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nitro65

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Posts posted by nitro65


  1. 
    

    #include "cfgHUD.hpp"

    #include "basicdefines_A3.hpp"

    class CfgPatches

    {

    class NIT_BlackBird

    {

    units[] = {NIT_BlackBird};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"};

    };

    class CfgVehicles

    {

    class Air;

    class Plane: Air

    {

    };

    class Plane_Base_F: Plane

    {

    };

    class NIT_BlackBird_F: Plane_Base_F

    {

    vehicleClass = "Air";

    side = 1;

    author = "NITRO";

    scope = 2;

    faction = "BLU_F";

    displayName = "Blackbird";

    icon = "";

    nameSound = "Veh_aircraft";

    picture = "";

    model="NIT_BlackBird\NIT_BlackBird.p3d";

    sound = "Plane";

    waterLeakiness=100;

    UnitInfoType = "RscUnitInfoAir";

    access = 1;

    draconicForceXCoef = 2.5;

    draconicForceYCoef = 0.5;

    draconicForceZCoef = 0.5;

    draconicTorqueXCoef = 0.15;

    draconicTorqueYCoef = 2.0;

    preferRoads=0;

    typicalCargo[] = {"B_Pilot_F"};

    transportSoldier = 2;

    canFloat = 0;

    enableGPS =1;

    startEngine =0;

    insideSoundCoef = 0.0316228;

    showAllTargets = 0;

    irTarget = 1;

    nvTarget = 0;

    nvScanner = 1;

    enableManualFire = 0;

    getInOutProxy = 0;

    sensitivity = 2.5;

    sensitivityEar = 0.0075;

    getInActionDriver = "GetInHigh";

    getOutActionDriver = "GetOutHigh";

    simulation = "airplanex";

    generalMacro = "Plane";

    damageEffect = "AirDestructionEffects";

    brakeDistance=400;

    gearRtracting = 1;

    geardowntime = 3;

    gearuptime = 4.5;

    getInRadius = 10;

    crew = "B_pilot_F";

    memoryPointsGetInDriver = "pos_driver";

    memoryPointsGetInDriverDir = "pos_driver_dir";

    memoryPointsGetInDriverPrecise = "pos_driver";

    memoryPointsGetInGunner = "pos gunner";

    memoryPointsGetInGunnerDir = "pos gunner dir";

    gunnerCanSee = 4+8+16; // default

    driverCanSee = 2+8+16; // default

    autocenter=1;

    landingAoa = "rad 10";

    forceHideDriver=0;

    hasDriver=1;

    hasGunner = 1;

    hideWeaponsDriver=1;

    driverIsCommander = 0;

    hasCommander = 1;

    fov = 0.7

    weaponSlot=0;

    windSockExist=0;

    numberPhysicalWheels = 8;

    WheelCircumference=1;

    WheelSteeringSensitivity = 1;

    maxGForce=3;

    ladders[] = {};

    driverAction = "Plane_Fighter_01_pilot_F"; /// what is the standard pose for the pilot, defined as animation state

    #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering

    LockDetectionSystem = CM_Lock_Radar; /// this uses macros from basicDefines_A3, just add more to gain more systems for the vehicle

    incomingMissileDetectionSystem = CM_Missile; /// for example CM_Lock_Laser + CM_Lock_Radar, parser is able to evaluate that, or simply 12 in that case

    class Turrets {}; /// single seat planes don't have any kind of turret, we need to void it

    class TransportItems{};

    fuelCapacity = 1000;

    coefInside = 1;

    coefInsideHeur = 0.25;

    accuracy = 0.5;

    radarType = 4;

    mapSize = 7.5;

    animated = true;

    armor = 200;

    destrType = "DestructPlane";

    damageResistance = 0.004;

    landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed

    acceleration = 950; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance

    maxSpeed = 2300; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef

    driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1","wheel_2_2","wheel_3_1","wheel_3_2","wheel_4_1","wheel_4_2"}; /// array of components to be assigned special low-friction material (usually wheels)

    rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane

    aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane

    elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading

    irScanRangeMin = 500; /// defines the range of IR sight of the vehicle

    irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle

    irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle

    /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed

    /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed

    /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error

    envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0};

    /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees)

    angleOfIndicence = 0.05235987;

    thrustCoef[]= {3.5, 2.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0};

    elevatorCoef[]= {}; //default value is 1

    aileronCoef[]= {}; //default value is 1

    rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z()));

