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Stuart Green Fokker D.VII

oldwheat

Charter Member
.... Has anyone converted this to CFS2 & made the animations work properly? The FS9 version that is.
 
Yep - Stuart Green himself. If you go to his page, you will find a choice of more versions, one a very nice CFS-2 version, which flies OK on my computer.
Finn:icon_lol:
 
Sorry, should have been more specific. I was referring to the FS9 version which doesn't have mirrored texture mapping.
 
I converted the FS9 SG D.VII OW. It flies just fine, but all the flight surfaces are stationary. At least they are in the neutral position. Wheels rotate; pilot's head moves and the rocker arms bang merrily away. And there are some great skins available.
 
I'm sure that you could adapt the CFS2 DP easily enough, might even be an exact fit. I wonder if this bird has too many animations for CFS2 & if so, if it would be possible to swap the pilot's head & rocker arms for control surfaces ( or perhaps, if Stuart would let me 'borrow' the CFS2 FSDS files for a little remapping :engel016:)?
 
I believe I used the dp from Mark W. Steckel's Fokker D.VIIF. Worked without modifying (which I don't know how to do any way). Muzzle flashes are where they should be anyway. A CFS2 dedicated D.VII would be nice though.
 
I wonder if this bird has too many animations for CFS2 & if so, if it would be possible to swap the pilot's head & rocker arms for control surfaces ( or perhaps, if Stuart would let me 'borrow' the CFS2 FSDS files for a little remapping :engel016:)?

It is not too many animations it is the type of animation used, fixing is possible but not easy to explain how, the surfaces are using one of the fs9 keyframe animations and CFS2 needs stock animations.
for each part the keyframe table and animation sequence has to be disabled the data from each is used to construct a Transform_Mat and TransformCall sequence, this is all done in SCASM code. I have attached a snippet of code from a model I am working on were I have replaced the keyframe animation "lever_stick_fore_aft" with the stock animation "elevator". To make life more complicated there is also an interpolation sequence to invert the rotation and limit its extent.

Stuart writes he has lost his Mojo! but contacting him maybe worth a try, as work on the source as far more preferable to resorting to the dark arts of scasm editing. Good luck
 
I have found that by tweaking the textures on the CFS2 version, I come up with a most acceptable D.VII with better FRs.
 
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