DSabre 2332 Posted September 18, 2018 v 2.2 out Since it worked so nicely for the WWII aircraft: I have adapted the hit effect script for the WWI planes, and added the Pfalz D.XII (WIP preview alpha) 5 Share this post Link to post Share on other sites
DSabre 2332 Posted August 17, 2019 This is going to get a major update as well. Currently I am remapping all uv sets and fixing various model issues. To simplify things all german aircraft will be painted in Jasta 18 (late) livery. The Pfalz XII is nearing completion and I may add a Fokker D.II. Re-mapped Pfalz XII First test of Fokker D. II Jasta 18 (late) 5 1 Share this post Link to post Share on other sites
DSabre 2332 Posted August 23, 2019 Dev news: Found a Bristol Scout model I had started ages ago. After a little work it doesn't look too bad. Just needs an interior and a basic normal map. Also found this old B.E.2 of mine - it will need a little more work 2 1 Share this post Link to post Share on other sites
DSabre 2332 Posted September 7, 2019 Some progress B.E.2 C Didn't need so much work after all. Just lacking the cockpit which I plan to copy/paste from the Se5a or somewhere else. The Pfalz D.XII finally got the wires attached and a new texture (Tried to make it match the RoF Pfalz). The Brisfits 3D mesh is actually completely reorganised like most planes in the addon. Does not make any real difference on the outside but makes it easier to change things or to retexture it. All UV maps have changed as well and are de-mirrored. I am not aware of anyone ever making a custom livery for this addon so it should not be a problem. Instead of Jasta 18 I may put this kind of livery on all german planes. It`s inspired by the RoF Pfalz D.XII livery. Not sure which Jasta it resembles. Jasta 18 (late) will be an option anyway. 4 Share this post Link to post Share on other sites
DSabre 2332 Posted September 14, 2019 Dev news: While looking at my old Zeppelin I had to think of the WW2 torpedo TeTet and me worked on. Especially the tiny part of the code that stops pitching and rolling. Turns out this can be used to make the Zeppelin rule the sky again. Player control is working fine except for the small limitation that you can not fully stop. I do use the plane class as parent class so stopping completely will make it fall out of the sky. Ailerons are locked, turning is done by using the rudder. Alt is controlled by a 1° pitch up or down. Anything beyond is blocked by a torque script. The AI ignores these limitations and magically manages to bank very steeply. It is really strange that they can overcome the torque applied against rolling which is very strong. Also the AI does not use the rudder at all which would be much better in this case. Looks like the AI plays with a completely different set of rules. If they knew how to dogfight we would not stand a chance. Anyhow: If waypoints are set and you force them to keep formation to stop acting like a pursuit plane - they do stay airborne. In short it works. I will not add any turrets but there are 4 FfV slots. The AI will even engage enemy planes with their revolvers. 6 2 Share this post Link to post Share on other sites
DSabre 2332 Posted September 17, 2019 V 2.5 - complete remake - Zeppelins rule the sky again - all aircrafts redone inside and out - scripts updated to function standard (thx for showing me how it is done to TeTeT) - seaplanes now create wake and should be ok with default wave settings (SP) - experimental scope available on Brisfit - experimental physX gear on Brisfit - added Bristol Scout, B.E.2 and Fokker D.II - re-added Vickers Vimy - Felixstowe F.3 is now a F.2 (with open cockpit) Note the renaming from Sab Flying Circus to Flying Circus. Since there are a few contributors I don't want to make the impression I take complete credit for it. I had added the prefix to make it easier to organise in the launcher back then but I don't see the point anymore really : ) Seaplanes generate (a small) wake - another torpedo script spin-off Optional Scope PiP scope (only available on Brisfit currently) Optional PiP scope (only available on Brisfit currently) Textures remade. UV Maps demirrored 1 1 Share this post Link to post Share on other sites
johnnyboy 3797 Posted September 17, 2019 Great work Sabre. These are all beautiful. Is it possible to make worn/dirty versions of these? Only if its worth it to you of course. Share this post Link to post Share on other sites
DSabre 2332 Posted September 17, 2019 Yes that is my plan actually. What we have now is the base texture with some ambient occlusion overlay. Convincing wear effect on the textures is very very time consuming and I can not even do it yet. Say now it is 10% of the work done, making them look worn would be 90% more to go. So over the next couple of years : ) 1 Share this post Link to post Share on other sites
johnnyboy 3797 Posted September 17, 2019 5 minutes ago, DSabre said: Say now it is 10% of the work done, making them look worn would be 90% more to go. So over the next couple of years : ) haha, I'm completely ignorant of the amount of effort this takes obviously. I absolutely appreciate your work though. Thanks man! 1 Share this post Link to post Share on other sites
DSabre 2332 Posted September 18, 2019 v 2.5.0.1 -fixed camel wheels not turning -reduced dangerous stall behaviour on camel -fixed brisfit wires -fixed oilinface effect -fixed rotary and vickers sound 1 Share this post Link to post Share on other sites
pognivet 151 Posted October 17, 2019 i love your mods, but can you make the barrage balloon have longer wires? the wires coming off it are only like a couple of feet long, as if its to be anchored a foot off the ground. Share this post Link to post Share on other sites
DSabre 2332 Posted October 17, 2019 that would be fun. I had plans to add some sort of animation to make them longer. I wonder if there is even some better way of doing it. Perhaps, someday. Geo Lod detection goes crazy beyond 40 meters though so it's nothing trivial Share this post Link to post Share on other sites