    //! coefficient of player's controller sensitivity (does not affect AI)

    elevatorControlsSensitivityCoef = 4;

    aileronControlsSensitivityCoef = 4;

    rudderControlsSensitivityCoef = 4;

    };

    class AnimationSources

    {

    class Canopy

    {

    source = "user";

    initPhase = "0";

    animPeriod = "5";

    };

    class UserActions

    {

    class openCanopy

    {

    displayName = "open canopy";

    position = "actionPoint";

    radius = "10";

    onlyForPlayer = "0";

    showWindow = "0";

    condition ="true";

    statement = "this animate [""Canopy"",1];";

    };

    class closeCanopy

    {

    displayName = "close canopy";

    position = "actionPoint";

    radius = "10";

    onlyForPlayer = "0";

    showWindow = "0";

    condition ="true";

    statement = "this animate [""Canopy"",0];";

    };

    };

    };

    };

    };


  2. 
    

    #include "cfgHUD.hpp"

    #include "basicdefines_A3.hpp"

    class CfgPatches

    {

    class NIT_BlackBird

    {

    units[] = {NIT_BlackBird};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"};

    };

    };

    class CfgVehicles

    {

    class Air;

    class Plane: Air

    {

    class HitPoints;

    };

    class Plane_Base_F: Plane

    {

    };

    class NIT_BlackBird_F: Plane_Base_F

    {

    vehicleClass = "Air";

    side = 1;

    scope = 2;

    faction = "BLU_F";

    displayName = "Blackbird";

    icon = "";

    nameSound = "Veh_aircraft";

    picture = "";

    model="NIT_BlackBird\NIT_BlackBird.p3d";

    sound = "Plane";

    waterLeakiness=100;

    access = 1;

    draconicForceXCoef = 2.5;

    draconicForceYCoef = 0.5;

    draconicForceZCoef = 0.5;

    draconicTorqueXCoef = 0.15;

    draconicTorqueYCoef = 2.0;

    preferRoads=0;

    typicalCargo[] = {"I_pilot_f"};

    transportSoldier = 1;

    canFloat = 0;

    enableGPS =1;

    startEngine =1;

    insideSoundCoef = 0.0316228;

    showAllTargets = 0;

    irTarget = 1;

    nvTarget = 0;

    nvScanner = 1;

    enableManualFire = 0;

    sensitivity = 2.5;

    sensitivityEar = 0.0075;

    getInAction = "GetInHigh";

    getOutAction = "GetOutHigh";

    simulation = "airplanex";

    generalMacro = "Plane";

    damageEffect = "AirDestructionEffects";

    brakeDistance=400;

    gearRtracting = 1;

    geardowntime = 3;

    gearuptime = 4.5;

    crew = "I_pilot_F";

    memoryPointsGetInDriver = "pos driver";

    memoryPointsGetInDriverDir = "pos driver dir";

    memoryPointsGetInGunner = "pos gunner";

    memoryPointsGetInGunnerDir = "pos gunner dir";

    gunnerCanSee = 4+8+16; // default

    driverCanSee = 2+8+16; // default

    autocenter=1;

    landingAoa = "rad 10";

    forceHideDriver=1;

    hasDriver=1;

    hasGunner = 0;

    hideWeaponsDriver=1;

    driverIsCommander = 1;

    hasCommander = 0;

    fov = 0.7

    weaponSlot=0;

    windSockExist=0;

    WheelCircumference=1;

    maxGForce=3;

    ladders[] = {};

    driverAction = "Plane_Fighter_03_pilot_F"; /// what is the standard pose for the pilot, defined as animation state

    #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering

    LockDetectionSystem = CM_Lock_Radar; /// this uses macros from basicDefines_A3, just add more to gain more systems for the vehicle

    incomingMissileDetectionSystem = CM_Missile; /// for example CM_Lock_Laser + CM_Lock_Radar, parser is able to evaluate that, or simply 12 in that case

    class Turrets {}; /// single seat planes don't have any kind of turret, we need to void it

    class TransportItems{};

    fuelCapacity = 1000;

    coefInside = 1;

    coefInsideHeur = 0.25;

    accuracy = 0.5;

    radarType = 4;

    mapSize = 7.5;

    animated = true;

    armor = 200;

    destrType = "DestructPlane";

    damageResistance = 0.004;

    landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed

    acceleration = 950; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance

    maxSpeed = 2300; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef

    driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1","wheel_2_2","wheel_3_1","wheel_3_2","wheel_4_1","wheel_4_2"}; /// array of components to be assigned special low-friction material (usually wheels)

    rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane

    aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane

    elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading

    irScanRangeMin = 500; /// defines the range of IR sight of the vehicle

    irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle

    irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle

    /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed

    /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed

    /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error

    envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0};

