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DSabre

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Everything posted by DSabre

  1. DSabre

    Flying Legends

    A new project I started yesterday, early Work In Progress Early texture / UV layout test
  2. ******************************************************** SECRET WEAPONS ******************************************************** This mod is discontinued. Search for Secret Weapons (reloaded) for the new version CREDITS: Emmanuel Barranger (Helijah) for most of the aircraft 3d models http://helijah.free.fr https://sketchfab.com/helijah/models https://creativecommons.org/licenses/by/4.0/, retextures and a few aircraft by SAB, Push script by hnchmc, Carpet Bombing by TeTeT, Droptank fire by ANZACSAS Steven, Gunsight reticle courtesy of Kju (IFA3),
  3. Helijah's Handley Page Halifax (https://skfb.ly/6UQxu) Helijah's Ju 87 being overhauled (https://skfb.ly/mlji2f1ca) Helijah's Ar 234 (https://skfb.ly/5jigec0a ) testing the X-1 pleaese follow the new thread:
  4. After a year of hiatus this mod is back in development. A couple new aircraft (He 177 https://skfb.ly/mk4i3gc0a, Ar 234 https://skfb.ly/5jigec0a) Helijah's IL-2 (https://skfb.ly/zUtG ) with working internal bays and more loadout options (including AT gun pods) updated interiors While working on Flying Legends a lot of the aircraft in this mod were redone for testing and fun. Accidently and without being planned we now have reached a good number so that a limited relaunch is possible. The new version will be a complete rework and will not be compatible with the old version. A warning will be given about 1 month prior to release. That is enough time to prepare your missions. This will of course affect retexture or other mods depening on this. Most of the popular aircraft will eventually end up in the new version again. While classnames will be changed the UV layouts wont be affected except for smaller details. So you should be able to update these mods over time.
  5. DSabre

    Flying Legends

    v 0.024 - added Hurricane Mk.IID - updated several interiors - exhaust stack flame animation speed increased - temp management modified (engines no longer overheat when idle, will be handled on a plane per plane basis in future) - loadout options added/changed - changed internal file name convention (may affect rexture mods) - minor changes to FW 190 fuselage and UV map (still work in progress, not finished)
  6. DSabre

    Flying Legends

    Dev Blog More progress Bf 109 E Interior Update Bf 109 F/G/K Interior Update Hurricane Mk.IID edit: Next update will be a major step. While it won't add any new vehicles it changes most of them. Noticable differences will be the modified interiors and changes to loadout options. Most changes will be under the hood though. Since there are a couple other versions of these aircraft worked on in parallel (non public, personal use only) - file conflicts during development were frequent. It was necessary to change nomenclature of all internal files to make them unique. Basically every file except config and model.cfg now uses an appropriate prefix which eliminates risk of overwriting with the wrong version. Instead of using a generic filename such as glass.rvmat the unambiguous sab_fl_p51d_glass.rvmat will be used in future in case of the P-51 for instance. None of this should matter to anyone simply using the mod (classnames are not affected). In conflict with a previous statement it may affect retexture mods depending how they are set up though. For instance if textures or material paths of the mod are linked: p51d_smdi will have to be changed to sab_fl_p51d_smdi, p51d.rvmat to sab_fl_p51d.rvmat and so on. This is true for all aircraft in the mod. Release is planned for sometime this weekend
  7. DSabre

    Flying Legends

    Nice work. DEV Blog Currently I am updating some of the interiors and fixing some things under the hood (should not affect any sub/retexture mods much). Updated Bf 109 E interior, ETC Rack Dauntless redesign wip Also playing with the idea to update the F4U, Dauntless and A6M and add into this mod. May or may not happen.
  8. That is a coincidence and kind of odd. The pylons in the model are pointed straight forwards and should never converge actually. Strange. If I ever pick it up again I will have a look at it.
  9. DSabre

    Naval Legends (WIP)

    Thank you. Always happy to hear feedback like that. I would mod things anyway but am growing more reluctant to share - so comments like yours do have an impact.
  10. DSabre

    Naval Legends (WIP)

    Upcoming for next update: Some more static turrets (Main turret is from Hood, other turrets are from Enterprise) Zara port nearing completion https://sketchfab.com/3d-models/zara-74ad3a94744148ab911158e7f8d9b417
  11. DSabre

