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Everything posted by UK_Apollo
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I'm pretty sure we found out a long time ago that opening CTAB did something drastic to the controls (such as instantaneously cutting throttle to zero and back to full momentarily) which was causing the over-torque stress damage. I remember being able to replicate that problem which went away when not running CTAB. Anyway, I'll leave it with Evrik to fix, didn't realise he was already involved.
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Flynn, as you say you have experience of this can you confirm that the stress-damage problem you see: 1) does not occur on the BIS Mohawk 2) occurs when only running the mods I listed (effectively just 3CB mods + cba) i.e. so we can rule out @ace3 etc 3) occurs when auto-trim is enabled If a bug is reported and confirmed we'd always look to fix it, but there's nothing on our internal tracker up to now, apart from reports that the BIS Mohawk AFM flight model (from which we largely inherit) is in general a bit messed up since the last few patches and not much we can do about that. Cheers.
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CPL Jeros, As I had a spare minute, I've just tested the Merlin 32 with 32 pax on full AFM... no problem in quick test. Took off, flew around Stratis, climbed to 500m, descended and landed. I estimate that it went light on the wheels at around 70-75% throttle. @cba_a3 @3cb_baf_equipment @3cb_baf_vehicles @3cb_baf_weapons @3cb_baf_units @task_force_radio I don't fly AFM very much, so left "Auto-Trim" enabled. I recommend you test if there is a difference between Auto-Trim on and off. Not saying this is conclusive or extensive, but does seem to be at odds with your report.
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CPL. Jeros, thanks for the report. Can you repeat your experiment with the vanilla Mohawk please and see if it suffers the same issues?
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Added to list for investigation. Thanks.
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No probably not, because as far as we can tell all Wildcats are in two-tone grey, regardless of which Service they are in. If you have in-service photo's showing alternative camo schemes we'll definitely consider it though. Yes, shouldn't be too long.
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We chose not to spend time on it because we have a million and one more important and interesting projects to devote our very finite modding efforts on. There are already more customisation options than most other mods provide, plus external gear backpacks matching to the colour scheme of the vehicle, which we consider sufficient for our requirements.
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It was considered during development but we decided not to offer that option, sorry.
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Ambulance: this animateDoor ['DoorsRear_Open', 1]; // open rear doors this animateSource ['Stretcher2', 1]; // extend Stretcher lower left this animateSource ['Stretcher3', 1]; // extend Stretcher lower right this animateSource ['Stretcher4', 1]; // fold-up Stretcher upper left this animateSource ['Stretcher5', 1]; // fold-up Stretcher upper right this animateSource ['Bonnet_Open', 1]; // open bonnet this animateSource ['Beacons', 1]; // turn-on blue lights* [this] call UK3CB_BAF_Vehicles_LandRover_fnc_siren; // turn on sirens *The flashing blue lights have two settings to enable them to work during both day and night. At night, the full reflective shine is achieved by also switching on the vehicles headlights from the driver position.
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I'm away from the PC right now, so unless someone else from the team does it in the meantime I'll post the animation commands in about 7 hours time.
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No you only need @cba_a3 for @3cb_baf_vehicles. https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/download-vehicles/ However, you are also running @3cb_baf_units, and that does require all the other mods and they must all be up-to-date on server and client (which it looks like your rpt shows they are not): https://3cbmod.wordpress.com/released-mods/3cb-baf-units/download-units/ Check the readme.txt for each mod to verify it's version if you're not sure what you've got.
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@michael poole From your rpt it doesn't look like you are running the latest versions of all the 3CB mods? This is what you should have: 3CB BAF Vehicles v 6.0.0 3CB BAF Units: v 4.1.0 3CB BAF Weapons v 2.1.0 3CB BAF Equipment v 2.1.0
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@michael poole please put a full rpt on hastebin.com and post the link here.
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Land Rover customisation from the Eden Editor:
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Hopefully not H&VOS! Learning from previous releases we now include pbo's inside the mod packs which add compatibility with legacy content which has been renamed or replaced. If you come across any issues please feel free to post the details here and we'll attempt to give you fix info (usually class name replacements) straight away, but we're not anticipating any problems in this regard.
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How do I make a new mod out of a retextured weapon?
UK_Apollo replied to Rowibl's topic in ARMA 3 - QUESTIONS & ANSWERS
If the weapon has hiddenSelections you would create a config that creates a new weapon which inherits the original class, but changes the display name and textures via hiddenSelectionTextures. 'Your' mod doesn't contain any of the original authors work, but has it as a required add-on. It also doesn't change the original because your retextured weapon has a different class name.- 3 replies
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- weapons
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Lol no, we only received the last of the source files a few days ago. They'll be something to look forward to in the future along with some other surprises we have under development. New to the vehicle pack this week will be the Land Rovers (Ambulance, Soft Top, Hard Top, Snatch, WMIK HMG/GMG/Milan), plus updates with improvements and fixes to Jackals/Coyotes, Apache, Merlin and Wildcat, plus some fancy new logistics/servicing features.
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Wrong thread (3CB_BAF_Equipment), but yes.
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The Landies passed their final test. :-) They'll be released, along with updates to our Weapons, Equipment and Units mods, fairly soon, hopefully sometime next week.
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Model.cfg "sectionsInherit" issue
UK_Apollo replied to thoops99's topic in ARMA 3 - MODELLING - (O2)
You'll need to define the Default{} classes as model.cfg doesn't externally inherit. class cfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class CfgModels { class Default { sections[] = {}; sectionsInherit = ""; skeletonName = ""; }; -
Problem with scaling when exporting p3d from Blender to Object Builder
UK_Apollo replied to xjoker_'s topic in ARMA 3 - MODELLING - (O2)
Same here. Importing from 3DS has the same issue. Usually 0.01 or 0.001 sorts it out. -
Have you tried animating it as a door? config.cpp 49 source = "door"; 66. condition = "this doorPhase 'house_c_w_dRotation' < 0.5"; 67. statement = "this animateDoor ['house_c_w_dRotation', 1]"; 78. condition = "this doorPhase 'house_c_w_dRotation' > 0.5"; 79. statement = "this animateDoor ['house_c_w_dRotation', 0]"; model.cfg 45. class house_c_w_dRotation { source = "house_c_w_dRotation"; sourceAddress = "clamp"; type = "rotation"; selection = "Door1"; axis = "door1_axis"; memory = 1; minValue = 0; maxValue = 1; angle0 = "rad 0"; angle1 = "rad -90"; };
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- animation
- action popint
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Your UV map is just a copy of the object mesh from a planar (flat) view. But when the texture is applied it is transposed onto curved surfaces, so you see a distortion? The UV map needs to be created by unwrapping the model from a curved surface to a flat plane. https://en.wikipedia.org/wiki/UV_mapping http://www.chocofur.com/5-uv-mapping.html Blender has a handy 'Smart UV Project' feature which can help.
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Burnes Armories Tanks and Deployment Vehicles
UK_Apollo replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
"The vehicle can be accessed through large rear doors, two top hatches or from the oversized commander's door." quoting some website -
Community Upgrade Project - CUP
UK_Apollo replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
F is next to G on the keyboard, that's my guess, lol.