    /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees)

    angleOfIndicence = 0.05235987;

    thrustCoef[]= {3.5, 2.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0};

    elevatorCoef[]= {}; //default value is 1

    aileronCoef[]= {}; //default value is 1

    rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z()));

    //! coefficient of player's controller sensitivity (does not affect AI)

    elevatorControlsSensitivityCoef = 4;

    aileronControlsSensitivityCoef = 4;

    rudderControlsSensitivityCoef = 4;

    };

    class AnimationSources

    {

    class AddCanopy

    {

    source = "user";

    initPhase = "0";

    animPeriod = "5";

    };

    class UserActions

    {

    class openCanopy

    {

    displayName = "open canopy";

    position = "actionPoint";

    radius = "10";

    onlyForPlayer = "0";

    showWindow = "0";

    condition ="true";

    statement = "this animate [""Canopy"",1];";

    };

    class closeCanopy

    {

    displayName = "close canopy";

    position = "actionPoint";

    radius = "10";

    onlyForPlayer = "0";

    showWindow = "0";

    condition ="true";

    statement = "this animate [""Canopy"",0];";

    };

    };

    };

    };


  3. #include "cfgHUD.hpp"
    #include "basicdefines_A3.hpp"
    class CfgPatches
    {
     class F4u_Corsair
     {
     units[] = {"F4u_Corsair"};
     weapons[] = {};
     requiredVersion = 0.1;
     requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"};
     };
     
    };    

    class CfgVehicles
    {
    class Air;
    class Plane:Air
    {
     
    };
     class Plane_Base_F:Plane
     {
     
     };
     
     class F4u_Corsair_01_base_F: Plane_Base_F
     {
     scope = 2;
     side = 1;
     faction= "BLU_F";
     model = "F4u_Corsair\F4u_Corsair.p3d";
     author = "NITRO";
     displayName = "F4u Corsair"
     vehicleClass = "Air";
     accuracy = "0.2";
     driverCanEject = 0;
     mapSize = 20;
     
      #include "sounds.hpp"  /// sounds are included in separate file to prevent cluttering
            
       driverAction = fz_f18_pilot;   /// what is the standard pose for the pilot, defined as animation state
      landingSpeed = 120;  /// used for AI to approach the runawy, the plane should be stable at this speed
      acceleration = 300;  /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance
      maxSpeed = 450;   /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef
      typicalCargo[] = {"JS_JC_Pilot"};
      crew = "JS_JC_Pilot";
      irTarget = 0;
      transportAmmo = 0;
      transportRepair = 0;
      transportFuel = 0;
      transportSoldier = 1;
      simulation = "airplanex";
      generalMacro = "Plane";
      damageEffect = "AirDestructionEffects";
      precision = 200;
      fuelCapacity = 1000;
      getInAction = "GetInLow";
      getOutAction  = "GetOutLow";
      driverIsCommander = 1;
      hasCommander = 0;
      fov = 0.7
            startEngine = 1;
      hasDriver = 1;
      animated = 0;
      canFloat = 0;
      gearRtracting = 1;
      geardowntime = 3;
      gearuptime = 4.5;
      namesound = "Plane";
      enableGPS = 1;
      radarType = 4;
      laserScanner = 1;
      artilleryScanner = 0;
      memoryPointsGetInDriver = "pos driver";
      memoryPointsGetInDriverDir = "pos driver dir";
      irTarget = 1;
      nvTarget = 0;
      nvScanner = 1;
      irScanRangeMin = 500;
      irScanRangeMax = 11500;
      irScanToEyeFactor = 5;
      irScanGround = 1;
      class TransportItems{};
      attenuationEffectType = "HeliAttenuation";
      driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1"};  /// array of components to be assigned special low-friction material (usually wheels)
      
      rudderInfluence = 0.5;  /// coefficient of rudder affecting steering of the plane
      aileronSensitivity = 1;  /// coefficient of ailerons affecting twisting the plane
      elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading

      irScanRangeMin = 500;  /// defines the range of IR sight of the vehicle
      irScanRangeMax = 5000;  /// defines the range of IR sight of the vehicle
      irScanToEyeFactor = 2;  /// defines the effectivity of IR sight of the vehicle

