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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    Zodiac released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Harm? None. However, it's also to your benefit to increase the number of fan sites mirroring your addon. All you have to do is to stipulate that they can do so as long as you're fully credited and they provide a hyperlink to your site. To make sure the message gets across, you should also include a README file with your addons that mentions you and provides links therein to further promote your site. You'll get plenty of credit, publicity and visitors by doing these. <span id='postcolor'> True True. Anyway I've come to the conclusion that I could spend more time modelling than worrying about what goes where. This posting stuff is relatively new to me. You are right, AvonLady </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Oh, and thanks for the nice work. <span id='postcolor'> No problem. I only wish I could understand Czech so that I can get things working exactly right. BTW I bet you are 10 times better looking than Werner Cheers 8) Klink
  2. colonel_klink

    Rotor direction

    Thanks Suma I experimented by rotating the axis points. I now have an f27 with counter rotating props. Cheers Klink
  3. colonel_klink

    Head lights

    Hi Try moving these points in the memory lod to where you want the beam to shine from. It took me ages to figure out but it does work: konec L svetla - I have this under the nose of a plane I am working on. konec hlavne - this is set back further, I don't know what this does Try that out and let me know how if it works. I'm trying to get two beams for a car.. can't figure which one is which. Cheers 8) Klink
  4. colonel_klink

    Need help

    Use the memory LOD from the Hawk (I'm sure Kegety wouldn't mind, after all with out a demo model to follow it is damned hard to get things to works. I thank Kegety for doing the ground work 8))). These are points you need in the memory LOD osa (pivot) predniho kola - nose gear pivot osa praveho kola - port (I think) gear pivot osa leveho kola - starboard gear pivot Now you will need to name each of the complete gear, that is wheel and strut as follows: predni kolo (wheel) - nose wheel assembly pravy kolo - port gear assembly Levy kolo - starboard gear assembly Now you will have to realise the gear fold FOWARDS 90 degrees. so the wing area or engine nacelle or fuselage must be able to house the undercarriage assembly. I had to cheat with the Skyhawk to get the nosewheel assembly to fold correctly. The latest version doesn't have the nose wheel in th pilots lap in 3rd person view. It took a while to come up with a solution. Flaps and moveable rudder are another story, but that should get you started. I'm writing a tutorial about how to build an aircraft in O2 so keep in touch. Cheers Klink
  5. colonel_klink

    Rotor direction

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ June 12 2002,13:32)</td></tr><tr><td id="QUOTE">Another way is to use negative speed. We used this for Chinook: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mainRotorSpeed = 1.0; backRotorSpeed = -1.0; <span id='postcolor'><span id='postcolor'> Would that work with counter rotating forward facing propellers?
  6. colonel_klink

    Not even one o2 made vehicle

    This vehicle is well underway. Just the interior, a new texture on the outside, and she's all go: Three version will be released. Normal town car, stretched limo, convertable. Cheers 8)
  7. colonel_klink

    Submarine

    Avonlady I love you already. I've been looking for that picture for a while. I downloaded i from somewhere a while ago and it disappeared into the terrabyte world of my cdrom collection. Thank you. For all you guys who played with the sub and gave feedback , thanks. I will fix the East/West side as soon as I have time. Cheers 8) Klink out
  8. colonel_klink

    Zodiac released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I am just a newsmaker and just trying to help people who visit our site. Why should they do 20 clicks to find the some addon at some page when they can get it just by doing one click?<span id='postcolor'> Sorry if having people directed to my site annoys some of you. The idea of me creating a site at DC-3D was to have people visit, see what I am doing and download some models. What harm is there in that. Free to the community does not mean that I have to give up my rights as a model maker. Yes the tools belong to BIS, but the work I create belongs to me. The only thing I cannot do is sell the models. I think a lot of people forget that there is a lot of time and effort (unpaid) that goes into model making. I have no problems if people want to link to my pages. And I do know that you give the proper credit. As to the zodiac. It was just a little thing I was messing about with one afternoon. The addon does have some problems that I am currently working through. The main one is that zodiacs have very shallow draft. OFP doesn't support boats with shallow drafts very well. In the sub I had to cut the hull off at the water line. Several other boats I'm building will have to be treated the same. The dry land bounce has been resolved by using a landcontact lod. But that creates another problem with the craft sitting too high when on the beach. When I lower the landcontact the boat fills with water. However I am working on the problem and will keep you posted. Cheers 8)
  9. colonel_klink

