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Everything posted by DSabre
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Gear animation not the same ingame as in bulldozer - help please
DSabre replied to DSabre's topic in ARMA 3 - MODELLING - (O2)
Thank you both of you!! One of the reasons actually was overlap of bone definiton! Then there was something else I couldn't quite figure out: I redid it from scratch and my script now triggers each part of the animation, now it works as intended. Might have missed one of all those parts of the gear in the script and that might have stopped all the others from animating too. -
I get a bathroom cabinet with that link : ) Could probably make it fly too
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Gear animation not the same ingame as in bulldozer - help please
DSabre replied to DSabre's topic in ARMA 3 - MODELLING - (O2)
It's an amphibious plane. The gear is controlled by a script. The script and concept I got from Gnat. It's the same I use with my An-2 V and it works fine. Normal use of the gear is disabled in this plane with gearRetracting = false;. The idea is to prevent people from landing on water with extended gear - which they could and it would look very silly : ) The float script adds an artificial invisible surface underneath the plane when on water. Also I don't want anyone landing on land on the belly without taking any damage. So the gear always comes down below a certain altitude and above solid ground. But I think I'll have to check my bones. Might be something there. Thanks for the help, much appreciated! -
Hi Koka, thank you - I am pretty sure there is a Tornado available for A3 already. I can remember flying one. My focus is on unarmed civilian, vintage and odd planes for now and probably for the future. If anyone could find me a textured model of an agricultural plane with bulletproof permission and license- well that would be much appreciated (Dromader etc).
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Any daring pilots around? Pick up your plane here: Download Version 0.5
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The Panel is coming along much nicer than i thought. It's also the first time I actually have fun animating and retexturing all the instruments : ) Too bad I have no idea how to make interactive instruments, would be fun to have something similar to Perals A10 here.
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It's really slow and not very safe to fly. But right now it is my favourite plane. It's quite fun to cruise around with it. I have some problems making the flight model work nicely. The top speed is only 121 km/h. Exceeding it in a dive for instance will make it stall and it is very difficult to recover. It's similar to my Camel port, which suffers the same problem. On the other hand it's probably realistic, as these planes disintegrated sometimes when being pulled out of steep dives as far I know. Everything else is quite fine (turning, climbing, etc) And yes, I think we need more biplanes. WIP Albatros BII (Model+Textures also by Helijah).
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Sikorsky S-38 Explorer's Air Yacht
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the feedback. It's a really nice model from Helijah, who made it for FlightGear. I am really happy he allows us to use it. So far I had to take away the engines as they were too detailed for oxygen to handle. Before I can fit some simpler dummy engines I have to reduce the poly count somehow. Landing and taking off from sea works fine - I am using the adapted float script technology Gnat gave me for my An-2. This will probably take a couple of weeks till i can publish a public alpha version. -
I will work on it from time to time. The source files are there to help fellow modders so they can include it in their projects easier
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Releasing the source files. Feel free to use for learning or for your projects. Link is in first post.
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Great work! If it's any help you can use my addons in this compilation (An2, C130, SU34, etc). Source stuff can be found in my signature/first post of vehicle in the case of the An-2 and C-130, for the Su-34 send me a pm. cheers
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Check your addon maker settings. Is *.wss included in the list of files to copy directly? this is the List I use: *.pac;*.paa;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.xml;*.hqf;*.rtm;*.rvmat;*.shp;
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Updating my Harvest Hawk It's working better than expected. Will test for a while and maybe release this update next weekend. added a targeting system on the wing tank, the 10x griffin launcher in ramp, and a 30mm cannon on para door laserpointer is functional now, griffin (launched backwards, gravity powered agm) and hellfire can be locked both thanks again eggbeast for your advice. Used the APL UH60 settings/mlod for setting up 2 gunners and some more from my Su-34 to get the pointer working
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@Bacaneo Sure go ahead. I have released source files here on the first post of this topic too. You can use them if you want. They only include the base C-130J. @teddy no plans with parachutes currently. Cannons yes, for the KC-130 Harvest Hawk.
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@ineptaphid yes. On way for taking off very quickly is JATO (Jet assisted Take Off) - which isn't jet assisted at all but rather rocket assisted (some call it RATO). A similar method was used with the XFC/ YMC-130H Credible Sport using stronger rockets and retro rockets to also be able to land on a short runway or no runway at all. anyway, all of that is included in different stages of completion.
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Wow that looks complicated. No clue what is going on there. In Arma II I could load tanks into bicycles if I wanted to. Just declaring a bicylce as large transporter and giving some coordinates for where to attach the cargo was enough. Actually the seats are never really there though. I turned them into animated proxy objects like jato, skies, rockets, prop blur or other things. Just a visibility thing. That way I can switch them on and off with one line of text and don't need another model. But this script looks quite different. I will have to look into these loading scripts sometime. Right now I am busy trying to add some more stuff to the Harvest Hawk (laserpointer, cannon, etc). Edit: Now that I think about it. Igiload surely doesn't know my plane from scratch. You would probably have to add my classnames as transporters somewhere.
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Yes that is odd. I am absolutely sure I was able to switch seats back and forth a few months ago. I am so sure because I worked on that for days on my AN-2. In the AN-2 I can't switch back and forth anymore either. So either my memory is faulty or it just doesn't work anymore. It might work in a plane without any other players/AI in it though.
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great, ty for the feedback!
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No problem. You are welcome. I used to be a bit lazy adding the keys to my addons. in future releases I will be sure to always add : )
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Did you download the zip file in the post on this page? The main page/armaholic/six download links have not been updated yet. You can also get it if you download the addon from steam EDIT: I've added a Link to my server key in my signature
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it should be in the zip file, in a folder called serverkey. Same if you download it from steam. At least it should be
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Okay here it is Version 1.05 -fixed the damage visualisation -repaired collision lights -sound tweaks -prop visible from inside also note I have released the basic An-2s source files on the main page of this thread for addon makers or anyone interested. btw, didn't fix the engine issue. seems that whenever you move the nose up/down or bank or turn the engine starts again. Guess that's either my control settings or some recent arma update feature. cheers
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New Version, added Lalas line, added the Harvest Hawk, Fixed collision lights, Some other minor tweaks, Download Version 1.0 Didn't look into Cargo Scripts. Anyone else having problems loading stuff into the planes with scripts? Afaik the planes settings shouldn't matter. It should all be on configuring the scripts side
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Here it is. I've lost track of my version numbering, so I call it v 1.00 download Version 1.00 have fun! Changelog: -repaired proxies
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Fixed the proxies. Also added a download link to my source files to the first post. New Version 0.6 have fun!