Static aircraft the buildings folder, XDP content
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Thread: Static aircraft the buildings folder, XDP content

  1. #1

    Static aircraft the buildings folder, XDP content

    Hi,
    I've converted this Mossie from the a/c folder and put it into the buildings folder as a static to be used as a facility for bradwell bay





    What I want to do is simplify the XDP content so it is good for the static a/c and able to show bullet holes when fired upon.
    here is the XDP content. If someone with the knowledge could amend it for me that would be great. thanks

    <?xml version="1.0"?>
    <UnitData>
    <General Allegience="0" LongName="Mosquito VI NF MkII" ShortName="Mosquito NF MkII" ModelName="MossieYP_E_NF.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="moving" EnteredService="05/01/1943" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="tactical_bomber" Country="britain" AllowSpawn="y" InfoURL="help\topics\infomosq.htm" ChecklistURL="help\topics\infomosq.htm"/>
    <GunStations>
    <GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="machine_guns" Tracer="40" Trainable="0" Trigger="0" Type="ETO_in_gun_303cal" Name="Machine Guns" ConvergeDistance="300" Pitch=".1489" MaxAmmo="2000"/>
    <GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="cannon" Tracer="40" Trainable="0" Trigger="0" Type="avhistory_gb_gun_hispano_mk2" Name="Cannon" ConvergeDistance="300" Pitch=".1489" MaxAmmo="600"/>
    </GunStations>
    <Seats>
    <Seat Name="Pilot">
    <Stations>
    <Station Name="Pilot" Type="pilot_station" View="0" FovUp="25" FovDown="15" >
    <PadlockLimit AzimuthMin="-134" AzimuthMax="134" ElevationMax="90" ElevationMin="-55"/>
    <Views>
    <View Event="HeadStop"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0"/>
    <View Event="HeadPitchDownRight" Azimuth="134" Elevation="0"/>
    </Views>
    <GunStations>
    <GunStation ID="0"/>
    <GunStation ID="1"/>
    </GunStations>
    </Station>
    </Stations>
    </Seat>
    </Seats>
    <Description String="de Havilland Mosquito NF Mk.II (Intruder) DZ502 Night Fighter.
    No.23 Sqn RAF, November 1942
    The desire to take the war to the enemy led to many types of aircraft being employed in the intruder role. These aircraft roamed over Europe at night and were directed to cause the maximum disruption to the enemy's lines of communications as possible. One favoured tactic was to wait in the vicinity of a German airfield and shoot down any returning aircraft careless enough to think it was safely at home. The NF.IIs employed on this function had their radar removed. . and were to all intents and purposes standard F Mk.IIs. DZ503 shows the next step in NF markings. . the roundel is now type C1, while the fin flash has had its white centre stripe reduced in width.
    Mosquito NF Mk.II specifications
    Weight:
    14,100/22,500 lb.
    (6,409/10,227 kg)
    Span:
    54ft 2in (16.5 m)
    Length:
    40ft 6in (12.3 m)
    Engine:
    Two Rolls-Royce Merlin 25
    liquid-cooled V-12s with
    1,635 hp each
    Armament:
    Four 20-mm Hispano cannon
    in belly under nose
    with 150 r.p.g.,
    Four 0.303-in. Browning
    machine guns on nose
    with 500 r.p.g., plus
    2,000 lb. of bombs
    (in fuselage and under wings)
    or 1,000 lb. of bombs and
    eight 60-lb. rocket projectiles.
    Max speed @ altitude:
    380 mph (611 km/h)
    @ 13,000 ft (3,962 m)
    Ceiling:
    36,000 ft (10,973 m)
    Initial climb rate:
    1,870 ft/min (570 m/min)
    Range:
    1,205 mi (1,938 km) with
    internal fuel;
    1,705 mi (2,743 km) with full
    load and auxiliary tanks"/>
    <Moving MinSpeed="56" MaxSpeed="170" CruiseSpeed="129" GroupSize="1" Type="0"/>
    <Weapon WeaponType="Bomb" ImpactDice="1" ImpactDieSize="1" ImpactOffset="20000" BlastDice="1" BlastDieSize="1" BlastOffset="10000" FireDice="1" FireDieSize="1" FireOffset="100" BlastRadius="10"/>
    <Loadouts InternalPylons="1">
    <Loadout Name="Clean" MissionType="Escort,CAP,Intercept,Sweep,Nothing,Bo mber_Intercept"/>
    <Loadout Name="(2)500lb Bombs">
    <Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS" Quantity="3"/>
    </Loadout>
    <Loadout Name="(4)250lb Bombs">
    <Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_250lb" Quantity="3"/>
    <Hardpoint ID="1" PylonType="pylon_MOS_0" PayloadType="B_250lb" Quantity="1"/>
    <Hardpoint ID="2" PylonType="pylon_MOS_0" PayloadType="B_250lb" Quantity="1"/>
    </Loadout>
    <Loadout Name="(2)250lb+(2)500lb Bombs" MissionType="Search_Destroy">
