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Everything posted by DSabre
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v 2.5.0.1 -fixed camel wheels not turning -reduced dangerous stall behaviour on camel -fixed brisfit wires -fixed oilinface effect -fixed rotary and vickers sound
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Yes that is my plan actually. What we have now is the base texture with some ambient occlusion overlay. Convincing wear effect on the textures is very very time consuming and I can not even do it yet. Say now it is 10% of the work done, making them look worn would be 90% more to go. So over the next couple of years : )
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V 2.5 - complete remake - Zeppelins rule the sky again - all aircrafts redone inside and out - scripts updated to function standard (thx for showing me how it is done to TeTeT) - seaplanes now create wake and should be ok with default wave settings (SP) - experimental scope available on Brisfit - experimental physX gear on Brisfit - added Bristol Scout, B.E.2 and Fokker D.II - re-added Vickers Vimy - Felixstowe F.3 is now a F.2 (with open cockpit) Note the renaming from Sab Flying Circus to Flying Circus. Since there are a few contributors I don't want to make the impression I take complete credit for it. I had added the prefix to make it easier to organise in the launcher back then but I don't see the point anymore really : ) Seaplanes generate (a small) wake - another torpedo script spin-off Optional Scope PiP scope (only available on Brisfit currently) Optional PiP scope (only available on Brisfit currently) Textures remade. UV Maps demirrored
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Dev news: While looking at my old Zeppelin I had to think of the WW2 torpedo TeTet and me worked on. Especially the tiny part of the code that stops pitching and rolling. Turns out this can be used to make the Zeppelin rule the sky again. Player control is working fine except for the small limitation that you can not fully stop. I do use the plane class as parent class so stopping completely will make it fall out of the sky. Ailerons are locked, turning is done by using the rudder. Alt is controlled by a 1° pitch up or down. Anything beyond is blocked by a torque script. The AI ignores these limitations and magically manages to bank very steeply. It is really strange that they can overcome the torque applied against rolling which is very strong. Also the AI does not use the rudder at all which would be much better in this case. Looks like the AI plays with a completely different set of rules. If they knew how to dogfight we would not stand a chance. Anyhow: If waypoints are set and you force them to keep formation to stop acting like a pursuit plane - they do stay airborne. In short it works. I will not add any turrets but there are 4 FfV slots. The AI will even engage enemy planes with their revolvers.
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v 1.45 -HUD display can be stowed (now also the actual mfd) -Copilot got his own HUD finally -refuel drogue chute model and texture updated -refueling distance to connect to drogue is now reduced to 2m, not 10m! No more lazy refueling.
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Some progress B.E.2 C Didn't need so much work after all. Just lacking the cockpit which I plan to copy/paste from the Se5a or somewhere else. The Pfalz D.XII finally got the wires attached and a new texture (Tried to make it match the RoF Pfalz). The Brisfits 3D mesh is actually completely reorganised like most planes in the addon. Does not make any real difference on the outside but makes it easier to change things or to retexture it. All UV maps have changed as well and are de-mirrored. I am not aware of anyone ever making a custom livery for this addon so it should not be a problem. Instead of Jasta 18 I may put this kind of livery on all german planes. It`s inspired by the RoF Pfalz D.XII livery. Not sure which Jasta it resembles. Jasta 18 (late) will be an option anyway.
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Dev news: Found a Bristol Scout model I had started ages ago. After a little work it doesn't look too bad. Just needs an interior and a basic normal map. Also found this old B.E.2 of mine - it will need a little more work
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Boeing 737 and Variants Release Thread
DSabre replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for keeping this alive. Seeing those engines reminds me that I always wanted to improve the models. And that basket : D Will let you know whenever I get around to it- -
This is going to get a major update as well. Currently I am remapping all uv sets and fixing various model issues. To simplify things all german aircraft will be painted in Jasta 18 (late) livery. The Pfalz XII is nearing completion and I may add a Fokker D.II. Re-mapped Pfalz XII First test of Fokker D. II Jasta 18 (late)
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I have plans to update the Pilatus series and to finish the PC-21: This update is partly inspired by Jesters awesome Super Tucano Mod youtube teaser (the armor plates). Also all Pilatus aircraft will get their UV maps updated so they are not mirrored anymore. The PC-9 and 21 will have a pilot cam and things like that. PC-9 Cockpit revision (It probably won't look this good in game 😛) Same procedure for the BAE Hawk. The UV layout will look something like above when I am done. As a consequence all custom textures will stop working. let me know if you have made any and I can grant access to a preview version once it is ready.
