For example, my tiny RC helicopter in my DCU mod would not be flyable if I used it's tiny mesh for physics. (The game uses the visible lod mesh to determine flight/drag physics). So I made a copy of the visible mesh of a little bird, made it invisible and used the collision meshes from the RC copter when exporting it. I used that as the main mesh for physics. You don't have to even assign a texture to the invisible mesh. Just add this line to the RS file for the material that you want invisible on the mesh:
Code: Select all
alphaTestRef 1.0;
I then just addtemplated the visible mesh of the RC copter as a child object. The visible mesh does not have the collision physics. The invisible mesh does. Remember, BF1942 uses only the LOD mesh in determining flight/drag physics.

Note that after doing this you may have to increase drag settings/inertia settings and your engine settings as this will cause your ship to be much more manuvarable as a result of the reduced size of the main LOD mesh. I do know that the sink mod settings for floaters do work on slowing my ships down on sinking, so it's better to have your ship sink too fast then too slow as I suspect the sink mod command won't let you sink faster then 1.0. So having it sink too fast would be easy to fix as using smaller sink mod settings does work.