    <Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS" Quantity="3"/>
    <Hardpoint ID="1" PylonType="pylon_MOS_0" PayloadType="B_250lb" Quantity="1"/>
    <Hardpoint ID="2" PylonType="pylon_MOS_0" PayloadType="B_250lb" Quantity="1"/>
    </Loadout>
    <Loadout Name="(4)500lb Bombs" MissionType="Strike">
    <Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS" Quantity="3"/>
    <Hardpoint ID="1" PylonType="pylon_MOS_0" PayloadType="B_500lbMOS" Quantity="1"/>
    <Hardpoint ID="2" PylonType="pylon_MOS_0" PayloadType="B_500lbMOS" Quantity="1"/>
    </Loadout>
    <Loadout Name="(8)Rockets+(2)500lb Bombs" MissionType="CAS,Anti_Ship">
    <Hardpoint ID="0" PylonType="pylon_null_double" PayloadType="B_500lbMOS" Quantity="3"/>
    <Hardpoint ID="1" PylonType="pylon_MOS_1" PayloadType="b_rocket" Quantity="15"/>
    <Hardpoint ID="2" PylonType="pylon_MOS_2" PayloadType="b_rocket" Quantity="15"/>
    </Loadout>
    </Loadouts>
    <DamageBoxes>
    <Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
    <BoxMap SystemID="fuselage_structure" Probability="50" Points="1720"/>
    <BoxMap SystemID="center_fuel_tank" Probability="30" Points="1147"/>
    <BoxMap SystemID="bomb_release" Probability="2" Points="20"/>
    <BoxMap SystemID="elevator_cable" Probability="2" Points="20"/>
    <BoxMap SystemID="rudder_cable" Probability="2" Points="20"/>
    <BoxMap SystemID="aileron_right_cable" Probability="2" Points="20"/>
    <BoxMap SystemID="aileron_left_cable" Probability="2" Points="20"/>
    <BoxMap SystemID="bomb_bay" Probability="10" Points="400"/>
    </Box>
    <Box ID="damagebox_r_wing" Parent="damagebox_fuselage">
    <BoxMap SystemID="right_wing" Probability="31" Points="1300"/>
    <BoxMap SystemID="hydraulics_reservoir" Probability="10" Points="10"/>
    <BoxMap SystemID="right_gear" Probability="10" Points="260"/>
    <BoxMap SystemID="right_flap" Probability="15" Points="433"/>
    <BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="aileron_right" Probability="10" Points="325"/>
    <BoxMap SystemID="right_fuel_tank" Probability="20" Points="867"/>
    <BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
    </Box>
    <Box ID="damagebox_r_wing_tip" Parent="damagebox_r_wing">
    <BoxMap SystemID="right_wing_tip" Probability="70" Points="430"/>
    <BoxMap SystemID="aileron_right" Probability="30" Points="325"/>
    </Box>
    <Box ID="damagebox_engine1" Parent="damagebox_r_wing">
    <BoxMap SystemID="engine_two" Probability="90" Points="1297"/>
    <BoxMap SystemID="coolant_reservoir" Probability="5" Points="10"/>
    <BoxMap SystemID="oil_reservoir" Probability="5" Points="10"/>
    </Box>
    <Box ID="damagebox_nose" Parent="damagebox_fuselage">
    <BoxMap SystemID="nose_structure" Probability="80" Points="720"/>
    <BoxMap SystemID="machine_guns" Probability="10" Points="100"/>
    <BoxMap SystemID="cannon" Probability="10" Points="100"/>
    </Box>
    <Box ID="damagebox_l_wing" Parent="damagebox_fuselage">
    <BoxMap SystemID="left_wing" Probability="31" Points="1300"/>
    <BoxMap SystemID="hydraulics_reservoir" Probability="10" Points="10"/>
    <BoxMap SystemID="left_gear" Probability="10" Points="260"/>
    <BoxMap SystemID="left_flap" Probability="15" Points="433"/>
    <BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="aileron_left" Probability="10" Points="325"/>
    <BoxMap SystemID="left_fuel_tank" Probability="20" Points="867"/>
    <BoxMap SystemID="bomb_release" Probability="2" Points="20"/>
    </Box>
    <Box ID="damagebox_l_wing_tip" Parent="damagebox_l_wing">
    <BoxMap SystemID="left_wing_tip" Probability="70" Points="430"/>
    <BoxMap SystemID="aileron_left" Probability="30" Points="325"/>
    </Box>
    <Box ID="damagebox_engine0" Parent="damagebox_l_wing">
    <BoxMap SystemID="engine_one" Probability="90" Points="1297"/>
    <BoxMap SystemID="coolant_reservoir" Probability="5" Points="10"/>
    <BoxMap SystemID="oil_reservoir" Probability="5" Points="10"/>
    </Box>
    <Box ID="damagebox_fuselage_aft" Parent="damagebox_fuselage">
    <BoxMap SystemID="fwd_tail_struct" Probability="96" Points="430"/>
    <BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
    </Box>
    <Box ID="damagebox_tail" Parent="damagebox_fuselage">
    <BoxMap SystemID="rear_tail_struct" Probability="96" Points="430"/>
    <BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
    </Box>
    <Box ID="damagebox_vertical" Parent="damagebox_tail">
    <BoxMap SystemID="vertical_stabilizer" Probability="78" Points="290"/>
    <BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="rudder" Probability="20" Points="145"/>
