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Author Topic: F-16 beta v5  (Read 95119 times)

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David Prosser

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Re: F-16 beta v5
« Reply #180 on: October 11, 2015, 02:46:36 AM »

Thanks for this.

western0221

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Re: F-16 beta v5
« Reply #181 on: October 22, 2015, 07:52:43 AM »

Someone knows historical F-16 cockpit analogue backup gauges' real movings?

My topic is about Altimeter's rotary feet numbers display.
In today's Java codes, those feet numbers count-up/down 1 by 1 like a digital.
This behavior is "can be", but almost of those rotary numbers display work in smooth analogue one (like F-4 PhantomII Mods cockpit).
But about "Good look read capability" is better for 1 by 1 count style.

If someone tell me the historical style of F-16, I can apply it in Java codes.
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SAS~Tom2

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Re: F-16 beta v5
« Reply #182 on: October 22, 2015, 12:37:00 PM »

Google "Falcon BMS F-16 video", you will find plenty of boring cockpit videos of the most realistic F-16 sim. ;)
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western0221

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Re: F-16 beta v5
« Reply #183 on: October 22, 2015, 02:46:17 PM »

Thanks Tom2.

With your help, I get this screenshot from a movie.


It seems the rotary numbers I want to know is rotating smooth as analogue.
I'll change the Java codes to make it.
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DU30

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Re: F-16 beta v5
« Reply #184 on: November 01, 2015, 03:07:41 PM »

I got this jet working in 4.13, thank  you.
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western0221

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Re: F-16 beta v5
« Reply #185 on: November 05, 2015, 01:30:08 AM »

Today I bought "General Dynamics F-16 Fighting Falcon Manual (Haynes Owners' Workshop Manuals)"
http://www.amazon.com/dp/0857333984/

's
Japanese translated version published in Japan.
http://www.amazon.co.jp/dp/480220051X/


I'll study more about F-16 for modding it.
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Ranwers

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Re: F-16 beta v5
« Reply #186 on: November 05, 2015, 01:44:07 AM »

WOW !
 ;D
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Remember, that it takes considerably longer to create a mod than a pretty screen shot

SaS~JackS

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Re: F-16 beta v5
« Reply #187 on: November 07, 2015, 04:30:59 AM »

Gentlemen,

My block 52 does not look like the published screen shot, no fuselage bulges. My setup works just fine, so what am I missing?  >:(

Thanks.

Jack
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western0221

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Re: F-16 beta v5
« Reply #188 on: November 07, 2015, 04:56:39 AM »

My block 52 does not look like the published screen shot, no fuselage bulges. My setup works just fine, so what am I missing?  >:(

Do you mean "Conformal fuel tanks" ?

How about choose the loadouts starting with the text "CFT +" ?
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SaS~JackS

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Re: F-16 beta v5
« Reply #189 on: November 07, 2015, 06:06:45 AM »

Thank you Western.

The CFT+ made no change. I recall in a different setup (now gone) that I did get the external view that you have published but I forgot the exact setup I had. If this is what changes the external view, perhaps I'm missing something. I do get a normal 'block 40' external view with the 'CFT+' loadout.

Do I need the weapons folder or the modern weapons folder?

Why is the Cobra folder required?

Keep up the great work!!

Jack

EDIT: I just checked my CUP setup and I DO get the correct view, so my other setup is the issue. I'll keep checking.

SOLVED!!
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warwagon41

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Re: F-16 beta v5
« Reply #190 on: December 11, 2015, 11:37:21 PM »

Yet another awesome addition !
Thanks to everyone for bringing us the Viper.
Im also having the no cockpit issue , Ive checked all the requirements for it to work and I tried resizing the Pit1.tga to 1024 with no luck.
Any ideas what I need to do now ?

Code: [Select]
[/INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in 3DO/Cockpit/F16ViperII/pit1.tga
[6:26:18 AM] WARNING: object '3DO/Cockpit/F16ViperII/pit1.tga' of class 'TTexture2D' not loaded
[6:26:18 AM] INTERNAL ERROR: Texture required
[6:26:18 AM] WARNING: object '3DO/Cockpit/F16ViperII/Pit1.mat' of class 'TMaterial' not loaded
[6:26:18 AM] INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[6:26:18 AM] INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[6:26:18 AM]
[6:26:18 AM] ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitF_16C_B2530 NOT destroyed
[6:26:18 AM]
[6:26:18 AM] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[6:26:18 AM] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[6:26:18 AM] at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:907)
[6:26:18 AM] at com.maddox.il2.objects.air.CockpitPilot.<init>(CockpitPilot.java:366)
[6:26:18 AM] at com.maddox.il2.objects.air.CockpitF_16C_B2530.<init>(CockpitF_16C_B2530.java:274)
[6:26:18 AM] at java.lang.Class.newInstance0(Native Method)
[6:26:18 AM] at java.lang.Class.newInstance(Unknown Source)
[6:26:18 AM] at com.maddox.il2.objects.air.Aircraft.createCockpits
code]
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western0221

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Re: F-16 beta v5
« Reply #191 on: December 11, 2015, 11:59:41 PM »

Im also having the no cockpit issue , Ive checked all the requirements for it to work and I tried resizing the Pit1.tga to 1024 with no luck.
Any ideas what I need to do now ?

I think you might use GIMP or Photoshop in resizing pit1.tga into 1024x1024.
In that time, you seemed to save the file without any option specifying / quick overwriting onto the old file.

Without Uncheck the "Use RLE compress" option button, TGA file is saved with RLE format automatically -- that is not supported by IL-2 1946.

> INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in 3DO/Cockpit/F16ViperII/pit1.tga

One more time open "pit1.tga" , save in another name menu -- Uncheck RLE compress option -- save without changing the filename.
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