    A4 skyhawk released

    Hey guys thanks for the feedback. The A4 is still very much in the development stage. As you guys report bugs it helps me look at areas that may have been overlooked (landing lights as an example: I've never flown at night in it -duh to me). Some other issues are being worked on.. moving rudder, flaps etc. Yes the textures are a bit dodgy, but this was my first real attempt, and I hope as time goes by I improve. The cockpit is being developed, but getting decent interio shots of the side panels has been difficult. Versions carrying M82s, and other ordinance are planeed, as is a tandem seater. When I started this model I had no idea there were so many variants to the A4. Our country had several of them, but all I ever notice was that they were noisy when they flew overhead. What I am thinking about is creating a stores addon (with several types of missiles, rockets, bombs,drop tanks etc can be added to the aircraft), that can be accessed via scripting or depboing the addon. I'll work on that later, but it would be good if you could access a menu that would put the weapons you want onto the plane. If anybody wants to take on the challenge IM me on the site or at OFPEC. Cheers 8)
  10. colonel_klink

    Birds and harrier

    That's worth a try. My harrier's been sitting in the wings until a solution to vtol is found. Cheers 8)
  11. colonel_klink

    Getting the textures to show up in ofp

    Hi mate. I've just finished answering a post to do with the same problem with my skyhawk models. Its seems OFP looks for the folder with textures when OFP loads an addon pbo. When you compress a folder with stuffPBO or other PBO tool you need to ensure the texture folder is compressed as well. For example: my folder with the p3d model would look something like this Main folder: CWKSkyhawk (contains the CWKSkyhawk.p3d model) Sub folder: Textures (contains the paa and pac files) Now in Oxygen you must make sure the path to the textures is within the main folder. If you've put your textures in the default Data folder you'll need to move them into the Texture sub folder then reset the paths for each texture from within Oxygen. The method for doing that is in a thread here somewhere. Now if anyone knows of a simpler way, or alternate way please comment. Anyway I hope that is of some help. Cheers BTW the textures of the missiles on the skyhawk didn't show because the folder for them was within another skyhawk model  version on my harddrive.
  12. colonel_klink

    Land contact

    Remember the early days of OFP and the bouncing vehicles? Seems that I have inherited the problem in some new models. I've just created a zodiac boat and while there are problems regarding water and the boats shallow draft (which i can work around), once the boat hits land it flips, jumps and bounds high in the air. Does anybody have any idea about this? I want to release it before O2 runs out in about a week. Oh, and the leaping nad bounding also affects damaged or written off aircraft. Thanks in advance Cheers 8)
  13. colonel_klink

    2 days to go...

    Thanks Indy. Cheers 8)
  14. colonel_klink

    2 days to go...

    Hi Jackal326 I have the same problem with O2 with only two boxes. I'm running under XP so I'm not sure what the problem could be. I know that BIS are busy with Resistance so we may have to wait until after then. I know this is little help, but at least you (and I) know that others have a similar problem. Cheers 8)
  15. colonel_klink