    </Box>
    <Box ID="damagebox_r_horizontal" Parent="damagebox_tail">
    <BoxMap SystemID="right_horizontal_stabilizer" Probability="53" Points="290"/>
    <BoxMap SystemID="elevator_cable" Probability="2" Points="20"/>
    <BoxMap SystemID="elevator_right" Probability="45" Points="145"/>
    </Box>
    <Box ID="damagebox_l_horizontal" Parent="damagebox_tail">
    <BoxMap SystemID="left_horizontal_stabilizer" Probability="53" Points="290"/>
    <BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="elevator_left" Probability="45" Points="145"/>
    </Box>
    <Box ID="damagebox_canopy" Parent="damagebox_fuselage">
    <BoxMap SystemID="texture_canopy" Probability="72" Points="150"/>
    <BoxMap SystemID="pilot" Probability="10" Points="100"/>
    <BoxMap SystemID="radio" Probability="10" Points="50"/>
    <BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
    <BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
    <BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
    </Box>
    </DamageBoxes>
    <Systems>
    <System ID="bomb_bay" Name="Bomb Bay">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="machine_guns" Name="Nose Structure">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="cannon" Name="Nose Structure">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="nose_structure" Name="Nose Structure">
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_nose"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_nose_piece"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="coolant_reservoir" Name="Coolant Reservoir">
    <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_coolant"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_coolant"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="oil_reservoir" Name="Oil Reservoir">
    <Threshold Level="100" Effect="Library" Parameter="fx_oilleak" Location="emitter_oil"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="engine_one" Name="Engine One">
    <Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_0"/>
    <Threshold Level="50" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engine_0"/>
    <Threshold Level="75" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_0L"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_0"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_0L"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_0_piece"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="engine_two" Name="Engine Two">
    <Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_1"/>
    <Threshold Level="50" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engine_1"/>
    <Threshold Level="75" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_1L"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_1"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_1L"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_1_piece"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="hydraulics_reservoir" Name="Hydraulics Reservoir">
    <Threshold Level="100" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_hydraulics"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="pilot" Name="Pilot">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="radio" Name="Radio">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="center_fuel_tank" Name="Center Fuel Tank">
    <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_center"/>
    <Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_center"/>
    <Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_center"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_center"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_fueltank_center"/>
    <Threshold Level="100" Effect="Explode" Parameter="" Location=""/>
    </System>
    <System ID="left_fuel_tank" Name="Left Fuel Tank">
    <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_left"/>
    <Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_left"/>
    <Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_left"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_left"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_fueltank_left"/>
    <Threshold Level="100" Effect="Explode" Parameter="" Location=""/>
    </System>
    <System ID="right_fuel_tank" Name="Right Fuel Tank">
    <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_right"/>
    <Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_right"/>
    <Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_right"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_right"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_fueltank_right"/>
