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orangel

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About orangel

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  1. Hi all, I'm working on a Davy Crockett atomic recoilless rifle on a tripod. It's the first thing I've tried to make for Arma2, so although I'm experienced with modeling, I'm not totally sure where to go with the coding and animation parts. I've finished the high-poly model (about 9000 polys for the whole thing with loaded M-855). It's in Maya right now but I can export it as OBJ to get it into Oxygen. Working on texturing now. (there are some shadowing issues here, the actual model is a little sharper-edged) - The tripod legs are one mesh, and stay motionless - The launcher tube should be able to tilt up and down on its collar, but can't rotate (in real life you would move the whole tripod to point it in another direction). The tube+collar are one mesh. - when you fire the shell, the bomb on the front should disappear. (I have separate meshes for the launcher tube with and without the bomb). Can someone give me an idea of how I need to set this up in O2 to get it to animate and work properly? How I would name the different things, how do I set the pivot points, how do I set where the person stands, etc? How can I make the thing spin by moving the tripod, but tilt by moving the tube? I want it to operate basically like the M119, but with less power -- a gun that you can fire straight or use in artillery mode. Thanks!
  2. orangel

    Jetpack

    Got it working! Thanks. I can't get in to an empty one...have to use BLUFOR/Other and set as player. Is there a bug with this? Pretty cool addon though!
  3. orangel

    Jetpack

    How do you install this? I got a folder full of files, not a pbo.
  4. So, I started playing Arma 2 when OA came out, after many years of experience with fixed-wing aircraft, both real and simulated. I enjoy the game a lot, but there is a serious problem with the way the rudder is modeled that I think should be pretty easy to fix. In Arma 2, your aircraft has the greatest amount of rudder control at low speeds -- somewhere between 50 and 150 km/h it seems. As you accelerate past these speeds (ie., as you get into the air), the rudder loses authority until it is basically completely useless past 200km/h. When I go into an external view, I can see the rudder deflecting, but it hardly yaws the plane at all...little enough that you might as well not have a rudder at all! In a real airplane, the rudder has no effect on the airplane until you reach a certain speed, around the same speed that you'd need to get off the ground. As you accelerate beyond that speed, the rudder has a greater effect on the airplane because of the increased airflow. Higher speed means more rapid yaw for a given rudder deflection. Basically, the way it works in the game right now is backwards. There should be very little yaw control at low speeds (unless you're simulating a steered nosewheel), and progressively MORE as you speed up. The yaw system as implemented is somewhat accurate for the way a helicopter behaves, but still exaggerated -- and completely wrong for a fixed-wing airplane. Having no yaw control when travelling forwards makes it extremely difficult to fly the planes properly, and next to impossible to set up an accurate strafing run. I know that Arma 2 isn't supposed to be a flight sim, but making this small change would be a huge improvement in the realism of the flight model, and make aircraft strafing runs a much more usable tactic. Surely all it would take to make this change is altering a few numbers on a curve, right? Please consider making this change, at least in the beta patches so that users can try it out and see how it works! [e] I have made a feature request on DH for this functionality -- this thread is to gauge interest. If you're interested in it, please vote for it! Just to have the ability to do proper strafing runs! :p http://dev-heaven.net/issues/12406
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