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Top Gear Long Layout 2019-09-09

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The model from the link tested good with CSP 0.1.74 public and previews and uses stFlow shader for the "moving" rotors and can be added in two different ways in "..\content\tracks\topgear\models_topgear_long.ini"

If you want to keep the heli in patrol over the central part of the airfield
Code:
[MODEL_1]
FILE=heli.kn5
POSITION=0,0,0
ROTATION=0,0,0

If you like it to sweep over the entire area in coil-shaped pattern
Code:
[DYNAMIC_OBJECT_0]
PROBABILITY=100
MULT=1,1
FILE=heli.kn5
POS_MODE=RANDOM
RND_POS_CENTER=-500,0,30
RND_POS_RANGE=0,0,0
VEL_MODE=RANDOM
RND_VEL_BASE=0.6,0,0
RND_VEL_RANGE=0.3,0,0

To enable the flying animation in either variants you need to make a folder and file:
"..\content\tracks\topgear\extension\ext_config.ini"

and place in that "ext_config.ini"
Code:
[WRAP_MESHES_...]
NAME = heli1
MESHES = Heli_Body, Rotor, heli_glass, Rotor2
PIVOT_POS = 23, 0, -13

[ANIMATED_...]
NODE = heli1
WINDMILL_DIR = 1, 1, 1
WINDMILL_DIR_EXP = 0
WINDMILL_DIR_BOTH_SIDES = 1
SPIN_AXIS = -0.07, -1.0, 0.01
SPEED_MULT = 0.08
WIND_SPEED_KMH_MIN = 0
WIND_SPEED_KMH_MAX = 3
WIND_SPEED_KMH_STOP = 140
LAG_UP = 0.1
LAG_DOWN = -0.2
LAG_BRAKING = 0.0

When the dynamic heli eventually leaves the airfield after half an hour (real time) - to bring it back into position use "Restart session".
Also fun option - in the dynamic version change "MULT=1,1" to "MULT=2,1" and watch how the patrol gets more thorough ;)

Have fun!

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