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Hatchet_AS

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Everything posted by Hatchet_AS

  1. Hatchet_AS

    Jurassic Arma - Raptor Pack

    Haha, great work guys! This really is one of my favorite projects to get updates on. The videos are just great. Congrats on the release, and best of luck in the competition!
  2. Just stopping by (because i never do..) to say thanks and good luck! I know we use MCC almost daily on our servers, has been a great tool for a long time now. :)
  3. Hatchet_AS

    RHS Escalation (AFRF and USAF)

    Congrats on the release guys! Some really nice work in some of the Russian hardware. Was not overly impressed with the RHSUSF side of things, but I understand the thought process behind it. All in all though, very nice. Wish all you guys had more time with the competition, best wishes though. :)
  4. Hatchet_AS

    "X-Cam" and "DAC" Project

    FPDR I have no clue how I missed that. Thanks for pointing that out Andersson. :cool:
  5. Hatchet_AS

    "X-Cam" and "DAC" Project

    Late to the party as usual, but looks amazing as always Silola! Really looking forward to having DAC around again!
  6. Hatchet_AS

    Refined Vehicles

    Congrats on the update. Can't wait to check it out!
  7. Hatchet_AS

    Blastcore: Phoenix 2

    All Pro. Going to be a fun day for sure! Many thanks for the years of investment!
  8. Hatchet_AS

    Refined Vehicles

    Congrats on the update! Looking forward to checking it out. :D
  9. Hatchet_AS

    PhysX LOD Causing Crashing

    I've answered this in a couple places fairly recently (can't seem to find it though..). You do not need landcontact points or LOD for a ShipX based vehicle. It is most likely the enigineEffect points that you are missing. They need to be named in O2 (mem lod) and defined in the config. These points are very important. Will determine to some degree how the boat sits in the water, handles the effects for the props, and additionally defines where the thrust is applied to the model. Should sort things for you. If you already have them, move them lower. If for some reason you find yourself sitting higher in the water than you'd like and that is all correct. Simply increase the mass on the GEO LOD. It's basically competing with an automagically calculated mass from the PhysxBouy LOD. You need enough mass to overcome the displacement of that LOD.
  10. Gee I wish I had this script to test on a large physx based ship. ;) Very cool stuff indeed. Keeping an eye on it for sure.
  11. Hatchet_AS

    ASDG Attachments

    Sorry guys, since the competition bomb I've been wondering around in mountains trying to find a cave to hide in. A few people have been asking about updates, and they are still very much planned. Granted I'm a couple weeks behind, I'll try to get the silencers and lightSwitch (functional bipod modeling swapping cleverness from Robalo (amongst of things..)), and perhaps a new standalone function for resting over the weekend. Might throw in a WASP CNVD if I can sort a couple things by then.
  12. All Pro. Seriously awesome, and very much appreciated!
  13. Hmm.. interesting topic here. Interesting indeed. South China Sea seems like a relative future hotspot. :D
  14. Hatchet_AS

    PhysX Problem with ship

    Assuming you're using the new tools available on Steam ... it looks something exactly like this. If you are not using the new tools, you will not see these LODs. It requires manually entering the LOD id's correctly. Which I still can not remember off the top of my head.
  15. Amazing work guys, will be among the epic releases to come. :D
  16. Hatchet_AS

    ArmA3 - Unlimited Hydroplane

    Looking excellent! I know from personal experience there is much to be seen with the PhysX. And driving around Altis at these speeds on the open water will no doubt be a beautiful, and slightly chaotic thing to enjoy. All Pro.
  17. To the best of my knowledge just about anything can contain the PhysxGeo/Bouy LODs. I'm not completely sure how (or if) all of it works across the different classes. I would assume that you could indeed utilize the LODs as usual with an aircraft, and with proper config settings achieve having properly floating vehicles. Probably very close to the same as the current floating vehicles. I've been under the weather the last few days, hopefully catch up on these 'physx/modeling' things soon. ;)
  18. Physx of course. And that is close to what it would take to 'rig' it. Given the root issue here is lack of influence when animations are being applied to the character vehicles.
  19. Yes and no. No technical progress (a little), just haven't had time to clean my model up to throw it out there. Business is dictating my time, but hopefully over the weekend I'll catch up here. On the waking bit at least.
  20. Hatchet_AS

    ASDG Attachments

    This should not be true unless something has changed with TMR, which is doubtful. Perhaps what you are seeing is the 'weapon' resting. Which is not the same as 'bipod' resting inside TMR. The sometimes not so obvious part is the icons displayed by TMR when deploying. It should show some rocks and whatnot under weapon resting, and a bipod icon for bipod resting. See the notes as to what our modification does with that. And from earlier during the dev process, which is just to illustrate that I'm aware and we're prepared. However I'm fairly confident we can do better than that. But ... should things fail over the next few days, you might just end up with 3in1 or whatever setups. Let's hope not. ;)
  21. Oh it's all good. I'm aware of the functionality. Just having the ambience is a huge thing in some missions. That and I'm easily amused by watching the AI get pounded. Radio calls can be cool, but I'd perhaps avoid the chat channel spam if possible. Without meaning to sound obtuse, I think some people got tired of that over the years using Bons stuff. Not a huge thing either way, just a thought. Had fun with this for a little while last night, good stuff.
  22. Awesome. It's the little things that bring it all together. Much appreciated!
  23. Hatchet_AS

    ASDG Attachments

    Excellent news, do enjoy. OP updated with DEV Update. (adds dedicated crate) Please note: The DEV updates will only be added to the main package at planned revision intervals. We ask that these files are not linked or updated in any news sites.
  24. Hatchet_AS

    HELP - My Ship don't move

    Ah you know I thought about that, I apologize for not mentioning it. (personally don't bin things until it's about done. saves time.) Good news is, the new tools we've been playing with the last couple weeks are now ready for general consumption. I'll advise anyone reading this, make sure you run the AddonBuilder from Steam once, and you might want to make sure you're not linking to old tools for .p3ds (file associations). If for whatever reason you have issues with buldozer not firing, it is rumored linking directly to actual Steam arma3.exe works for some. http://dev.arma3.com/techrep-00001
  25. Hatchet_AS

    ASDG Attachments

    It is possible. However given the number of attachments coming that need this type of functionality (and technical things), I'm still evaluating the best route to go. It is not possible to animate it unfortunately, which would be ideal. Short answer, no. Technically these bipods are utilizing the FrontSideRail within Joint Rails. Which is 'hooked' to the default pointerSlot that is actually 'hooked' to a memory point in the model. The placement of the bipods was unfortunately a process involving several dozen restarts for alignment. That being said, the intent is to hopefully provide a complete rail system. At which point the 'what can go where' will be a much friendlier scenario. I do have a couple flashlights in the mix. I'm unfortunately unfamiliar with what you speak of, perhaps the chatter in this post answers things for you? I'm going to assume some things here first (so make sure these are correct). 1.) You're utilizing the example mission provided, or the current version of VAS. (if it is an older version of VAS, you can not attach it directly to the weapon. it will go into inventory however.) 2.) You unzipped the package you downloaded and simply copied the '@ASDG_Attachments' folder to your ArmA 3 root directory. Or copied the relative .pbo's into a 'whatevermod\addons\' folder. 3.) You have the TMR mod itself installed properly. 4.) You are running the current stable version of the game or better. Beyond that, 'asdg-attachments_c' is not correct, perhaps a typo. Additionally 'asdg_jointrails_tmr' is foreign to me. If all the numbered items above are correct, it should indeed work for you as it does for me.
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