william1 0 Posted September 2, 2008 all problems solved now , works like a charm Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 2, 2008 http://w17.easy-share.com/1701427059.html Thank You Guyz! Share this post Link to post Share on other sites
Dwarden 1125 Posted September 6, 2008 new version taken in some complains, fixes, ideas and tweaks reverted some of uneeded changes Quote[/b] ]Modified Aerial Effects ... tweaked all of them (some may say messed so it's all just matter of say Su-34 Vapor Cone : - correctly synced with mach 0.8 to 1.2 - mach1 adjust by altitude - improved random factor - simulate absence of humidity and pressure - improved chance above water and in manuevring Engine Exhaust: - it's lil tweaked afterburner effect Afterburner: - now lits plane / surrounding as it's light source A-10 Wingtip trails: - now sits Fuselage vapor: - it's there now too changes done by Dwarden many ideas, fixes and solutions gathered from BIS posters thanks to Spooner for some lessons ... original script from Foxhound so thanks twice! Share this post Link to post Share on other sites
william1 0 Posted September 6, 2008 thanks for the update Share this post Link to post Share on other sites
.kju 3245 Posted September 6, 2008 what about http://ifile.it/ Share this post Link to post Share on other sites
william1 0 Posted September 7, 2008 thanks Dwarden , really really beautiful , gotta love those engine exhaust effects . btw , i found that Gnat version of fuselaje vapour works slightly better in the A10 plane, the effects are more visible, maybe you want to take a look . your version works more than OK  in the rest of planes classes though  edit: in the class exclusion in the config you've put "BIScamel" while this is the old class name in OFP , in Arma its called just "camel" if i'm not mistaken ? Share this post Link to post Share on other sites
kuIoodporny 45 Posted September 7, 2008 edit: in the class exclusion in the config you've put "BIScamel" while this is the old class name in OFP , in Arma its called just "camel" if i'm not mistaken ? Thank You!!! Don't trust CfgPatches anymore xD Share this post Link to post Share on other sites
Spender 0 Posted September 9, 2008 I also have the white cockpit...has it been fixed and I just got an old version or is it still unsolved? Share this post Link to post Share on other sites
Dwarden 1125 Posted September 11, 2008 by popular demand fixed the last two comments btw i hope gnat don't have anything againt that i use now his source placement for Su34 (rnd his or original) and for a10 also include script version for mission (btw need to test MP sync of afterburner) fixed effects http://web.dkm.cz/myie2cz/test/allneeded4aireffects.7z Share this post Link to post Share on other sites
MonsterXXX 0 Posted October 8, 2008 Hi Gnat, I would like to ask some questions about how did you make the game's movie in 360 degree environment? Because I would like to take a mivie for my own game. 1. Which gamecam are you using or are you edit the game's moive after the game? If so, which movie maker are you using? 2. I can't put your SU-33 and tug on the carrier . because when I put it on, it usually crashed after preview. Please help me solve the problem as above. Btw, Your addons is really cool thing. Thanks. Share this post Link to post Share on other sites
eble 3 Posted October 8, 2008 Lo mate, easiest way to create an external 360 view whilst in game is create your Su33 - then add a soldier to your squad can be in the sea or anything. Then whilst flying 'press del' for external view and pan round using either the mouse or hotas keys on your joystick. Southy Share this post Link to post Share on other sites
MonsterXXX 0 Posted October 8, 2008 Lo mate, easiest way to create an external 360 view whilst in game is create your Su33 - then add a soldier to your squad can be in the sea or anything.Then whilst flying  'press del' for external view and pan round using either the mouse or hotas keys on your joystick. Southy Man, Thanks for your help. Thanks again Share this post Link to post Share on other sites
mankyle 420 Posted January 6, 2009 Gnat, I have noticed that your sukhoi's weapons suffer the same problem that you posted in the O2 modelling section, because when 2 of them bombes one Type 21 frigate the frigate moved 1,5 km. Didn't look funny keep up the good work Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 6, 2009 Gnat, I have noticed that your sukhoi's weapons suffer the same problem that you posted in the O2 modelling section, because when 2 of them bombes one Type 21 frigate the frigate moved 1,5 km. lol ... darn! You caught me out. Yes, I found and posted the solution AFTER I released the Su33's. Should be a new release soon of the Su33's with a couple fixes. Cheers mankyle. Share this post Link to post Share on other sites
mankyle 420 Posted January 6, 2009 No problem Hope to see that new version soon Keep up the good work!!!!! PS: Any subs soon? I have seen GranQs teaser about his upcoming Whiskey on the Rocks campaign and my interest on subs has renewed. Share this post Link to post Share on other sites
vengeance1 50 Posted March 10, 2009 Gnat, With all that you have done with Ships is it now possible to move the Carrier? This is still a great piece of work. Vengeance Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 10, 2009 With all that you have done with Ships is it now possible to move the Carrier? I've looked at it and considered it prior, but the carriers size (and number of individual bits that make it up) just makes it far too difficult. And very clunky to use for the player ..... everything on the deck or in hangers would have to be nailed into place via one of several different script methods, before the carrier can be allowed to move a millimeter. Probably look a bit off too. Maybe in ArmAII if BIS fix the "large LOD visual clipping" issue for a start. Better still we could pray for the "walk on moving vehicle" patch in ArmAII Share this post Link to post Share on other sites