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cfs modding

CFS I,II,III Discuss cfs modding in the Aviation Gaming forums; ... Don't be silly... the pleasure has been mine! Safe Journey! Good luck! This is not the screen shot section... ...


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Old 04-15-2006, 03:00 AM   #31
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... Don't be silly... the pleasure has been mine! Safe Journey! Good luck!

This is not the screen shot section... but I don't thik anyone will mind... I hope. As a good-bye present... my latest 'skin' & 1st historical one...

Detriot Miss in CFS-2

On second thought please go there...
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Old 04-15-2006, 03:05 PM   #32
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Thanks JonJ, likewise! Great skin, lots of detail. See you there!
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Old 05-19-2006, 10:49 PM   #33
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...Well my friend, I continue to eat my words. I've been tinkering with AirwWrench and learning to apply FS-9 commands to CFS-2. Built my 1st air file with torque. It's very hard to do, but now I can go back and re-mod the others...

I stumbeled on how to do this due to Airwrench, and... I purchased a La-9/11 set for CFS-2/3 FS-2002/4 that 1st didn't work only in CFS-2. I went to the site & found useres had been looking for a fix for over eight months... I repaired & posted a fix, which was applied by the 'vendors' in thier patch. Then I found I could not take off or land with her... I just posted to the vendor a repair. The author of this Lavachkin package 'gets away' with creating new CFS-2 aircraft by creating one master .air, .cfg & .dp files that operate 'cross platform' with little or no modifications. I firstly was amazed to find the plane worked at all with these 'strings' in CFS-2. Things 'took-off' from here.

Let me know if there are any planes you own, that I may own, & I'll work on them 1st. Below a screen shot of Detriot Miss in 'final' paint, the next to recieve torque, & the LA-9M, the aircraft that I 1st applied torque.

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Old 11-11-2006, 08:21 AM   #34
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Hey, I thought I knew CFS1 a bit, but I can see there is still a lot to learn and understand.
To tell the truth,(shame on me), I had never tried to open the .flt files as I though they just contained info about location, altitude and things like that...
How can I know if a CFS1 a/c flight models refers to values contained in .flt files, and which .flt file?
Thanks for any help.
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Old 11-11-2006, 09:37 AM   #35
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Hey, I thought I knew CFS1 a bit, but I can see there is still a lot to learn and understand.
To tell the truth,(shame on me), I had never tried to open the .flt files as I though they just contained info about location, altitude and things like that...
How can I know if a CFS1 a/c flight models refers to values contained in .flt files, and which .flt file?
Thanks for any help.
~S~ Herr Oberst
The .flt file is really a left over from FS98.Its not much usefull in CFS1 unless you use the save flight option in CFO. It saves your situation and when you select a previous flight. Your aircraft is returned to the same sitiation it was in when you saved it. I fooled around with it, ("editing it") but it really only is usefull in single player. For multiplayer its pretty useless.

~S~
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Old 11-11-2006, 07:04 PM   #36
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Danke Herr Generaloberst!

Hey what a pretty nice place here Meinherr! I'm getting stuck on that forum.
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Old 11-12-2006, 09:12 AM   #37
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Danke Herr Generaloberst!

Hey what a pretty nice place here Meinherr! I'm getting stuck on that forum.
Welcome, Herr Oberst.

It has quickly become one of my favorite places for information. Glad to see you here, your skills will be an added resource I believe.
BTW take a look at the convergence charts Rugger posted. I am sure they will be quite usefull.

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Old 11-12-2006, 09:40 AM   #38
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Vince, the best all-round CFS1/2/3 forums are at Sim Outhouse - it's the most dynamic, creative place I know. Try it out.

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Old 11-12-2006, 05:07 PM   #39
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Thanks ndicki; I'm also a SOH member.
Oh by the way, whenever you wonder why JG57 Rall and I call each-other 'Herr Generaloberst' and 'Herr Oberst', that is because we're both part of the same CFS1 squad which is called Jagdgeschwader 57.
That's our respective ranks. Rall was the creator and is the main instructor of JG57 and has the position of Geschwader Kommodore, and I'm the Teknisches Uffizier and Geschwader Adjutant. JG57 is one of the current most active CFS1 squads.
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Old 11-14-2006, 09:18 AM   #40
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I'd guessed that was it.
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Old 11-14-2006, 10:03 AM   #41
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Just to encourage you to look at CFS3 - these are from the soon-to-be-released Med Air War freeware add-on. The aircraft is from our MAW/Battle of France collection, my skins. All aircraft are pilotable and available as AIs.
Attached Images
File Type: jpg D.520_FAFL_1.jpg (50.5 KB, 29 views)
File Type: jpg D.520_Vichy_1.jpg (38.8 KB, 28 views)
File Type: jpg D.520_Vichy_2.jpg (36.1 KB, 28 views)
File Type: jpg D.520_Vichy_3.jpg (49.2 KB, 28 views)
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Old 11-15-2006, 10:56 AM   #42
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Wow, beautiful work on a nice plane.
I got a copy of Gmax now, as well as the MS SDK, so I have the tools, and have already been playing around with Gmax a while ago and found a familiar environment as I know 3dsmax; now I need CFS3 at the best price...and time. I'm pretty busy with my kit sales and building my site, as well as car sim development...and my CFS1 squad.
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Old 11-15-2006, 12:27 PM   #43
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And I'd forgotten, in the SDK there's a couple of aircraft to fiddle about with, to see what's what.

If I can get hold of Viso - our modeller - there are a few basic mods to existing aircraft that need doing, that would give you an easy start...in theory!

And if you think my skins are good, you want to see the ones GerfautRFA, another mate, has done...
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Last edited by ndicki : 11-15-2006 at 12:30 PM.
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Old 11-15-2006, 09:21 PM   #44
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I played around a bit with Gmax; installed my usual Max keybord shortcuts, which work...and checked a few things (materials, texture application, part animation) I could easily figure out as I'm used to working from Max for sim game engines. It's even easier cos you just use Max keyframes for animation and the usual material editor.
Although Gmax includes only basic Max features in most aspects, it has just the right tools for usual video game requirements. Modelling with Max is one of my favorite jobs and you find yourself working with something very close.
Think I'm even going to try install the CFS3 SDK into Max7; Probably a bit of search path editing and it might work. Guess the game's developers have been working with Max. So modelling aircraft in those conditions is just the way I'd do it. Now time is missing; modelling is something rather 'universal' to start with; applying particular properties always requires more time cos you need to first understand how things work in the game and the settings of various parameters. Also, the modifier stack has been collapsed in samples, which doesn't allow checking how textures have been applied. But it looks like a nice way to build models for a game.
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Old 11-16-2006, 01:32 AM   #45
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I'm glad you can figure it out - all I can make is teapots!
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