      /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed
      /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed
      /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error
      envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0};
      
      /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees)
      angleOfIndicence = 0.05235987;

      /// forces keeping plane aligned with its speed direction - the bigger force the better it changes the direction of flight
      draconicForceXCoef = 2.5;
      draconicForceYCoef = 0.5;
      draconicForceZCoef = 0.5;
      draconicTorqueXCoef = 0.15;
      draconicTorqueYCoef = 2.0;

      /// rudder, elevator, aileron, thrust effectiveness; if empty old settings is used
      // effectiveness according to current speed and maxSpeed ratio
      // last value goes for 150% of max speed
      thrustCoef[]= {1.5, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0};
      elevatorCoef[]= {}; //default value is 1
      aileronCoef[]= {};  //default value is 1
      rudderCoef[]= {};   //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z()));

      //! coefficient of player's controller sensitivity (does not affect AI)
      elevatorControlsSensitivityCoef = 4;
      aileronControlsSensitivityCoef = 4;
      rudderControlsSensitivityCoef = 4;  

      landingAoa = "rad 10";  /// what AoA is going the IA use to land the plane

      laserScanner = 1;  /// if the vehicle is able to see targets marked by laser marker
      gunAimDown = 0.029000; /// adjusts the aiming of gun relative to the axis of model
      headAimDown = 0.0000; /// adjusts the view of pilot to have crosshair centred
      flapsFrictionCoef = 0.32; /// sets the effectivity of using flaps to increase drag/lift
      
      minFireTime = 30;   /// how long does the pilot fire at one target before switching to another one

      threat[] = {1, 1, 1};  /// multiplier of cost of the vehicle in eyes of soft, armoured and air enemies
           armor = 60;     /// just some protection against missiles, collisions and explosions 
      damageResistance = 0.004; /// for AI if it is worth to be shoot at
      destrType = DestructWreck; /// how does the vehicle behave while destroyed, this one changes to the Wreck lod of the model
     
    class CfgMovesBasic
    {
     class DefaultDie;
     class ManActions
     {
      fz_f18_pilot = "fz_f18_pilot";
      fz_f18_commander = "fz_f18_commander";
     };
    };
    class CfgMovesMaleSdr: CfgMovesBasic
    {
     class States
     {
      class Crew;
      class fz_f18_pilot_dead: DefaultDie
      {
       actions = "DeadActions";
       speed = 0.5;
       looped = "false";
       terminal = 1;
       file = "\js_jc_fa18\anim\fz_f18_pilot_kia.rtm";
       connectTo[] = {"DeadState",0.1};
      };
      class fz_f18_pilot: Crew
      {
       file = "\js_jc_fa18\anim\fz_f18_pilot.rtm";
       interpolateTo[] = {"fz_f18_pilot_dead",1};
      };
      class fz_f18_commander: Crew
      {
       file = "\js_jc_fa18\anim\fz_f18_commander.rtm";
       interpolateTo[] = {"fz_f18_pilot_dead",1};
      };
     };
    };
     
     class AnimationSources
     {
     class Canopy
     {
      source = "user";
      initPhase = "0";
      animPeriod = "5";
     };
     class Rotor_Rotation
     {
      source = "user";
      initPhase = "0";
      animPeriod = "35";
     };
     class Flap
     {
      source = "user";
      initPhase = "1";
      animPeriod = "6";
     };
     
     };
     class UserActions
     {
      class openCanopy
      {
       displayName = "open canopy";
       position = "actionPoint";
       radius = "10";
       onlyForPlayer = "0";
       showWindow = "0";
       condition ="true";
       statement = "this animate [""Canopy"",1];";
      };
      class closeCanopy
      {
       displayName = "close canopy";
       position = "actionPoint";
       radius = "10";
       onlyForPlayer = "0";
       showWindow = "0";
       condition ="true";
       statement = "this animate [""Canopy"",0];";
      };
      class ExtendFlap
      {
       displayName = "Extend Flap";
       position = "actionPoint";
       radius = "10";
       onlyForPlayer = "0";
       showWindow = "0";
       condition ="true";
       statement = "this animate [""Flap"",1];";
      };
      class RetractFlap
      {
       displayName = "Retract Flap";
       position = "actionPoint";
       radius = "10";
       onlyForPlayer = "0";
       showWindow = "0";
       condition ="true";
       statement = "this animate [""Flap"",0];";
      };
      class Rotor
      {
       displayName = "Prime Engine";
       position = "actionPoint1";
       radius = "10";
       onlyForPlayer = "0";
       showWindow = "0";
       condition ="true";
       statement = "this animate [""Rotor"",1];";
      };
      
     };
    }; 
     
    };


  4. ok I figured that out now I had to change parameters in model cfg , as such cause the speed was backwards and so on I changed them to + instead of - now the suspension and stuff is correct when loaded into game. ALso I put a blower on my interceptor and have the thing working in bulldozer as class rotor, how could I get to animate in game and give it a boost like a turbo would ? help please also how do I give it its own unique engine sound ?


