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LyotchikSniper

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Posts posted by LyotchikSniper


  1. 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

    z-mwbhvxO3M.jpg

    • 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)

    bMxBj8Syk_o.jpg

    • Civilian and Police versions
    • Fire from vehicle feature (using hatch on top of the car)
    • Working beacons in Police version

    Military truck

    R82gB5yLcmU.jpg

    • Transport, Fuel and Repair versions

    MP-40 machinegun

    1B7iDqlowTY.jpg

    • High Quality model

     

    PZ7Elgycd34.jpg

     

     

     

     

    • Like 14
    • Thanks 2
    • Haha 1

  2. 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. 

    G6wsrb5Ta-c.jpg

    Only 9 signals need to be moved. Scheme below:

    Spoiler

    vyzfdBKowlo.jpg

     

    p67HJ3lBvvA.jpg

     

    XS93bqYQBO8.jpg

     

    Q_CTOt2bM6M.jpg

     

    VTKtwSPF3Vw.jpg

     

    2) Some platforms have non-realistic distance to the rail:
    66w4Ebd5ZnI.jpg

     

    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:

    RP35UU_6jNI.jpg

     

    In Topolin town you have greate place to move one of the platforms:

    Spoiler

    8niRcJ_Eww0.jpg

    But i don't have any Ideas about Grabin platform:

    Spoiler

    NCxZPQEl_Y4.jpg

     

    P.S. Thank you very much for the large railway line and excellent railway objects (especially for working rail-cross barriers)!

    u6TWMygB3Fc.jpg  8TXmeAxk6X4.jpg  G7OOLUx4Lyg.jpg

     

    K9mRw7HP83g.jpg  pcZSVDqH48w.jpg  sIZTuvCdPwE.jpg

    • Like 20
    • Thanks 1

  3. 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.


  4. 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 :)


  5. 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:

    MBHmjRCl1DQ.jpg

     

    And also I added emergency bag with AKS-74U, ammo and bandana. 

     

    Gf_sOIJvfk4.jpg   wvyJAQEN4jk.jpg

    • Like 4
    • Thanks 1

  6. 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!
    J7rPM2Lw-80.jpg

    • Like 2
    • Thanks 1
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