Dropbear
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Yeah I tried that - AI did low level pass of airstrip then continued circling. There must be a  reason why it dies it. Then it can be fixed. landingAoa = 10*3.1415/180; I deleted this from my cpp coz it made plane crash 200m before runway. What does it all mean? Obviously something to do with the autolanding approach. Maybe adjusting this could fix prob. Oh yeah another thing - when ejecting from plane you a propelled 50 ft up like ejection seat. Not cool for my type of aircraft. (has solid canopy)
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when I fly my model the autoland works ok (a little bit short but ok) when AI fly it on autoland they make good approach then via off and keep going round in cirles. Take offs are fine no trouble. I have only tested on everon but I assume its the same on other maps. Any ideas??
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at the moment I have the proxy as 'coDriver.01' this makes the cargo.01 move to the copilot seat but then leaves the cargo.01 posi empty. So I renamed the cargo.01 to .15 instead. I will try your suggestion it is abit tidier then how I have it set up.
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All systems go shes all fixed, both rudders are working now. What I had to do was [shift D] all the vertices on the right rudder. Somewhere in there must have been a stowaway. Anyway thanx hardrock and Footmunch.
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Can I have a coPilot in a plane or is this just cargo.01 position? I would like unit to enter plane using "Get in plane - copilot" command if possible. uno same as get in gunner etc.
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will check left and right again but as the model reads it is the left giving me trouble. Dl'ed SU27 will have a Bo Peep at it. You have some nice planes on your site. I'll have a ferret into the lights and see if I can get the right side working, would be handy if did.
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Remade and checked. Still no dice, but thanx for reply. The other thing is the right side landing light (spot light) doesnt work. I have checked this with other models and theirs dont work either. (So I can live with this if Ihave to) Are there any other twin rudder plane model out there I can have a look at?
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I have a plane with 2 rudders thanks to Brsseds tuts its all going well but in relation to the 2 rudders I have named each selection as quoted in tut (cut and paste so no typo's) anyway the right rudder works fine but the left rudder doesn't even move. Its tags are "osa leve smerovky" for the axis in memory lod and "leva smerovka" for the rudder in 0.00 lod. Can any1 offer some sugestions?
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lol - I will have to redo cuz I deleted it in discust.
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ok now new problem with my ammo is an error message keeps coming up No entry 'config bin/ cfg weapons.(my ammo) '. Can I use my own visible ammo for a boats gun or is this not in game engine either? I have read and copied cpps from other re tanks planes and men but when I put these in boat cpp I get the err message. Can anybody help? PLZ
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I need my boat to detect collision with other boat Is this possible?
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Thanx There seems to be a few things not possible in current game engine, are they being considered for OFP2. ie: multiple gunners (at least 2 per vehicle) boat class (and vehicle) with missile capabilities turruts on planes Just some of the limitations I have come across which instantly put an end to several models I wanted to build.
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as tank crew can turn in and out is it possible with boat crew?
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any help is good even though I dont think its the answer I am looking for No I havent added weight to shell and yes I will look into that as well. thanx
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now I have most things working on gun but I can not see my custom shells that I am using. They are a slow large projectile and should be visible. anyhelpers?