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Masnooper

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Posts posted by Masnooper


  1. I understood that when I replied, and I stand by my original statements.  One could copy/paste the A10 cockpit from the BIS sample models and recycle that into every. single. plane. for the horizon ball.  Then everyone will start with those questions... if this were done to add only a single gauge, the inevitable explosion of questions would become "where are all the other gauges", "why isn't the horizon indicator accurate", "why does the horizon indicator look wrong", etc. etc. etc. so you can appreciate the notion that it has to be done correctly, even if it is a single gauge.  It ain't easy making a 3D plane!

    This answer makes more sense than your last. Because I knew making a good looking cockpit is hard and takes time and would mess up with scheduled tasks.


  2. Cockpits are a huge time investment, almost as much work as building the entire mesh of the model.  To get it 'right' takes a mind numbing amount of patience.  So please keep this in mind.  On the planes I build, cockpits are always last because I know it usually takes me at least 2 weeks of working on it every day to make it "good enough" for release.  That's one part of 3D model work that I personally H-A-T-E doing!  And of course that's the one thing that people bitch about, usually something like 'why isn't that button in the right spot your mod sux' so I tend to leave the cockpit model work to someone else if I can manage it.

    I'm not asking for WHOLE cockpit and it's details. Just that single simple instrument is enough for now.


  3. I would like you include in to your plans to update at least functional artificial horizon within the aircraft as to who plays real milsim simulator and pretty hard to fly any plane without the same apparatus.

    Yes, that's exactly what I said a few months ago. This is least of things that a plane cockpit must have.

    I know that they mentioned they are not going to change things around for bombers or other big aircrafts on this upcoming version but come on guys, at least make this thing functional please.


  4. i have no plans for that,

    That's why it's called a "suggestion"  :P

     

    there is a F-5 in the brazilian armed forces addon though, if I am not mistaken

    Nope. That's mod is long time dead and it's file host is history. So it has the potential to give it a go ;)  


  5. Oh Yeah! Thats great that you finally made the IRIAF skin. I've asked some people on this community to make it but never happened.
    You know, first time that you released F-14 here, you said a lot of things about F-14 and it's ONLY current user, "Iran" in it's description but there was no IRIAF skin included.
    I've been shocked by that. Also flight control of all planes are much better now. Thank you so much ^_^

    Now I'm suggesting you to change some things in general for all of your planes if you like:

    1. Clean up player scroll menu when the player is not in the plane yet and just keep "Get in as Pilot (+ Get in as Co-Pilot if available)" and "Inventory".
    Scroll menu is too crowded and sloppy by useless things like ECM, TGT,MFD and Fuel tank optons. Also "Open Dialog " has no use when player is not inside yet.
    This makes some discipline.

    2. Now that you are using module system in the editor, will you please add a skin option to it too? By that you can remove all those different skin variants of same plane and make editor menu shorter and cleaner. For example, right now there are about 18 different F-14Ds in the editor menu. If you do that, there can be only two F-14Ds (F-14D [NATO] and F-14D [CSAT] only).
    Then players can choose whatever skin they want for it via that module and start the game (Or choose it by Open Dialog in game).

    That's it for now.Thank you. Take care :P


  6. I can confirm the issue that you take some damage when landing. We're using ACE3 with most realistic medical options turned on if that can be any lead to solving the issue.

    It's not just the pilot but the plane too. It's because the plane takes a high amount of surface impact damage when it shouldn't because of very low speed and sends some of that through the pilots butt. After that the plane needs repair too.

  7. ok let me know, maybe a mod conflict? becouse I have tested a land on altis and stratis too without problems... tested all the loadouts and never find an Aim-120 in the wrong position Found out what are you talking about, I was searching the wrong thing! It will be fixed in the next release ;)

    So all that remains are Take off and Landing problems.


  8. Ok, so after some tests and an afternoon trying to get it works:

     

    1-Can't find what are you are talking about, in the strykes loadout I can't see any Aim-120

    2-My plane/pilot land safely (tested on Utes map a lot of times)

    3-The plane takes off at 120/130 Km/h, however to be sure I have made the afterburner impossible to activate under 90km/h

    4- If someone can tell me how to add it I will do it

    5- this was already present and I don't have expirience in modify it, so for now it will be remain the same

     

    that take off speed is something that I hate too, but if I act on it, the plane then crash on landing, it need more tests, so for now that will be the take off speed

    I'm going to make a video about these things. Takes a while.


  9. Hi

    1- Strike loadout has an empty AIM-120C on it

    2- Even on autopilot landing aircraft and pilot take serious damage

    3- With full flaps down and after burner on, the plane takes off after 5 meters and at 30-35 KMph

    4- No afterburner indicator available

    5- 360 Degrees pilots head rotation is possible

    6- That scroll menu thing!

    7- Can't wait to get "Some news"      :lol:

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