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Everything posted by DSabre
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Got up early today and started something else nearly got it right on first try without too many faults except for getting the wing texture projection distorted while closing geometry (damn you shadow lod) of course no backup before that step and the original file is 90° off so cant reimport that easily. Probably going to project it onto the texture again which should work more or less. Mock up of turrets and bomb bay will have to do for now 30 seat capacitiy added some simple formers and stringers so the interior does not look to bland
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updating the panel (wip) v 0.030 - fixed cowl flaps and hook on F4F, A6M, SBD, F4U - added work in progress mock-up version of WB81 - F4U interior update, fighter bomber default loadout
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Next up! Static Turret Update These birds need a larger home Essex (CV-9) will return! v 0.025 (re)added Essex added some more platforms added some more static turrets
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Functional Aircraft Carrier Projects
DSabre replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Inspired by Shennkos work with compositions I added some tiles to my naval mod. Works pretty well. Glad it does. Would not attempt anything like this otherwise. So thanks again for that Shennko! What is strange is that it does not seem possible to neutralise all geo information from the actual ship model by deactivating simulation or using attachto (which should really disable all collisions). Using Thomas Beerens Essex Class Carrier as a testbed Actually set up as a drivable ship and not as landable / walkable carrier. Immobilise it with attachto or disable simulation. Add some deck tiles. Replace with invisible platforms when finished. (these tiles here are intended for the Enterprise and therefore not wide enough. Going to add matching tiles sometime) -
Really? Did not consider it anything special. I hope someone is gona make some extra liveries for it though. I have added a texture template on the front page
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Battle Hawks Update (partial) v 0.015 added TBF added P-40 updated i16
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Next on the list my new fav plane v 0.029 added F4U added He 162
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Fritz X update v 0.014 added Ar 234 added He 177 added i16 (WIP Preview) as bonus
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Next Up: v 0.028 added SBD added F4F minor tweaks
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Battle Hawks Update (partial) v 0.0135 added P-38 changed IL2 PTAB to cluster system added SW factions other minor tweaks
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Thanks for that helpful info. The model is actually an E version. I projected plans onto the model and it fits pretty well except for the nose guns and intake scoop. For the mod the nose section will be modified. To fix the aiming issue I remembered that we can simply delete the scoop in 1st person view.
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v. 0.024 -updated Akagi and Enterprise textures -fixed Dido turret -added visible and invisible platforms for carrier compositions v 0.0245 fixed issue with the platform being below ground added more platforms (5m, 15m, 24m) fixed some deck and island geometry on Enterprise
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v 0.027 added A6M added a few Scooters and Airfield Tractors added Airfield Props changed overheat (now works as WEP for fighters = 90% full power, 100% = WEP) minor changes to armaments minor changes to liveries probably even more changes
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Thanks for the info. Not sure if I will work on this mod again. If I do - I will fix it.
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Dev Blog Taking a break from airplane interiors new airfield tractor plus the old scooters
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Actually, that did give me an idea. I could flatten the nose of Helijah's model. That way it may be possible to see where the bullets go
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Dev Blog Finally up in the air again Deploing dive brakes Adding some wear and tear makes a difference
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As pilot you can't see where you are shooting. The nose is too long/high. So can't even place a gunsight. Id have to move the pilot so far up he clips through the hood to have a glimpse even. I could place the guns above the wings but that feels akward, or add an angle to shoot upwards. Also awkward. This is a common issue but so far the worst I have encountered in making / porting many dozen aircraft
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DEV blog Focus now lies on the Pacific theatre. P-38 is pretty much finished and should be added soon. TBF and D3A/B5N hopefully follow sometime later. The P-40 suffered a setback as somehow it is not possible to align the pilot with the gunsight properly.
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DEV Blog With the Wildcat and Zero going so well I tried my luck with the SBD and F4U reboot for the nth time. Did some backtracking, generous deleting and finally made some sort of progress. I feel it may work this time. kept the old wheels and prop on this one, the rest is mostly new redoing the wings and remapping the uv on a single texture
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Cabin open position is my personal preference right now. If fully open it feels like I am going to fall out. May change at some time, or not. Pilot animation/pose in most aircraft are default arma poses which do not usually fit well. If there is no custom pose applied yet, it is unlikely that I will make one in future due to time restraints.
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DEV Blog Making carrier compositions will be easier in future. Going to add walkable platforms that can be used to make the flight deck usable: They will come in two flavours: visible for setting up, and invisible for later use (simply double click and change).
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There are no weapon configs in SWR, only blank aircraft. All of that is in sab_flyinglegends. In your particular case you have to look in cfgWeapons.
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v 0.012 - fixed Il-2 damage visualisation - fixed Ju 87 tailwheel shadow LoD - fixed Ju 87 texture error - fixed B-17 engine power settings - fixed B-17 gauges - fixed B-17 shadow LoD - added B-17 cowl flap - updated B-17 metal finish livery (Aluminum Overcast) - changed B-17 roundel from early to mid/late - added A-26
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v 0.026 - added HE 37mm pod ammo - increased bomb splash damage - fixed P-51 exhaust error - changed P-51 default livery