    <Threshold Level="100" Effect="Explode" Parameter="" Location=""/>
    </System>
    <System ID="fuselage_structure" Name="Fuselage Structure">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="rudder_cable" Name="Rudder Cntrl Cable">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="bomb_release" Name="Bomb Release">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="elevator_cable" Name="Elevator Cntrl Cable">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="left_wing" Name="Left Wing Structure">
    <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_left"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_left"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_wing_root_left"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_left"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="left_flap" Name="Left Flap">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="aileron_left_cable" Name="Left Ail. Cntrl Cable">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="left_gear" Name="Left Gear">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="left_wing_tip" Name="Left Wing Tip Structure">
    <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_left"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_left"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="aileron_left" Name="Left Aileron">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="right_wing" Name="Right Wing Structure">
    <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_right"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_right"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_wing_root_right"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_right"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="right_flap" Name="Right Flap">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="aileron_right_cable" Name="Right Ail. Cntrl Cable">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="right_gear" Name="Right Gear">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="right_wing_tip" Name="Right Wing Tip Structure">
    <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_right"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_right"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="aileron_right" Name="Right Aileron">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="rear_tail_struct" Name="Tail (rear) Structure">
    <Threshold Level="100" Effect="Library" Parameter="snd_Tailbreak" Location="emitter_damage_tail"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_tail"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_tail"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_tail_piece"/>
    <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_tail_piece"/>
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="elevator_left" Name="Left Elevator">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="elevator_right" Name="Right Elevator">
    <Threshold Level="100" Effect="Break" Parameter="" Location=""/>
    </System>
    <System ID="fwd_tail_struct" Name="Tail (fwd) Structure">
    <Threshold Level="100" Effect="Break" Parameter="" Location="" />
    </System>
    <System ID="left_horizontal_stabilizer" Name="Left Horz Stab">
    <Threshold Level="100" Effect="Break" Parameter="" Location="" />
    </System>
    <System ID="right_horizontal_stabilizer" Name="Right Horz Stab">
    <Threshold Level="100" Effect="Break" Parameter="" Location="" />
    </System>
    <System ID="vertical_stabilizer" Name="Vertical Stabilizer">
    <Threshold Level="100" Effect="Break" Parameter="" Location="" />
    </System>
    <System ID="rudder" Name="Rudder">
    <Threshold Level="100" Effect="Break" Parameter="" Location="" />
    </System>
    <System ID="texture_canopy" Name="Canopy">
    <Threshold Level="100" Effect="Break" Parameter="" Location="" />
    </System>
    </Systems>
    <Effects>
    <Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r" />
    <Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l" />
    <Effect Type="StartEngine1" EffectName="fx_engstrt" Location="emitter_eng1_exh_r" />
    <Effect Type="StartEngine1" EffectName="fx_engstrt" Location="emitter_eng1_exh_l" />
    <Effect Type="Shells0" EffectName="fx_shells_s" Location="gun_grp0b1" />
    <Effect Type="Shells1" EffectName="fx_shells_m" Location="gun_grp1b1" />
    </Effects>
    <Aircraft MinAlt="50" MaxAlt="10973" CruiseAlt="3962" DryWeight="6409" MaxWeight="10227" FuelWeight="0" CrewSize="2" CombatRadius1="881" CombatRadius2="881"/>
    </UnitData>