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
3.6.4.1 - added Submarine Chaser (WW1) - added Submarine Torpedos (slow and range restricted for balancing) - tweaked torpedos (aerial torpedos now have to be dropped below 190 km/h and 35m) - added elevation info to gunsights of naval guns (which now elevate with page up and page down) - tweaks to Ju88 and P61 - added shadowlods for the smaller boats (thx for suggestion Eaglke) -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Torpedo update in progress: I managed to add a pitch control to TeTeTs script (by forcing a rotation on the torpedo if the pitch gets out of line). better visibility of wake (simply had to switch the vehicle simulations to shipX). These two simple additions help a lot in spotting the torpedo and making it look a bit nicer. better chance of evading? Surface and Aerial torpedos now have different speed and runtime. I am also experimenting with submarine launched torpedos (while submerged). To balance the latter I may reduce range and speed. -
It is because most planes in mods use the old simulation="airplane"; and not the new physX "airplaneX". They are not compatible with physX commands.
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ships are fun. I have decided to make a few more. The next project that's going to be in the mod soon: WWI Submarine Chaser, my 2nd attempt at shipx physX after the E-boat. Depth Charges are a modification of TeTeTs awesome torpedo script. First version After adding a few details and the rigging -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1. Thank you 2. Maybe I lost track - What new bomber? Currently it is still more likely that I remove interiors than add any. Highest probability for a new interior is on Ju 88, Tu SB or M6a. 3. Have you mapped your keys correctly? Are you locked to periscope depth? Are you on driver seat? The fastest way to dive is to sit on commander seat and command periscope depth. Diving manually will take a few seconds from driver seat. To surface you have to sit on driver seat and make sure you are not locked to periscope depth. 4. That was the plan, I may someday. 5. No. 6. No and that is completely intended. Same discussion as with bomb sights on bombers... just no. Everything is still waaay to accurate for my taste. What I will do is add this gunsight to turrets. That shows the guns elevation which will make aiming a little easier. -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 3.6.2. -added Axis Speedboat (losely based on S38/100) -added WW1 freighter -fixed some rvmat issues on cruiser and u7 The Speedboat is my first attempt of a shipX physX boat after the little yacht. All the others are non physX. -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 3.6.0. naval update new textures/uv maps, added commander seat/turret -added wip liberty ship (actually victory class), -added He 162, -tweaks to Ju 88 (still WIP), -updates to cruiser (medium artillery now functional), -updates to submarines (improved submerging, crew can turn in), -general updates to navy (textures/uv maps), -recoil of pods reduced,- 241 replies
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Navy Update incoming: Thanks to TeTs awesome aerial torpedo I managed to add depth charges, mines and surface to surface torpedos. (I tested the vanilla naval mines but did not like them so much, or something didn't work. Can't remember) Added commander turret to ships. Finally figured out how to map the gun elevation to page up/down while keeping the view locked to the horizon. Battlecruiser update: medium artillery now functional, uv map updates for battlecruiser, battleship and torpedo boat, submarine crew can now turn in, new axis speedboat,- 241 replies
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Forgot to update this thread: last actions were the release of v 3.5.1. (7 July) - which added surface launchable torpedos and sort of working depth charges (both mods of TeTeTs genius torpedo). Currently working on: Generic Freighter (originally for my WWI mod) Desert Camos finally continued work on the He 162 Ju 388L/K- 241 replies
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 3.5.0.1 -fixed a hiddenselection issue on Bf 109 (90%) -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 3.5.0. 100.000 subscriber special -added Manilovs Bf 109 -added Ta 152 -added ANZACSAS Stevens smoke and fire effects -various small tweaks- 241 replies
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks - this is surely meant as a compliment but I am quite certain they would disagree and like to hold on to their stuff and I want to hold on to mine : ) Modders and players often have a very different view on things. At least for me it's the building that is the fun and I am not so much interested in the results. After all there is nothing to win really- There is also no reason why there shouldn't be 20 different versions of the same thing from my point of view. That being said I am open to support other mods with script stuff or some assets (flak/searchlights/damage scripts etc) -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks a lot. Going to update the mod tomorrow or sunday with some goodies to celebrate this -
Napalm and WP Smoke marker rockets v2.0!!
DSabre replied to ANZACSAS Steven's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks again - managed to integrate the rockets and also transfer the smoke effect to a small bomb (generic 3d model, not a special one..yet). Also added a sightly toned down fire effect to the drop tanks -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ju 52, maybe someday. It's on my personal list but that does not mean much. Best to check my sketchfab page to see what may happen.