm not dancat but I know what he means. I have a couple of Mustangs that have clean loadouts like this (without the extra spaces):

< Loadout Name="Clean">
< Hardpoint ID="1" PylonType="AvHistory_us_mustang_pylon" PayloadType=""/>
< Hardpoint ID="2" PylonType="AvHistory_us_mustang_pylon" PayloadType=""/>
< /Loadout>

Which means that there are always pylons on the aircraft even when it has no payload. Make the floats a pylon, use them as on my example, and you're set. :wavey:

Thanks G. Will give it a bash later, this will be usful for the thimble noses as well.
 
Forgot to mention, naturally the hardpoints have to be used in other loadouts than clean too. One good example would be the said Mustang carrying rockets but no bombs, it would still have the entries for hardpoints 1 and 2 as shown above. This was probably a no-brainer addition but better safe than sorry!

And you're welcome, of course! This is pretty much the speciality of SOH, if I know something you don't I'll tell it instead of being irritating and hiding it.
 
Damned if it don't work! :d

How to mount pylons permanently:

Aircraft .xpd

<Loadouts>
<Loadout Name="Clean">
<Hardpoint ID="5" PylonType="A_P84drop_left_pylon" PayloadType=""/>
<Hardpoint ID="6" PylonType="A_P84drop_right_pylon" PayloadType=""/>
</Loadout>

Pylon .xpd

Turn the drop tanks into a pylon

Before:

<?xml version="1.0"?>
<UnitData>
<General Allegience="" LongName="" ShortName="225gal Drop Tank" ModelName="A_P84drop_left.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="weapon" EnteredService="03/01/1943" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="weapon" Country="usa" Mass="7"/>
<Description String="225gal Drop Tank"/>
<Weapon ImpactDice="1" ImpactDieSize="1" ImpactOffset="1" BlastDice="1" BlastDieSize="1" BlastOffset="1" FireDice="1" FireDieSize="1" FireOffset="1" WeaponType="drop_tank" WeaponMass="624.6" GroundEffect="fx_dirtspray_m" WaterEffect="fx_bltwtr_l" Drag=".005"/>
<Loadouts/>
<GunStations/>
<DamageBoxes/>
<Systems/>
<Effects>
<Effect Type="Track" EffectName="fx_droptank_s" PosX="0.0" PosY="0.0" PosZ="0.0" MinVel="90" MaxVel="450"/>
</Effects>
</UnitData>

After:

<?xml version="1.0"?>
<UnitData>
<General Allegience="" LongName="" ShortName="225gal Drop Tank" ModelName="A_P84drop_left_pylon.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="weapon" EnteredService="03/01/1943" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="weapon" Country="usa" Mass="7"/>
<Description String="225gal Drop Tank"/>
<Weapon ImpactDice="1" ImpactDieSize="1" ImpactOffset="1" BlastDice="1" BlastDieSize="1" BlastOffset="1" FireDice="1" FireDieSize="1" FireOffset="1" WeaponType="pylon" WeaponMass="624.6" GroundEffect="fx_dirtspray_m" WaterEffect="fx_bltwtr_l" Drag=".005"/>
<Loadouts/>
<GunStations/>
<DamageBoxes/>
<Systems/>
<Effects>
<Effect Type="Track" EffectName="fx_droptank_s" PosX="0.0" PosY="0.0" PosZ="0.0" MinVel="90" MaxVel="450"/>
</Effects>
</UnitData>

I changed the name of the .xpd as well as the .m3d file from a weapon name to a pylon name.


View attachment 555
 
Well here is a sit-rep. i have spent hours and hours on this, and for the life of me i cannot get this to work:banghead::banghead::banghead:,The funny thing is it works on the AS. Payware zero.:censored:,I think it has something to do with the model.as sixghost gives instructions to stop the wheels showing up, which i felt sure would work, did'nt. if anyone wants a go at this, PM me your email, and what you would need to be sent.
 
For a bit of added realism you can also have the floats take damage. They won't actually be damaged but will show up in the red damage list as you take hits in game. It may be possible to add FX to the pylon .xdp to further simulate damage but I have not explored that far yet.

Here's what I did with Thrasmussen's AN/APS-4 he made for the P-55.

<Loadout Name="Clean">
<Hardpoint ID="2" PylonType="pylon_APS_4" PayloadType="" Quantity="0"/>
</Loadout>

<Box ID="damagebox_nose" Parent="damagebox_fuselage">
<BoxMap SystemID="nose_structure" Probability="22" Points="100"/>
<BoxMap SystemID="machine_guns" Probability="33" Points="40"/>
<BoxMap SystemID="left_guns" Probability="15" Points="30"/>
<BoxMap SystemID="right_guns" Probability="15" Points="30"/>
<BoxMap SystemID="elevator_cable" Probability="15" Points="30"/>
</Box>

<System ID="machine_guns" Name="APS-4 Radar">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>

You could change 'machine_guns' to something else like 'left_cheek_gun'. I have found that naming it (the pylon) in the Box ID & System ID to something new like 'radar' will not work. I try to use a name that CFS3 already knows. It could be in any damagebox - 'damagebox_nose', 'damagebox_fuselage', etc.
 
For a bit of added realism you can also have the floats take damage. They won't actually be damaged but will show up in the red damage list as you take hits in game. It may be possible to add FX to the pylon .xdp to further simulate damage but I have not explored that far yet.

Here's what I did with Thrasmussen's AN/APS-4 he made for the P-55.

<Loadout Name="Clean">
<Hardpoint ID="2" PylonType="pylon_APS_4" PayloadType="" Quantity="0"/>
</Loadout>

<Box ID="damagebox_nose" Parent="damagebox_fuselage">
<BoxMap SystemID="nose_structure" Probability="22" Points="100"/>
<BoxMap SystemID="machine_guns" Probability="33" Points="40"/>
<BoxMap SystemID="left_guns" Probability="15" Points="30"/>
<BoxMap SystemID="right_guns" Probability="15" Points="30"/>
<BoxMap SystemID="elevator_cable" Probability="15" Points="30"/>
</Box>

<System ID="machine_guns" Name="APS-4 Radar">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>

You could change 'machine_guns' to something else like 'left_cheek_gun'. I have found that naming it (the pylon) in the Box ID & System ID to something new like 'radar' will not work. I try to use a name that CFS3 already knows. It could be in any damagebox - 'damagebox_nose', 'damagebox_fuselage', etc.

That was going to be my next nightmare, i was going to explore the possibility off adding a MOS. file.
 
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