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Everything posted by DSabre
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So after a small break I am continuing to work on this plane: -I fixed the damage visualisation again, -the prop will now show properly from inside (was all grey) -sound should work better now (copied some of the vanilla UAV settings which helped) what bugs me is that the engine is starting by itself all the time and it is a real pain to shut it down. It didn't have this problem a few months ago. Anyone know where this comes from? Some recent patch maybe? Once I have fixed this engine issue I will post the new version here. If any of you found some other bugs please let me know here (- not including performance on water which will always be buggy, especially in MP ;) )
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Fixing the loadouts that were broken with some patch a while ago was a lot tougher than I thought. Turns out I had used a slightly different and probably strange method of using proxies. Decided to redo my system to match the standard way of doing this. So an Update is on it's way. I tested the targeting too and it works fine with my current unreleased version. Could be because of some changes I did while fixing the loadouts. I sat in a plane with an AI Pilot. Activated the pointer, switched to lgb and managed to target it. Also was able to steer the AI pilot with my laserpointer. It would try to follow the dot. Should be ready this weekend. Maybe you can test and see if the update will work for you Raptor.
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Just checked - You should be able to switch the weapons with Shift+F (or is it Ctrl+F?) instead of F What seems off is some of the loadouts, they got messed up. Something must have changed. Will look into it sometime
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Thanks Lala! Will fix this mod after summer. I want to repair a few other things too (parts of the pilot wheel don't move with the rest of the thing, some bad texturing).
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Thanks for the observation Knishi, I will be pretty much inactive over summer. If anyone finds the reason for the command not working feel free to post. I will take a note. Same is true for any other bug reports. Just don't count on a quick fix. I might publish the Harvest Hawk sometime in between, as it is mostly finished actually, cheers
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And here we go Update Download version 0.4 changelog v 0.4: added Groups upgraded laserbeams lasers should look nicer now : ) PS: Night Vision is disabled till I manage to attach it to the helmet/head properly.
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I guess it would : ) You could try to attach some stuff with the attach to command.
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Not sure what I would need to add for ALIVE compability. I've added groups and stuff and once my Night Vision works I will update. Maybe that will make it ALIVE compatible.
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will have a look into it. Actually all vests should have different armor settings already.
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Before anyone asks me why the 2nd refuel pod is not working : ) I have a plan there: KC-130J Harvest Hawk (4xAGM, no plans of adding cannons or other agms)
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Thanks Eggbeast, that will help a lot : )
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Working on the different loadouts currently. Reverting to the old method of making a new model for different armaments, at least for the bmb version
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Thanks for the input. The refueling script is a modified Franze/J.Spartan refueling script which I am kindly allowed to use. Not sure if I know how to do that. I am happy it works finally. Chipped a lot of the code away since I didn't understand the fuel switch and/or copilot/WSO part. The original part seemed to include some coordinates in an if/else which I am not sure why, since the F18 has a refuel_probe mem point obviously -The drogue knows where to go anyway with that plane. If you can tell me exactly what code to put in I can give it a try : )
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ya exactly. sorry i didn't include any guide or demo. hope the other people figure it out too : ) my idea with this is that you put it somewhere on the map with ai and put 2 waypoints between which it flies back and forth. you can set alt with <this setflyinheight 5000; > note the odd spelling. of course a Buddy could be flying it instead
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thanks guys! @LSD_Timewarp82 nope, for AC-130 look here please : USAF Mod They just recently updated the AC-130
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Hey Icebreakr, Sure why not. Filesize is only around 53MB currently, still space for some more textures : )
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Did a few changes to the laserbeam (hide shadow, make brighter during day) and tested it on bushlurkers strange new worlds. Since the Zetaborn are not around I used the Dinos instead : ) Dinos vs Ext - 1:0
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UPDATE Download Lockheed C-130 Variants Version 0.9 v 0.9 added L-100 Cargoplane added Forest Service Plane added C-130 J/H Cargo Planes added CSAT/AAF Planes added C-130 J/H Aerial Refueling Tanker (walkable cargo caused too many issues and was removed again) the tanker variant can refuel my Su-34 and planes like Johns F-18 shown here The AAF an the CSAT got a transport, a cargo and a tanker variant. All based on my 4 Prop simplified H version (it's a bit slower, has greater range - but it is not 15 feet shorter :)) If other addon makers want to use the refueling capability - here's a guide how to:
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Thank you! I can reduce the retro rockets firing time to 1 second as the retro rockets need to deploy first. You can see how the reverse rockets close to the cockpit move outwards just before firing. In theory I could make another user action to deploy them first and fire later but then we get menu cluttering with all the doors and stuff already. It's also kinda intended to be difficult and the countdown makes it a bit more dramatic : ) Yea send me your Halo script if you want. I can't promise anything but I will have a look. Interesting idea with the door. Might have a look. If I manage to implement it quickly I will. Currently I have a new version ready but the walkable cargo is causing all kind of headaches (plane falling right from the sky if you try to launch it in Zeus, also taking severe damage when taking off). I might have to disable that feature.
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Yes. How does it look in your game? Could you post some screenshots please? For me it works fine: at day at night
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This is impressive work. thank you very much! Really nice cockpit interior and animations!
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thank you very much MrGoodson, that is awesome! love to see stuff like this!! And what an unexpected ending lol. Happens to me all the time
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thanks : ) next steps will probably be -improve quality lol nope -make tripod tank walk better -add some mad terminator style UGV Tanks -add space helmet and life support to a human UN Faction so they can fight back on the moon/mars wherever Someone on steam made the suggestion to use this with Bushlurkers strange new worlds. Should be fun
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UPDATE - Version 1.00 Download Antonov An-2 for Arma 3 Version 1.00 v 1.00 redesigned and UV mapped the floats added scripted trolley wheels to floats changed flight model again :D (banking will now make the plane turn as it should be) fixed materials texture upgrade @Goblin You're welcome. Thank you for the feedback - glad you like it!
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Getting closer to version 1.0 Added wheels to the floats. In reality they have to be put on the floats manually I guess. So you probably couldn't take off from water and land on solid ground or vice versa. From the looks they are not even designed to be used for landing/take off from land I think. Not sure. Probably just for moving the plane around. Here in Arma they will automatically appear while on/over land and dissapear while on/over water anyway : )