    Seaborne missiles

    Hi Guys, This is for you fellas who've been creating addons, especially in the config.cpp area. Upon a couple of requests for missile capability to the sub model I released, I have a dilemma: I want to add missile launching to the sub. Herein lies the problem. I have set 3 missile proxies on the sub. Then added the following to the config file: class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA : CarlGustav {}; class CWKAIM9 : AA { minRange=100; minRangeProbab=0.8; midRange=500; midRangeProbab=1.0; maxRange=2000; maxRangeProbab=1.0; proxyShape="\CWKsubTarget\stores\CWKAim9m"; maneuvrability=40.7; airLock=true; irLock=true; laserLock=true; initTime=0.5; maxleadspeed=4000; ThrustTime=500; maxControlRange=2000; thrust=400; maxSpeed=800; hit=200;indirectHit=100;indirectHitRange=8; model = "\CWKsubTarget\stores\CWKAim9m"; // using the sidewinder model as an example }; and: class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class CWKSAM: MaverickLauncher { ammo=CWKAIM9; displayName="SAM"; displayNameMagazine="SAM"; shortNameMagazine="SAM"; count=5; initspeed=15; model = "\CWKsubTarget\stores\CWKAim9m"; canLock=2; sound[]={Weapons\Missile,db+18,1}; aiRateOfFire=12.000000; aiRateOfFireDistance=2500; }; finishing off with: class CfgNonAIVehicles { class ProxyWeapon {}; class Proxystores : ProxyWeapon {model = "\cwksubtarget\stores\CWKAim9m"; simulation = "maverickweapon";} // until I build a suitable missile model }; Right. The SAM, and the number of how many left, appears on my weapons inventory when in command of the sub, but I cannot fire them. Any ideas, or is it because the sub uses the ship class? BTW I have even lifted the proxies above deck to see if the missiles are there. Cheers 8)
  16. colonel_klink

    Custom sounds

    yeah, DC3, AC47 C47, Dakota.. all the same plane. The sample wav is 44mhz 16 bit mono. I'll have to play around with it. The aircraft sounds dopey as a jet (su25) sound, and just as dopey with the cessna sound too. Cheers 8)
  17. colonel_klink

    Custom sounds

    I've got the same problem. I have a real cool DC3 sound, but when it goes into OFP it sounds like one of those cheap flight sims that were made for computers around the dinosaur age.. 1980's. I've mucked around with those values. changed the sample rate, but still no throaty sound. Cheers 8)
  18. colonel_klink

    Pics from game

    Good to see someone is looking after us civvy types. Real good work Cheers 8)
  19. colonel_klink

    A4 skyhawk

    The A4 Skyhawk is progressing well for the Falklands Campaign. A version of it will be released as soon as I finish the cockpit. Cheers 8)
  20. colonel_klink

    Bridge test...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I bet you're not thinking of using a fixed wing aircraft on your yacht <span id='postcolor'>. Yup, hang gliders lol. Mind you if there was a way to launch them it could be a possiblity, eh. Cheers 8)
  21. colonel_klink

    Bridge test...

    GFX707 and FlipeR That worked. Thanks guys. I also made the Roadway surface area slightly larger. Now I'll try that on the Angelina heli deck. Thanks guys. Cheers 8)
  22. colonel_klink

    Bridge test...

    Hi FlipeR I'm using 1.58 run from OFMPTest. The ramp is very shallow, probably less that 10 degrees. I ran it a mimonet ago. I can now drive on the ramp but the vehicle is damaged each time it drives over it. I'm not sure if I've set the Roadway lod correctly. Further experiments pending. Thankx Cheers 8)
  23. colonel_klink

    Bridge test...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Are you sure, you are running really 'OFPMPTEST.EXE'<span id='postcolor'>. That was part of my problem. Still not sure if I'm doing this right though. My ramp is very shallow. i can walk on it, but vehicles just get damaged. I'm using a building class, I'm not sure if this is the correct one though. Your help would be appreciated. Cheers 8)
  24. colonel_klink

    Bridge test...

    Hi A-Lone-Wolf I've been experimenting with the roadway lod and made, what I thought, was a simple ramp. When I try to drive on it the vehicle slows right down to a dead stop. What am I missing in the model? The lod? or is there something I'm missing in the Config file? Thanks Cheers 8) BTW I've installed 1.55 beta, but it still shows as 1.46 on the OFP splash screen.
  25. colonel_klink

    Bridge test...

    A-lone-wolf and FlipeR, that's great news, guys. Now, can we land and walk around on a moving ship? I've experimented, before the news above, and althoug I can walk on a stationery boat, once it moves I fall off. Cheers 8)
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