    Civil Aviation

    It was removed from the mod after the Tac Ops update which rendered most modded aircrafts gear useless. Fixing them took ages so it was impossible to save all aircraft. No plans to bring it back
  12. In theory it would be possible to animate the pylon weapons, similar to the SE5A in Flying Circus, or align the proxy weapons accordingly (both in model and config). Both would have to be done inside the model and since the mod is not worked on anymore none of it is possible. Glad it helped. The option I described is for aircraft with a working pylon system. If that is not available improvisation is needed, nice it worked out. Submarines are not supported in Arma beyond the SDV. So the AI does not really know how to operate them.
  13. DSabre

    Civil Aviation

    There are no plans to arm any of the aircraft in this mod. Try this https://community.bistudio.com/wiki/addWeapon
  14. This thread originated when I was trying to save my addons when they all had stopped working after the TacOps update. Now in hindsight I want to share some examples and ideas about physX for aircraft, especially for tail drag setup. Feel free to share insights in this thread. The TacOps update of November 2017 changed the ground handling of airplaneX simulation. This probably happened accidently while BI was trying to improve tank movement. Anyway, since then aircraft set up in the traditional way (Arma 2 style) and with airplaneX enabled may start to jump and blow up on the runway. This usually happens at ground speeds exceeding 50 km/h (even on VRs flat surfaces). Before this update the mix of physX and old wheel config worked just fine. In some aspects that system was superior to the new physX wheel setup. It was possible to <damage hide> parts of the gear like a wheel so you had to land on two wheels and balance the plane, actually simulate belly landings and things like that. Some of my Secret Weapons mod planes do work this way still. The IL-2 for instance looses a wheel after some damage and can belly crash land. I have no idea why it still works and never managed to reproduce that setup. Now the following are some of my personal observations concerning airplaneX and physX wheels. Not pretending to understand what is really going on. Just some observations after doing this to a few dozen aircraft. First some basics: General setup / Tricycle gear setup (http://en.wikipedia.org/wiki/Tricycle_landing_gear) Differences for Tail draggers (https://en.wikipedia.org/wiki/Conventional_landing_gear): Setting up class wheels: Final Thoughts: For a standard tricycle gear plane all of this is not entirely bad. It does not add anything much except a lot of work and maybe some nicer damper animations. You lose the option to damage the gear functionally or to belly land though. For a taildragger you could try the old Arma2 setup without this and use the old system first and see if you can make it work. For slow planes (Biplanes/Ultralights etc) just stick to the old way and forget about class Wheels. The bumping/exploding effect usually happens above 50km/h so may not be relevant to you! (examples for this are my An-2, Ultralight, and every plane in my Flying Circus and Flying Machines addons) Hints: Thanks to TeTeT and Reyhard for some great suggestions!
  15. DSabre

    Airplane PhysX Wheels

    Thanks for the reply. To be more precise, I did resolve it for most of my planes most of the time, but only by trial and error instead of really understanding what is going on. Last week I redid some of my old addons and nothing seemed to work so that was very frustrating. Now I got them half working again. So I am wondering if there is a reliable non trial and error way to resolve this issue. Of course I also used copy/pasting successful setups a lot too (having the drawback that mass has to be equal). Tricycle setups are so much easier too do. Yes agree with all your points. I always use 3 physx wheels no matter how many wheels the aircraft really has. I have summarised all findings in the first post which I update every now and then. I think most of my recent problems setting up new planes and redoing old aircraft were in fact damper settings as you describe. In one case it was also droop and compression values. If they are too high the plane will roll off too.
  16. DSabre

    Civil Aviation

    The following aircraft are now confirmed for the 3.0 version: Allegro 2000, Daher TBM, Do 228, DR-400, Falcon 50, Super Cub, maybe Stampe SV and certainly the Ultralight. Other Aircraft currently in the mod will go into the content vault once the update is released. Helijah's Daher TBM with higher resolution texture Redesign of the Ultralight (WIP): - new wings - added a few details - flightmodel overhaul - new dashboard
  17. Very nice. I have added 2 placeable AA turrets for the Enterprise today. Perhaps they are useful
  18. Today's patch has added a torpedo script spawn object to Naval Legends (for spawning in the water, for aerial launch the procedure described above is necessary). Perhaps that is useful to you too.
  19. DSabre

