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Drakkhen

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Posts posted by Drakkhen


  1. Quote[/b] ]RPM value: wherefore do you need it? maybe I know any way to do it otherwise

    Needed it for AB, overheating and outakes configuration routines, also to make my airbrakes script work more precisely. You think you have the solution?

    Quote[/b] ]_logic="Logic" camCreate [0,0,0]

    Yep... got quite that trick already, "quite" because mine use more CPU (I didn't simply substract), but I wondered if there was another lighter way (a function name or a global variable) since they have one to make the altitude indicator work.

    Quote[/b] ](_spd2<(_spd1-10))
    Got that one too... and you're right again, "not perfect but works". I tried to take account of (velocity _this select 2) to avoid animating the brakes while I climb or retrieve them while I dive but even with that... it's pretty messy, mostly when the plane tight-turns.

    "gyro" is the artificial horizon. In choppers we can have two but in planes, it seems we are limited to ONE. I tried to derivate the class, simply add a "2" behind "horizont" and its "osa" but nothing seems to work.

    Thanks anyway for the "absolute altitude" tip... faster and lighter than the previous I did. wink_o.gif


  2. Hi,

     I've searched for an answer to these questions in the Mods discussion forum but it seems no one even cares, so, since the problem also relates to the Memory LOD (gyros)... here's what I was asking for

    Quote[/b] ] does anyone know if there is a way to get RPM value, control X/Y, etc...?
    Hi,

    Maybe by reading the RPM animation? Try : this animationphase "IndicatorRPM"

    You also could make use of the RPM2 feature

    Quote[/b] ]Great idea but the animationphase constantly returns 0.

    Are you sure of the animation name or that it's really an animation?

    The reason of this is that we have an RPM hand on the instruments @ I guess it relies on an RPM value somewhere in the PC memory, but while there is two commands to get the bearing of a vehicle (getdir, direction), there's no one to get the RPM value.

    So are these invisible data:

    - Sight (direction but in 3D vector)

    The drop command is accurate ofr this,but also can be done with some math
    Quote[/b] ]Drop's fine for creating a custom oriented object (set it),but how could you get the 3Dsight axis of an already existing object?

    - Absolute Z (visible in baro alt)

    - Absolute Z (visible in baro alt)

    Sea level? Search for absolute height I think it is

    Quote[/b] ]Yeah... absolute height... is there a function for this?

    (this getpos select 2 returning the relative height)

    - Fwb/Bckwd control pos (somthin'like -1.0 to 1.0 value)

    Planes don't fly backwards? Not sure what you mean? Reverse would show a -kph
    Quote[/b] ]I meant that when you pull the [down arrow] key... it's a negative acceleration (not like the joy throttle set to the min). It makes A-10's/Su25's airbrakes deploy. I would like to get this event. I guess that if your animation phase trick works,I could get it (if I manage to find the correct aileron animation name ;)).

    Since I currently work on a plane, does someone know if there is a way to have (like on choppers) TWO gyros?

    Yes ytou can have multiple props by using the naming vrtule,vrtule1,vrtule2
    Quote[/b] ]Multi props,yes... two altimeters, yes... but not with gyros in planes. And I've never seen two of them working in any plane mod. Is there a way to duplicate the gyro class if it is one.

    Thanx for ANY help.


  3. Thought being able to get a value proportional to the RPM, catching the current fuel amount and computing the difference every 0.3s but while I can precisely set the RPM with the joy throttle, the fuel consumption only returns 2 values (X depending on sampling frequency-burning fuel OR 0-idle).

    I wonder if it's simply possible.


  4. Hi,

    Maybe by reading the RPM animation? Try : this animationphase "IndicatorRPM"

    You also could make use of the RPM2 feature

    Great idea but the animationphase constantly returns 0.

    Are you sure of the animation name or that it's really an animation?

    The drop command is accurate ofr this,but also can be done with some math

    Drop's fine for creating a custom oriented object (set it), but how could you get the 3Dsight axis of an already existing object?

    - Absolute Z (visible in baro alt)

    Sea level? Search for absolute height I think it is

    Yeah... absolute height... is there a function for this?

    (this getpos select 2 returning the relative height)

    Fuel command in the comref ...? Fuel Vehicle < .1 : _plane say "danger"

    Ok... mistaken by the "fuel" eventhandler.

    Planes don't fly backwards? Not sure what you mean? Reverse would show a -kph

    I meant that when you pull the [down arrow] key... it's a negative acceleration (not like the joy throttle set to the min). It makes A-10's/Su25's airbrakes deploy. I would like to get this event. I guess that if your animation phase trick works, I could get it (if I manage to find the correct aileron animation name ;)).

    Yes ytou can have multiple props by using the naming vrtule,vrtule1,vrtule2

    Multi props, yes... two altimeters, yes... but not with gyros in planes. And I've never seen two of them working in any plane mod.


  5. Hi,

    does anyone know if there is a way to get RPM value, control X/Y, etc...?

    The reason of this is that we have an RPM hand on the instruments, I guess it relies on an RPM value somewhere in the PC memory, but while there is two commands to get the bearing of a vehicle (getdir, direction), there's no one to get the RPM value.

    So are these invisible data:

    - Sight (direction but in 3D vector)

    - Absolute Z (visible in baro alt)

    - Fuel level

    - Fwb/Bckwd control pos (somthin'like -1.0 to 1.0 value)

    Since I currently work on a plane, does someone know if there is a way to have (like on choppers) TWO gyros?

    Thanx alot for any clue.


  6. it involved shooting dead bodies

    It has become systematic in every MP game allowing this trick.

    Beside... since it's not irrealistic, and turns players into paranoid shooters, it should be great to see it back.

    Hemmmm... anyway, MP dead bodies don't disappear? Because if they do, the trick will be quickly discovered.


  7. Hi,

    I noticed that most of the mods that proposed different skins for a vehicle had to provide a P3D per skin (while the same P3D allowed many WeaponConfigs).

    Viewing the DammageHalf and DammageFull way of working, I was wondering why there couldn't be a DammageNone cluster where we could set the skin for a model without multiplying P3Ds!?!?

    If somebody found a way to make it in OFP... I apologise. Otherwise, it could be a great option for the second opus of this symphony.


  8. Hi,

    one of the main lacks in the game, to me, was the fact that a night mission was always an NV mission. Whatever the cloud cover was, the ground was simply full dark and without NVs, there was no way to play it.

    I really would love Full Moon lighting on plains play a real role. There's currently no difference between a NewMoon and a FullMoon night. It should have more importance since infiltration/sabotage missions often rely on that.

    Here would be the difference:

    OFP1

    Moon1.jpg

    and how it would be great to be in OFP2

    Moon2.jpg

    My second point would be a simple correction about the direction of lighting on ground surface. In OFP you can notice (pic below) that the sun is to the right and according to the relief, the light source is to the left.

    Shadow.jpg

    For the rest... it's being discussed in other threads  tounge_o.gif

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