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martinezfg11

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Everything posted by martinezfg11

  1. martinezfg11

    Problems with custom airplane

    Does it work in Buldozer? Maybe you messed something up in your model cfg.
  2. martinezfg11

    Problems with custom airplane

    You want the driveOnComponent to define whatever selection you have touching the ground. As for the airplane not turning, don't know? Usually for airplanes applying thrust while on the ground and applying Yaw input usually makes the airplane turn. The code in the model.cfg is only for animation of the tailwheel when applying said yaw input while the ground. If you are talking about the tailwheel not turning properly then it might be a parenting issue.
  3. martinezfg11

    Proxy not showing in Model Viewer ?

    I've been able to see binarized p3d's as proxies. I tried with the ghosthawk once.
  4. martinezfg11

    Problems with custom airplane

    OK so this was happening to me. For airplanes- You NEED wheels in your GeometryPhys LOD forget what you heard about Physics wheels for, at least airplanes. In your physics LOD make sure that you have the named selection as "componentXX"; if your gear retracts, make another named selection with the gear having the same naming convention as in your visual LODs. In your config.cpp use: driveOnComponent[] = {"gearFront_L","gearFront_R","tailWheel"}; In the Array you will define your wheels as names in the GeoPhys LOD to apply a special low friction material. Make sure the LandContact has verts for each wheel, that is for initial setup only.
  5. martinezfg11

    Project - Vertical Lift 2035

    All i have specified in the configs is. driveOnComponent[] = {"gearFront_L","gearFront_R","tailWheel"}; To be fair my Geometry LOD and geometryPhys LODS are poorly made. Just checked earlier and noticed that I have some open geometry according to objectbuilder that I need to fix.
  6. martinezfg11

    Project - Vertical Lift 2035

    Yeah LandContact is setup, A3 sample plane and heli show the geometryPhys LOD with wheels, but research shows wheels on the physics LOD are a no-go...
  7. martinezfg11

    Project - Vertical Lift 2035

    Yes to all, one step at a time.
  8. martinezfg11

    Project - Vertical Lift 2035

    There will be a Gun variant, from what I understand the armed variant will have a fixed 20MM cannon, and a quad rack which seems to be multipurpose for Hellfires and other stuff, which will take the space of the cargo door. Also a navalized variant that can fold its wings. I sorta built that functionality into the model already, but it won't be available on the "Army" version. And of course, slingloading, if possible.
  9. martinezfg11

    Project - Vertical Lift 2035

    In game testing... The landing Gear sinks to the ground.. don't know why yet..
  10. martinezfg11

    AN/PVS-21 WIP

    Looks like an optometrist's torture device. Nice modelling.
  11. martinezfg11

    Project - Vertical Lift 2035

    Rear wing Redesign. Based off of new reference.
  12. martinezfg11

    Project - Vertical Lift 2035

    Not to mention the tons of lost lift from the Blackfish's giant wings.
  13. martinezfg11

    Project - Vertical Lift 2035

    As a Blackhawk mechanic I have an automatic bias favoring Sikorsky.
  14. martinezfg11

    Project - Vertical Lift 2035

    The unsung mod has a Cheyenne!?!?! *downloads mod*
  15. martinezfg11

    Project - Vertical Lift 2035

    I personally do not like the V-280 design, I prefer the SB>1 defiant design that Sikorsky/Boeing is working on. I was actually interested in making the Defiant after completion of the Valor, but I don't even know if ARMA supports it's "variable pusher prop" design.
  16. You can try Substance Painter. They have a rent to won program that's pretty awesome.
  17. OK, so here it is, this is my first attempt at actually creating a model for Arma3. I started this model as a practice as I transitioned from 3ds Max to Blender. I've decided to complete this for the end goal of having it in Arma. I've finished the rough high poly model for this, next is polishing the model then working on the low poly, unwrap, and bake. So attached are some pictures, I would like to know what the community thinks and if you guys would be interested of having this ingame. Any critiques are welcome, I will try to provide updates on a regular basis. Thanks.
  18. martinezfg11

    MK18 Mod 1

    Make sure your @modfolder has an addons folder in it that contains all the .pbo's
  19. Usually if you add a mod you won't see it in VAS until you restart the game. Loading from a save might not work. That has been my experience at least.
  20. @gatordev are you a pilot irl?
  21. martinezfg11

    Swedish Army Mod 3 (SAM)

    Amazing models.
  22. martinezfg11

    Skeldar V-200 WIP

    Yea the yellow antenna in that pic looks like a pitot-static tube. I'll add that and the exhaust you show in the second pic. Thanks for the references!
  23. martinezfg11

    Skeldar V-200 WIP

    I'll consider an armed version, not sure if the skeldar would support armaments in real life though since its only about 4 and a half feet tall with an 88 pound payload. i may consider making a MQ8 firescout with armaments depending on my success with this mod
  24. Hey you have to spawn the uav's as empty. Then at the bottom there's a drop down with different options, you then need to select add crew (uav) or something to that effect. Then apply and spawn.
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