  2. #2
    I like thos screen shots.
    [SIGPIC][/SIGPIC]
    www3.telus.net/murrdaka/

  3. #3
    re-member,remem-ma-member popsaka's Avatar
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    ...Yes, great screenies... and a lot of textures I've not seen before...

    ...IMO you need to remove every line but the 1st paragraph and the ''box map'' lines although to actually get shot up it may need to be a facility...(?)

  4. #4
    thanks popsaka, I think it should be a facility if it's in the buildings folder, may be the damage dds files should go in there too? I'll experiment with it.
    Cheers

  5. #5
    re-member,remem-ma-member popsaka's Avatar
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    ...that's right!, I forgot about the d-d-d-d-d-d.dds damage please post your results and good luck :mixedsmi:

  6. #6
    Kurier auf Stube...pauke! NachtPiloten's Avatar
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    building

    Did you rename the hierarchy to be bldg_damaged, then the damaged model with the _d.dds texture applied to the model linked to this node, bldg_normal and the regular .dds with this texture linked to the models in this node, and finally bldg_rubble with _r.dds etc. The damage boxes need to need to be used to register hits. In each of the three types of models, there needs to be LODs like LOD_100, LOD_80 etc.

    I think that this is correct if you are making it a building or at least this is how you must make a building for CFS3.

    There maybe a way to convert that does not require all this but it will be news to me, which this week is not unusual.

  7. #7
    SOH-CM-2024 Pat Pattle's Avatar
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    Very cool Tony!

    Have attached a low-poly static model of a Mossie that I did for Banff.
    It's kinder on fps than using a standard a/c model and it has a damage model.

    It's not that good but is ok from a distance - if it's of use feel free to mod it in any way, if you'd like the source files let me know.

    It goes in the buildings folder.



    CFS3 Battle of Britain Website: https://cfs3bob.wixsite.com/cfs3-bob
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  8. #8
    Member dewoitine's Avatar
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    Very good job corsica
    I like the same with personnal, material, etc for my airbases.
    Regards.

  9. #9
    re-member,remem-ma-member popsaka's Avatar
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    ...wait a minute, wait a minute!... Clive, your economy model has better proportions than the stocker...

  10. #10
    Hi Pat, thanks for your low poly a/c I put it in the facil last night and experimented but i must say not much difference with frame rates. With 8 stock a/c put in the buildings folder I get 12 fps at one point and with you low poly a/c I get 13/14 fps, but I do get slight shuddering when flying low at 380 mph.
    You model looks good but I will have to pant it or will i be able to use a sock texture for it?






  11. #11
    Pat, looks like it will work. Btw how did your friend convert a stock mossie to a low poly? May be some eto mossies are not stock a/c and someone else's creation?




  12. #12
    SOH-CM-2024 Pat Pattle's Avatar
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    Pat, looks like it will work. Btw how did your friend convert a stock mossie to a low poly? May be some eto mossies are not stock a/c and someone else's creation?
    I think it's a repaint of a stock texture (by Capt Winters).

    I built the model from scratch in gmax - well actually it started out as a dxf coversion of an old fs98 mdl but I ended up replacing all of it as the conversion process is pretty iffy.

    The low fps is more likely due to the figures and the workbenches, extinguishers etc.

    Love the screenies btw!
    CFS3 Battle of Britain Website: https://cfs3bob.wixsite.com/cfs3-bob
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  13. #13
    Pat, heres a pic of gmax facilities for the airfield, tell me if theres too many objects or if its ok please. cheers

    I have all my settings on 5 and its only at low altitude I get 12 fps just when entering the airfield and once I'm in it goes back up to 30 fps.


  14. #14
    SOH-CM-2024 Pat Pattle's Avatar
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    That's some facility, a work of art and many hours!

    tell me if theres too many objects or if its ok please
    It's purely subjective Tony, if you're happy with the fps then that's all there is to it.
    If/when it were to be released you could always do a thinned out version for those who had problems with it.

    As mentioned before, Static a/c are usually the worst fps offenders - on some ETO airfields with lots of parked gliders for instance my pc comes to a grinding halt! Doesn't stop it looking great of course!
    CFS3 Battle of Britain Website: https://cfs3bob.wixsite.com/cfs3-bob
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  15. #15

    Quote Originally Posted by Pat Pattle View Post
    That's some facility, a work of art and many hours!
    Yes I agree!

    Looking very good!

    :ernae:

    Cheers

    vonOben

  16. #16
    a nice piece of work here!
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