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UK_Apollo

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Posts posted by UK_Apollo


  1. Build with mikero tools - the logs can tell you which file is missing or where in the config's to look.

    Ensure that all those .paa's are present in the correct location on your P:\ drive.

    Try putting a "\" in front of the texture paths:

    e.g.

    hiddenSelectionsTextures[] = {"\Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext01_urban_co.paa", "\Arma3_Iron_Skulls_PMC_Air\Data\pmc_ghosthawk_ext02_urban_co.paa"};


  2. I've also seen the camera lock up in Eden, but it hasn't seemed to be related to any particular modset, and there were no helicopters involved. I assumed it was an odd game engine bug.

    I was able to resolve it without closing the editor by right clicking on a vehicle and choosing 'Edit Vehicle Appearance', whereby the camera was reactivated.

     

    We've got a ton of vehicles on our to-do list, but priority tends to rest with current or recent serving models, although personally I agree and enjoy the older vintage from when I was a youngster.

    • Like 2

  3. 1 hour ago, Chairborne said:

    Is any model or config change required for flags to work like that? I remember something was mentioned when LOW released but didnt look into it.

    No, it's really simple to set-up.

    Just put the flag proxy, such as "\a3\data_f\proxies\Flags\FLAG_auto" in the model and set it using forceFlagTexture.

     

    We have it on a userAction for a player in the vehicle so they can raise and lower the flag as required during the mission.

    You can check the state with:

    condition = "(getForcedFlagTexture this == """")"

    • Like 1

  4. We already discussed the process in outline via PM, but don't have time to take loopdk through the detailed steps of how to get into modding unfortunately.

     

    As I understand it, it's actually a generic question about how to create a config overwrite pbo which inherits a weapon or vehicle from another mod and then reskins it with a texture of his choice, using the hiddenSelections provided in the original mod. 

    • Like 1

  5. 1 hour ago, FoxhoundBC said:

    Outstanding mod! I was wondering how do you add something to the white flags on the land rovers?

     

    Thanks!

     

    Glad you're enjoying the mod.  :-)

     

    If you are seeing a white flag (I'm resisting the obvious joke here), it's probably because you are running an older version of @cup_terrains_core which contained a bug that broke flag rendering.

    They updated in the last few days to v1.4.0 which fixes this issue.

     

    You should see a Union Jack flag:

    puRDtaO.png

     

    Ways of changing the flag texture were discussed in this thread mid-September; here is a recap:

    Quote

    From the Eden Editor, add this line to the INIT of the vehicle:
    this forceFlagTexture "\a3\data_f\flags\flag_nato_co.paa";

     

    or when in game, while in the vehicle as a player, open the debug console and execute:
    vehicle player forceFlagTexture "\a3\data_f\flags\flag_nato_co.paa";

    to change to a NATO flag, or replace the path and file name with a texture of your own.
    If the "flag raise" user action is selected, it will reset to the British Union Jack.

     

    • Like 6

  6. Not specifically related to the recent question as it may not be applicable, but as a general comment on "pay-to-play", we have a clear policy:

     

    https://3cbmod.wordpress.com/released-mods/license-and-disclaimer/

    "...As an addendum to our standard license, we expressly prohibit the use of this software for any “pay-to-play” monetization scheme and/or server.

    3CB has always provided mods freely to the open Arma community,  this will not change.  We will not charge or be part of any monetization scheme..."

     

    • Thanks 1

  7. 41 minutes ago, lawndartleo said:

    RHS and 3CB and ACE... anybody run them on dedicated WITHOUT it causing key issues?  I can't run them all and not end up having all my server keys go red. Not necessarily looking for a solution as much as I am confirmation that it's not just me.  3 heavy mods like that might just be a bit too much, anyways.

    Yes, we at 3CB do. @rhs_afrf3, @rhs_saf, @rhs_usf3, our 3CB mods, @ace3 + about 40 other mods, bikey'd with no problems.


  8. 6 hours ago, Dostojetski said:

    o.O I did it and I couldnt get it working. So does that mean some other mod is causing a conflict?

     

    EDIT. I cant understand how a mod can cause a conflict in editor and not allowing module to sync

     

    Well, there is an easy way for you to find out.

    Only run: @cba_a3 and @3cb_baf_vehicles

    Then try the method Nick gave you and see if it works. 

    If it doesn't work, paste your rpt file on hastebin.com for us to look at.

    • Like 1

  9. I guess it's because we Brits eat our carrots and don't need no silly NVG's.

    Also because the AI isn't smart enough to realise they could take the NVG'S from their backpacks and put them on their heads. From a human player perspective we prefer not to spawn with them in place.

    • Like 1

  10. Just a quick suggestion on the suspension dampers.

     

    In model.cfg,

          suspension distance moved = (offset1 - offset0) x distance between memory points in the axis

    So if your memory points in "gear_n_damper_axis" are not spaced 1m apart, then the suspension travel will not be 0.3m total as you might be expecting.

    And then the maxDroop and maxCompression values from config.cpp won't match up either.

    It's personal preference, but I set translation axis memory points at the distance apart I want, then use offsets of 0 and 1 (or -0.5 / +0.5).

     

    If you haven't lost sleepless nights over physX configuration, you're not a proper vehicle modder.  ;-)


  11. The sum of the sprungMass values from all of the wheels needs to add up to the total mass of your entire vehicle (from the Geometry LOD).

    In a car, the centre of mass (or Centre of Gravity) is often located near the middle of the vehicle and the suspension is then set-up for an even sprungMass across all 4 wheels.

     

    On your Spitfire (looks beautiful!), you obviously have only 3 wheels - I'm guessing CoG might still be central, so perhaps you would then use:

    nose wheel sprungMass = 1/2 Total Mass

    left main wheel sprungMass = 1/4 Total Mass

    right main wheel sprungMass = 1/4 Total Mass

     

    The springStrength's are calculated to provide your vehicle with enough damping to cushion the landings - not too strong or it'll be too bouncy, not too weak or it will compress the springs and smash into the bottom of the wheel bays.

    For many vehicles you can use an approximation of 25 x sprungMass and work upwards from there.

     

    The springDamperRate tells you how fast the springs react to input from landings/bumps and the value is often related to both the sprungMass and springStrength.

    Here's a formula to use as a guide:

    springDamperRate = 2 x squareRoot (springStrength x sprungMass)

     

    maxDroop and maxCompression should be related (and often equal to) to the suspension travel defined in your model.cfg.

     

    You can leave playing with the latStiff and longitudinalStiffnessPerUnitGravity until later in the process.


  12. Thanks again for the bug report, helicopterenthusiast.

     

    It does appear to be a bug only present when the copilot activates the searchlight, before the pilot switches on the main lights with "L", caused by an inheritance issue with the BIS base helicopter.

    I've now fixed this in our dev build to remove this edge case and it'll be in the next release.

    • Like 4

  13. 4 hours ago, helicopterenthusiast said:

    Ehm about the searchlight ... not only is it not movable but it is also blinding the pilot and copilot of the WildCat chopper variants.

    The Changelog reported that this issue was fixed when its not?

     

    Or am I doing something terribly wrong: I am just getting into the copilot seat pressing 0 and trying to make the searchlight work to no avail.

    Cannot find a single chopper with a working searchlight   :down:

     

    Can you do me a favour please?

    Hop in a Wildcat as pilot at night, switch on the lights ("L"), then move across to the copilot seat and try the searchlight.

     

    Not saying that there isn't a bug because I can see the issue too, but there are multiple test configurations and you may have found something we didn't check (copilot operating the searchlight on the ground without a pilot present).

    • Like 1
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