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gecko
April 30th, 2012, 15:27
Does anyone know if it is possible to disable the animation of landing gear so that no matter whether gear up or gear down is selected, they always appear in the up position? Looking to apply this to a Hurricane... Any Help is appreciated. Thanks.

Daniel

lewis11777
April 30th, 2012, 16:47
I asked this before and someone said you would have to make a change to the source file. Not being a modeller I can't say if that is the case. Sure would be interested to know if there is some kind of easy fix for that.

HouseHobbit
April 30th, 2012, 19:40
If I had a Hurricane with this I could do some great Catapult launches and missions..
Right off the CAM Ship..
As is I can still launch the Hurricanes with the gear up but this would help make this work easier in a mission

gecko
April 30th, 2012, 19:49
Exactly what I'm shooting for. My goal was to set one up so that you could start the mission from a full stop, engine off sitting on the catapult. Use WEP to simulate the rocket assist and have appropriate sound and visual effects. It would really be a rush to take off like that.:icon30: ...and then ditch...

Pat Pattle
April 30th, 2012, 22:03
What if, in a hex editor, you find and rename the l_gear and r_gear nodes? Not sure if it would stay up or down though!

NachtPiloten
May 1st, 2012, 04:20
Try this...

Go into the cfg file and find contact points. The first three lines deal with the retraction and extention of the gear. What is highlighted in red are the times assigned for the operation. Change these to zero and see what happens. The default position for gear are up in the mesh.

point.0 = 1, -17.7, 0, -1.9, 2165, 0, 0.57, 30, 0.5, 2.5, 0.8, 3, 3, 0, 115, 130
point.1 = 1, 1.5, -3.4, -6.2, 2165, 1, 1.1, 0, 0.5, 2.5, 0.8, 6.5, 6.5, 2, 115, 130
point.2 = 1, 1.5, 3.4, -6.2, 2165, 2, 1.1, 0, 0.5, 2.5, 0.8, 9, 9, 3, 115, 130
point.3 = 2, 7.8, 0, 0, 333, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 7.3, 0, -5.1, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 7.2, 0, -2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -1.3, 0, -1.9, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -18.6, 0, 1.2, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -0.4, -16.1, 0.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -0.4, 16.1, 0.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -0.4, -8.1, 0.4, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, -0.4, 8.1, 0.4, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.12 = 2, -18.3, 0, 5.06, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9

greycap.raf
May 1st, 2012, 05:42
What happens is that the gear won't retract anymore, I've used that trick occasionally to get "field mod" fixed tailwheels.

gecko
May 1st, 2012, 19:15
Tried both ideas, but neither worked. Pity the source isn't available. Thanks for your help.

Pat Pattle
May 1st, 2012, 21:35
I have a source file for the PD Hurri with mods by Ted Miller. I have no time to work on it but if you want it Daniel I'll ask Ted to see if he doesn't mind me sending it over, or are you here Ted? :)

gecko
May 3rd, 2012, 18:38
Is this the current one? I'd give it a try, but I've got no idea what I'm doing and would probably need a few pointers.