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Everything posted by DSabre
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 2.81 -recalibrated battle ship firing effects (toned down) -recalibrated some of the scripts -facelift of Ki-61, G.55, F6F and some others (shadow lod, rvmat) -burning planes will be ok if engine is switched off (had to remove throttle dependency, as it did not work for all) -turrets can now be placed on Navy carriers -fixed various issues -
https://www.dropbox.com/s/63fbz2zzdcebo2v/source sab_parachute.zip?dl=0 It's the Arma 2 Parachute, so it is licensed under the APL license. It is a part of my paraglider addon. So if you use it please exchange my mod prefix sab_ with something else, like ffbf_ or something. Otherwise it would conflict with it. Simply open all textfiles simultaneously with notepad++ and use find/replace. Same for the p3d file. There is a mass rename option under tools in object builder. The p3d may be a little weird as it is the same my powered paraglider uses. That's why it got little wheels in geo lod, which are not necessary for a parachute
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even if it had, the open parachute does not exist till you open it. So it would not be possible to retex it this way I believe. The only way I know is to make a mod and port the A2 parachute. That's what I did for my paraglider mod. If I have some time this weekend I could prolly make the source available for a small retex parachute mod.
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 2.8 added Battleship, added submarine, added some static turrets, updated F4U, updated Texan interior shadow, updated radial engine, fixed P-61 aileron shadow, fixed Dauntless get in point, modified engine startup script, burning planes will be ok if throttle is reduced, Flak Generator now features a switch to set to high altitude, -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yea and the destroyer does not selfcast it's shadow. Absolutely no idea why. They both use same config and all (All copy pasted). I know how to setup for zeus and checked the typing several times. So they should show. But they chose not to -- does not make any sense and as such there is little chance of it getting fixed : ( -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes. on the list. but without an interior - like the Gloster Meteor. To me interiors are a waste of time. I don't use them. It's either 3rd person or aiming down the crosshair. I might make a mock 'one size fits all' cockpit with a gunsight. And copy/paste it into every plane lacking an interior. Could improve the workflow quite a bit. -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you're welcome v 2.75 -added turrets to the navy -minor tweaks to various items -added green side flak generators, for the weird ww2 mod faction systems -broke the engine shadow of the W-34 and the wheels of the IL-2 : ( -
afaik there are no shell ejects or muzzle effects other than the flash in proxy weapons. the points in my examples are there because i tried. never worked that far. but i am happy having the flash at least
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Can someone help me with this: Trying to make a pylon based cannon, similar to the 20mm_twin_cannon of the vanilla buzzard. I have managed to set it up. The wing mounted cannon shows up and can be fired. Now I wonder how I can make the muzzle flash work. It must be outside of the plane config, as the original vanilla 20mm_twin has muzzleflashes on any plane I attach it too. Anyone know how it is done? relevant config example from vanilla buzzard for anyone interested:
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I am by no means a scripter. Still, I have made or modified a handful of scripts that some may find useful. Random Flak Script = Continuous Fire or Barrage Mode (Barrage will spawn random explosions above the object it is attached too = area barrage. Continuous will search for enemy aircraft and target them while flying around the script object). Flak Skript = Ambient Steam Script / Ship Exhaust Script (in this form it requires two memory points in the model: exhaust and exhaust2. you can modifiy it to your needs and exchange with coordinate offsets) Aircraft Hit Effect Script (this is just the little bits and pieces falling off. I want to redo the fire/random splode script before publishing it)
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
smoke on the water (effect is coupled with engine eventhandler. If you don't want smoke, make sure the AI does not move) Bachem Natter making a pass Evasive action + Flak script (Flak is triggered by placing a Flak Generator Item on the map. Doesn't matter if they fall to the ocean floor. still works They can also be placed on the named Carriers, as those are stationary solid objects) SBD Devastator (Interior not included) v 2.7 added Bachem Natter, added SBD Dauntless, added Gloster Meteor, added various navy assets, (various Ships, Flak Script Spawners) -
Arma Toolbox for Blender - Arma 2/3 exporter script
DSabre replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I see, that's what happens.Sometimes I do go back and forth between oxy and blender - after fixing animations for instance. Then I have the habit of selecting all and doing alt-c to auto apply all modifiers prior to export. thanks for clarifying! -
Arma Toolbox for Blender - Arma 2/3 exporter script