  5. having some issues with a3 modeling when I put model in game it sits off the ground , and the suspension looks like it is collapsed , also where I put the memory points to get in theyre on the other side to get in! any ideas its a car


  6. ok so  in arma 3 I get no entry config bin NIT_BlackBird  which is the name of my new model im making , Any Suggestions ?
    
    #include "basicdefines_A3.hpp"
    class CfgPatches 		{
    
    class NIT_BlackBird{
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {};
    };
    };
    class CfgFactionClasses {
    class USAF {
    	displayName = "U.S. Air Force";
    	priority = 100;
    	side =2;
    };
    };
    
    class CfgVehicleClasses {
    
    class NIT_BlackBird 
    {
    	displayName = "NIT BlackBird";
    };
    };
    
    class CfgVehicles {
    
    class NIT_BlackBird{
    	scope = public;
    	side = 2;
    	faction = CIV_F;
    	icon = "";
    	nameSound = "Veh_aircraft";
    	picture = "";
    	model="\NIT_BlackBird\NIT_BlackBird.p3d";
    	sound = "Veh_aircraft";
    	scopeCurator = public;
    	waterLeakiness=100;
    	draconicForceXCoef = 2.5;
    	draconicForceYCoef = 0.5;
    	draconicForceZCoef = 0.5;
    	draconicTorqueXCoef = 0.15;
    	draconicTorqueYCoef = 2.0;
    	preferRoads=0;
    	brakeDistance=200;
    	crew=civillian;
    	autocenter=1;
    	landingAoa = "rad 10"; 
    	forceHideDriver=0;
    	hasDriver=1;
    	hideWeaponsDriver=1;
    	weaponSlot=0;
    	windSockExist=0;
    	WheelCircumference=1;
    	maxGForce=2;
    	ladders[] = {};
    	vehicleClass =  "air";
    	displayName = "BlackBird";
    	fuelCapacity = 250;
    	coefInside = 1;
    	coefInsideHeur = 0.25;
    	accuracy = 0.5;
    	radarType = 4;
    	mapSize = 7.5;
    	animated = true;
    	armor = 200;
    	destrType = "DestructPlane";
    	damageResistance = 0.004;
    		landingSpeed = 185;		/// used for AI to approach the runawy, the plane should be stable at this speed
    	acceleration = 300; 	/// used for AI to plan the waypoints and accelerating, doesn't affect plane performance
    	maxSpeed = 890;			/// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef
    
    	driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1","wheel_2_2","wheel_3_1","wheel_3_2","wheel_4_1","wheel_4_2"};  /// array of components to be assigned special low-friction material (usually wheels) 
    
    	rudderInfluence = 0.5;		/// coefficient of rudder affecting steering of the plane
    	aileronSensitivity = 1;		/// coefficient of ailerons affecting twisting the plane
    	elevatorSensitivity = 0.8;	/// coefficient of elevators affecting changing of plane horizontal heading
    
    	irScanRangeMin = 500;		/// defines the range of IR sight of the vehicle
    	irScanRangeMax = 5000;		/// defines the range of IR sight of the vehicle
    	irScanToEyeFactor = 2;		/// defines the effectivity of IR sight of the vehicle
    
    	/// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed
    	/// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed
    	/// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error
    	envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0};
    
    	/// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees)
    	angleOfIndicence = 0.05235987;
    	thrustCoef[]= {1.5, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0};
    	elevatorCoef[]= {}; //default value is 1
    	aileronCoef[]= {};  //default value is 1
    	rudderCoef[]= {};   //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z()));
    
    	//! coefficient of player's controller sensitivity (does not affect AI)
    	elevatorControlsSensitivityCoef = 4; 
    	aileronControlsSensitivityCoef = 4;
    	rudderControlsSensitivityCoef = 4;	
    	};
    };
    };

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