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sgt_flyer

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Everything posted by sgt_flyer

  1. sgt_flyer

    force feedback

    Hello, i dusted my good old Sidewinder Force Feedback 2 to give some helicopters a spin on altis, and i found out that the force effect are greatly diminished in game (compared to other games) - i feel the various forces, but it seems like a force feedback slider has been set to a minimum - didn't find a tweak in the ingame menus either to amplify the force effects. i could still feel a little force for autocentering and some force feedback effects (nice rumbling on helicopter's engine startup sequence), but greatly lessened. i was wondering if other people, maybe with other force feedback joysticks had the same problem ? Regards - Sgt_flyer
  2. It's nice to see what you managed to do with my old ARMA 2 lcac model Burnes :) i really like how you remodelled the cockpit (mine was limited to say the least ^^ before i stopped back then and released the wip, i was hitting arma 2's editor polycount limit :p) A quick note if you have difficulties with trying to load vehicles through the rear ramp - i guess you could extend a bit only the geometry model + roadway lods of the ramp and slightly rotate it - so the angle is softer for vehicles when the ramp is deployed. (That is, if they are still in use in arma 3 - was out of the modding loop for some time :p) Regarding the 3d model of the lcac skirt animations, i had planned to create model animations on the horizontally lined vertex points as the selection. (The geometry don't need to be altered) an example for the skirt, would be to add as a rotation or a translation all the points lined up on the same horizontal line on the side of the lcac skirt, and translate / rotate them upwards. (Each 'line' of horizontal points of the skirt would have done a similar rotation with more or less angle, flattening the 3d model through the anim. For the front upper part of the skirt (the one which was in front of the ramp) i would have moved / translated them downwards. In the hopes that it can help you a bit for improving the lcac :)
  3. why not the Speed Agile as a tactical transport, if the game is set in 2035 ? that's lockheed proposal for a C-130 successor :) http://www.aviationweek.com/Blogs.aspx?plckBlogId=blog:27ec4a53-dcc8-42d0-bd3a-01329aef79a7&plckPostId=Blog:27ec4a53-dcc8-42d0-bd3a-01329aef79a7Post:4ed2785f-832c-4f7f-8a7b-1d820cb2b07a
  4. if it is about the lcac i released in an alpha state, the named selections etc has not been made, nor coded into the config. nevertheless, the addon is not binarized, so if you wish to do it yourself, feel free to do it, as i gave permission for anyone to finish this model :) if you want to try to add them, remember you will have to find a way to 'deflate' the cushion before opening the ramps :) Regards,
  5. so, has with arma 2, as many people have discovered, we have a nice attachto command (and as this command is able to use relative coordinates for attaching an object to another) , i've started modelling a LCAC transport. once i'll have further advanced into the LCAC model, i'll maybe need some help (maybe some reference material better than the one we commonly find over the net) and a texturer (i'm no texturer myself) tools used : Oxygen 2 and arma2 as buldozer. update : lod 0 finished. i'll be needing a texturer for it 15327 points, 12205 faces. maybe it's a little high, but normally you won't see more than 3 lcac at the same time. the deck is large enough to make 3 hmmwv fit side by side (used bis mlod hmmwv from arma 1 to have a size comparison).
  6. i used another way for 'zooming' with a trackir. i center my track ir a bit forward from my normal head position, and i assigned the track ir forward motion to the zoom in action, so when i lean to read the instruments, the game zooms in. hope that could help :)
  7. i'm releasing this version of the lcac to the community, as i lack the time needed to continue it. LCAC on armaholic This version only have 1 resolution lod, which is almost totally unwrapped (unwrapping has been made by ABS) the included demo mission is the floating script, which allows the lcac to go at high speeds overwater. (the script basis came from a proof of concept (not mine) done for OFP, which was given to the community back then) the script is creating an invisible boat with a roadway on it, when the lcac goes overwater(so the lcac simply moves on it). once the lcac goes back over land, the boat is deleted. So feel free to modify it as you want, i think this game need this kind of addons :)
  8. oh :) then no problem if it's something released to everyone :) just was a little ambiguous from what you said in your post :)
  9. i don't know if ubisoft accept people to use their meshes in other games. maybe it would be better if you make your own version of it.
  10. O2 is really simple of use, maybe because he lacks those tools (i know i can get lost really fast in all the options or the configuration to make in the other 3d editors) so, i think the choice comes down to the person who use it :) if he feel goods with modelling directly within o2 or another 3d program :) but, sure. o2 is easy to work with, hard to master if you want to make your whole model in it :) it's still possible to make wonderful models only in o2 (check the lcac model i offered to the community, was done entirely within o2 for the model). what most lacks in o2 are automatic poly reduction tools, and good uv tools
  11. this na'vi body looks cool, just looks a bit too large at the moment (and lacks the tail :p) (maybe you didn"t redone the body for the moment and just did the head ?)
  12. sgt_flyer