    Naval Legends (WIP)

    https://sketchfab.com/3d-models/elco-80ft-pt-e759cb35865c480f8db77c91020e8f6c https://sketchfab.com/3d-models/foxhound-58b5d1674e1f4bd39bbfd4a71b8cef77 https://sketchfab.com/3d-models/liberty-ship-wip-2f1bfdf0381b4b88bce837c99c7b4bbf v. 0.020.2 addedd PT Boat added Foxhound added generic Cargo Ship added static Enterprise Turrets added torpedo spawn object modified torpedo script
  20. DSabre

    Civil Aviation

    Upgrade in progress Coming along nicely except for the physX update. Airplane wheels are simply weird. The only tail dragger that will likely make it into the update is the Super Cub. DR-400 - fixed some misalignments that happened during the first import - fixed interior lighting/shadow, - new materials, - sounds are now from Caesar BTT - gear damper update Allegro 2000 - added some model parts, - new materials, - fixed some misalignments and redid shadow lod - gear damper update Daher TBM - sounds and wheel config copied from Do-228 - texture scaled up to 4k to make lines more smooth - work has begun on interior Piper PA-18 Super Cub - improved physX damper animations - fixed bushwheel scale, now exactly 29" - fixed shadow lod / interior lighting - improved flight characteristics
  21. DSabre

    Airplane PhysX Wheels

    I just restarted work on some of my old mods and did a few more tests. Not really managed to resolve the tail drag issue (rolling away when standing idle) but confirmed some suspisions. Is anyone else working on tail drag airplanes and has some insights to share?
  22. DSabre

    Civil Aviation

    After a lot of flying in MSFS and seeing that Helijah has released a Daher TBM (https://skfb.ly/6YJAV) - I have considered working on this mod again The final decision came with the plane turbulence mod which really adds something to the Arma flying experience On the other hand there are way too many planes in the mod to update - and most of them are not in a satisfactory state. For an update to be possible some aircraft have to be moved into the sab content vault (= removed temporarily). The new version will not be compatible with the old version. A config mod for backwards compatibility will be added (probably).
  23. DSabre

    Naval Legends (WIP)

    Only the torpedos do cause list, so there is no problem knowing what weapon hit the ship. It was more about deciding if port or starboard side were hit. After some testing it is actually more immersive when it is entirely random though. I have realised that the center of gravities for the ships were too low. In a sharp turn the boats lean inwards instead of outwards. That also amplifies listing a lot, so I may have to redo all CoGs by moving them upwards about 10 meters. Bit tricky because they then have a tendency to topple over. Seems it does work better when CoG is changed ingame instead of the model, weird. For anyone who wants to play around with this, you can use this in the ingame console while driving a ship: _cogposition = getCenterOfMass vehicle player; _cogpositionchangevalue = _cogposition select 0; _cogpositionchangevalue = _cogpositionchangevalue + 2; _cogposition set [0, _cogpositionchangevalue]; vehicle player setCenterOfMass [_cogposition, 5]; This queries the actual position of the CoG in the players vehicle. Then changes it relatively to the original position. That is important because the CoGs do not coincide with model space center. The above will affect starboard/port weight distribution. _cogposition = getCenterOfMass vehicle player; _cogpositionchangevalue = _cogposition select 1; _cogpositionchangevalue = _cogpositionchangevalue - 10; _cogposition set [1, _cogpositionchangevalue]; vehicle player setCenterOfMass [_cogposition, 5]; This will move CoG upwards, finaly with "select 2" / "[2,..." it will affect bow/aft weight distribution you can try vehicle player setmass ... where typical values are 25 000 000 for a carrier or 1 500 000 for a destroyer
  24. DSabre

    Naval Legends (WIP)

    It's quite the battleship actually. Was even thinking of strapping a rocket propelled hurricane to it. Some progress on another aspect: A recent update made torpedos take mass of the ship into account. Larger ships could resist several hits. - why not expand on that a little? Ships may start to list after a torpedo hit and will actually start losing floatation. Depending on chance the combined damage will either destroy the ship - or it will sink from listing and ultimately capsizing or taking too much water Also adding random chance for keeling over when a boat goes down Of course it will also affect performance of the ship: The port side on this cruiser for instance will be defenseless against near surface vehicles till it manages to turn around. In some instances engine power is also lost. There is no easy way to judge which side the boat was hit on. So it will be random, with a slight chance of multiple hits reducing list even. Otherwise boats would always list to the same side which would be immersion breaking.
  25. DSabre

    TOH Cessna 172 Skyhawk

    "Hey Joker, thank you very much for this mod and for sharing it. Great to be able to fly this plane. I have noticed two minor things (...) - but you probably know about this already. Cheers" There, fixed it
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