DSabre replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Firstly, for me this is the most important tool around. Without it I would have retex addons and my silly aliens (modeled in oxygen). Nothing else. There would be no aircraft ports or mods from me except the A2 ports. And it works just perfect for me. Many thanks again!!! Now I do have a question. Maybe I overlooked it somewhere but I am unsure about the automatic edge angle option. I have the impression that it will sometimes edge split my models, when I use that feature (as in - apply the modifier prior to export. If I don't apply the modifier my models are not displaying well in bulldozer/ingame). What am I doing wrong? -
Need help with getting a small plane to fly
DSabre replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's a great little jet - How did it go for you? Did you manage to make it work the way you want it to? If you find the elevator being to harsh you can try reduce this value draconicForceYCoef = 3; instead of elevator sensitivity (the value 3 works well for my planes, it also depends on weight distribution in the model and you may need another value) -
I would suggest to model 3 wheels max with physX and animate any surplus wheels only in res lod. That should save a lot of work So I have no idea how many would be in theory possible.. ... maybe, just maybe I will try on the An-22, just to see what happens : )
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I fixed some mistakes in my first post. Another thing I just observed while updating my navy planes to work better with the carriers: I copy/pasted my taildragger A6M Zero setup into my SBD Dauntless, TBF Avenger, Aichi Val and the Nakajima Kate, adjusting wheel positions to match the model. That worked mostly well. When I put it in the Avenger and Val they would just roll all over the place though. I played around for hours moving CoG here and there. Nothing helped. Again the frustration....of fixing things that had worked well before... This is what finally helped: simply moving the landcontact of the tail wheel up into the wheel position. I believe that acts as some kind of brake. What caused the rolling off compared to the other aircraft was the position of Tail wheel in relation to the front gear. Not sure what to make of it. But then taildraggers are not properly supported anyway and all of this is some kind of hack : ) Overlay of memory, geo lod and landcontact lod items in an edit lod (I use this to align and then copy/paste into the respective layer): The physx mem wheel points are where you would expect them to be. The LC points are a bit to the front of the wheel and a bit above the actual contact. Note that I use wheel_l,r and c (left, center, right) instead of wheel_1,2 and 3. I never know which is the left or center wheel with the stupid numbers. Both geo lod wheels and memory lod wheels are smaller than the actual resolution lod wheel. That's my way of preventing the model from visually floating over the ground. You could of course set up all dampers and animations and things precisly - but with over 100 aircraft I just do not have the time for this nonsense. Considering they all used to work just fine before last winter. Incase someone is interested, some more details:
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 2.6 -carriers are now funtional, thanks TeTeTe3! -i400 can drive around but not much more -various tweaks to the eventhandler scripts (buffeting, camshake, etc) -tweaks to handling, mainly B-25, A6M -tweaks to top speed: P-38 greater, A6M reduced -
v 2.2 out Since it worked so nicely for the WWII aircraft: I have adapted the hit effect script for the WWI planes, and added the Pfalz D.XII (WIP preview alpha)
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That was my friend hnchmc. Currently he is having a break from Arma, maybe he picks it up again - or I may finish it someday. no plans yet -
Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 2.45 -modified B-17 (liveries, interior, turrets) -modified P-51 (liveries, rvmats) -modified P-38 (rvmats) -modified La-5 and updated interior shadow lod -added script to make things fall off the planes when damaged -tweaked armaments slightly not quite like this but something similar -
Anyone good with particles who can help me? I am working on a script that gives visual feedback when hitting another aircraft. I used the rock shower as template https://community.bistudio.com/wiki/ParticleTemplates My plane emits stuff when hit, all fine. The issue I have is it won't stop. I want to make it emit things for 1-2 seconds. not a minute : ( Any ideas? Do I have to make my own emitter thingy to get access to the emitter lifetime - and if so how would that work? Already obsolete : ) Thx to Yax for help Code: Don't mind the particle model. Once it works I will make a nicer one.
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sorry that was me being up late. what I meant is class wheels : ) sorry about that - and thanks for putting your thoughts and observations here
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Secret Weapons (old version - discontinued)
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
v 2.41 some changes to the P-51 had to remove some paint schemes, too much work to keep them all up to date new default version, better bare metal effect new yellowish livery added Ain't Misbehavin' paint scheme added Missouri Armada paint scheme- 241 replies
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quite similar, but there is another template for the PC-9 in the steam ws discussion
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No plans for T2 here. RKSL is working on a T2 https://www.rkslstudios.info/index.php?/gallery/album/10-bae-hawk-renders/