    Infantry Height Variation

    the 'vehicle' bone system since arma 1 is totally and really easily scalable (i don't speak about rotation angles, those are not affected by scale) but the translations did scale. the translations unit was not in meter or any other unit, the translation unit for each translations was based on the distance between the two points of the axis used for the translation. (when you give a translation distance of 3 for example, the object will translate by 3 times the distance between the two points of it's axis.) this allowed to make a full rescale of the models without having to change anything to the animations. if they used this just for the vehicles, we can imagine they used something similar for the complex skeletons. (it would be a pain in the ass making a skeleton, the anims for it, and see their skeleton too small for the object it has to animate, and having to redo all anims.)
  13. sgt_flyer

    Eagle Wing (Spoiler alert!)

    as someone said before, this campaigns gives the feels (in terms of immersion) of OFP campaigns :) (the only official stuff so far since ofp and it's addons which give me this kind of impression :)) make more of those immersive missions ! :)
  14. sgt_flyer

    Beta 61362 Sniper

    ehm darkhorse ? here you are in a sniper rifle precision problem :) the post you seek is the T90 armor problem :)
  15. sgt_flyer

    Beta 61362 Sniper

    try the other weapons accuracy to see if fade has kicked in.
  16. sgt_flyer

    Ground deformation [Feature request to BIS]

    water flowing and terrain deformation aren't 'basic' things. especially within an open ended environnement. (we are not talking about a 500m by 500m zone in a standard FPS here)
  17. here's the link for the latest beta build. ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_Build_60588.zip else, the website where the link is to be found. http://www.arma2.com/beta-patch.php
  18. sgt_flyer

    LCAC - alpha version

    Three LCAC's for the LHD wasp class :)
  19. sgt_flyer

    LCAC - alpha version

    i've made a small test for comparing this lcac to bis LHD : the lcac could fit through the door (but a tight squeeze) and it looks like the LHD is not high enough above water. (at least the rear textured backdoor)
  20. sgt_flyer

    Arma 2 graphic rendering problems

    in steam, you right click on your game, select "properties",select "set launch options" in the general tab, and just add the -winxp in the box which will appear.
  21. sgt_flyer

    LCAC - alpha version

    for access to the LHD insides (to be usable), i think it will require a whole new LHD (or at least, the MLOD from BIS for modifications)
  22. sgt_flyer

    Lcac-wip

    i've added the link to the alpha version LCAC in this thread, if anyone wants to check how works the travels oversea, or eventually carry on the addon :) Post in addons & mods complete for the oversea function, it's based on a proof of concept which was released to the modders for OFP back then, it's just slightly arranged for arma2 (the basic works is the same than the original POC, spawning a vehicle with a roadway under the hovercraft). Regards, SgtFlyer.
  23. sgt_flyer

    LCAC - alpha version

    PS : anyone who wants to carry on this addon, feel free to do it. i have still enough time if you need some infos about the model, so if needed, i accept PMs :)
  24. you have the vectorup command, which is there since arma, but requires trigonometrics scripts. (the command gives you the vector going up from the center of the vehicle) with this, associated to the object's dir, you can get the picth and bank degrees.
  25. sgt_flyer

    Articulated vehicles?

    VBS2 is using hardcoded version through the attachto command which have more option than the one we have under arma 2. (in arma 2 we only have 'solid' attachto) in VBS2 you can give the attachto command to use articulated attachments, even rope type attachment between the two objects. so it would need for the moment to use scripting to articulate two objects between them in arma 2 (unless BiS plan to improve the arma2 attach to command in operation arrowhead ? :))
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