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Posts posted by LyotchikSniper
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Suit from ArtOfWar DLC
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MP-40 fix will coming soon with "folding/unfolding" feature:
P.S.
R.I.P The first and only James Bond
I will not speculate on a Legend. But from now on, mod "007: Goldfinger" is dedicated to Sir Sean Connery, just as a tribute.
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18 hours ago, EO said:*image*
Looks incredible!
But what is this uniform on 007? Maybe I should add something like this to the mod.
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Short video with update:
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Hello to all James Bond fans!
Update for this 007:Goldfinger mod available on Steam Workshop since 25.08.2020 (Sean Connery 90th Anniversary).
New content:
Aston Martin DB5
- Full rotation driver hands and steering wheel animation (for a more expressive first-person view drive)
- Changing gear driver hands animation
- Damaged trunk animation (like semi-opened trunk)
- Machineguns
Mercedes-Benz W120 (Only for AI now)
- Civilian and Police versions
- Fire from vehicle feature (using hatch on top of the car)
- Working beacons in Police version
Military truck
- Transport, Fuel and Repair versions
MP-40 machinegun
- High Quality model
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Work continues. News will come later. We plan to release a demo-version this summer
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16 hours ago, oldbear said:positioning of the platforms is incorrect
Possible way to fix it is changing level of platforms between rails. Like this:
Real Poland have stations with the low-level platforms:-
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As developer of Railway mod (https://forums.bohemia.net/forums/topic/183408-russian-railways-mod/) I strongly ask map designers to move some railway objects!
This will add realism to the map and does not require much effort.
1) Please move signals far from rail curves.
Only 9 signals need to be moved. Scheme below:
Spoiler2) Some platforms have non-realistic distance to the rail:
Real-life train models (and also default 742 loco from arma 2) can't use this rails. For example DM62 loco model "stuck in textures" of platform:
In Topolin town you have greate place to move one of the platforms:
SpoilerBut i don't have any Ideas about Grabin platform:
SpoilerP.S. Thank you very much for the large railway line and excellent railway objects (especially for working rail-cross barriers)!
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13 hours ago, hcpookie said:Oh no, don't rotate the model.
I rotated because prototype has big angle between wheels axle and hull (construction) axle. And If I follow the rule on wheels but don't rotate main model - I need to break real proportins. But now after take off I animate rotation to construction angle and flight looks nice.
About jumping. I meant another. When PAKFA staying with throttle at "0" position or with engines turned off it jumps sometimes or moves forward jerkily on the small distance.
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On 15.04.2018 at 7:44 PM, hcpookie said:Ah the wheels problem :) I just copy what is in the shadow lod, make sure it is concave, etc. and paste it in the geo and geo physx lod's. And make sure you have the edge/rim mem point as well as an axis in mem. All of the Jets DLC planes used the exact same config "class wheels" even though they were all different weights. I think it just has to be present. I've seen some people trying to add "bouncy" dampers/shocks but I don't know how well those work. Seems to work fine enough without dampers on the gear.
I added points, axis, damper animation and geometry from shadow lod only to geometry. Because then I trying to insert it in physx lod plane works incorrect. Now i can takeoff and taxing correctly, but plane sometimes jumps on the land, moving and other issues. When i tested BI sample plane from Samples_F all work correctly, but then i step-by-step repeat it on my plane - something wrong.
On 15.04.2018 at 7:44 PM, hcpookie said:make sure the wheels are relatively level to each other on the horizon
I rotated model to change level of wheels, but now it look worse in flight :)
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On 24.04.2018 at 10:51 PM, Ex3B said:its better than what I had done with vanilla Arma3 assets
What a pity that I don't have permission for sharing that Ul'anvsk part. Maybe later I develop my own carrier Island for vanilla USS Fredom with interriors, ladders etc.
On 24.04.2018 at 10:51 PM, Ex3B said:Does this T-50 have a hook
I already thought about creating Chinese CSAT faction Shenyang J-57 (licensed navy Su-57). But here is a big problem. PAKFA haven't enough place for hook on it's tailboom. I should remove one of the bays or do something else.
UPD: Red Hummer Studios give me permission to use ZSh-7A helmet and Russian parachute standalone in my addon. Now Russian pilot look like this:
And also I added emergency bag with AKS-74U, ammo and bandana.
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On 15.04.2018 at 7:44 PM, hcpookie said:Eject seat is rather simple, just copy the canopy and ejection seat into their own P3D's, and recenter them. Then add 2 mem points for the eject motion. The eject seat p3d should have a pilot proxy. You can also add a jet flame animation if you want to make it fancy. Add the action as per the BIKI article and that's about it.
Thanks. Your advice is very helpful, I forgot about adding aсtion. But I read your message and now ejecting is ready!
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I finished my cosplay on arma 3 (I recommend to watch, it's really cool)
Now I can continue the work. Something is already done:New Russian Air Forces camo used in Syria
Its necessary to finish problems with the wheels and ejecting.
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BIS, let your minions pay attention to this ticket, please:
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Hello everybody. I'm with you again. I think soon I will begin adapting the aircraft to JETS DLC. And I'm curious to have any tutorials or samples of adapted aircraft with the ability to change weapons and other features
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Hello friends. I serve in the armed forces of the Russian Federation. Now I do not have the opportunity to work on the my mod of T-50 PAK FA. But after six months I will be back and will continue to work. I am very happy to see the news about the new flight prototypes of real T-50 and about Jets DLC
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Is that a T10 turret?
Yes.
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C: Chenarus
But with additions made in 3DEN
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Work in progress, but still a lot of things should be done. Also we very happy that on Tanoa we have railway. Now narrow-gauge trains are needed.This is incredible can't wait to try this out!
P.S. Yesterday was released "Battlefild 1" screenshot (link). I created ArmA-parody with parts of ours RRW mod:
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I have, I switched from dev. build back to the most recent one today.
Redownload from same link (https://yadi.sk/d/Lj3kANxbsMtwk). Archive updated and PBO supports stable build now.
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My game appears to crash when I try to place in the T-50 in the 3DE or Zeus. This message comes up:
It means that you using old version of the game. Update your client to v1.60, please.
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Noticed a bug. For some reason, with this mod loaded, I can't placed regular explosive charges. I can place satchels just fine (and maybe others? Just tested with charges and satchels), but the standard explosive block won't be placed.
Bug with explosive charges fixed.
Added APEX camouflage.
Added preview image in 3DEN.
Download new version of addon:
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007: Goldfinger mod
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
MP-40 hotfix released in Steam Workshop.