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Makad

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Posts posted by Makad


  1. NAe Sao Paulo (A-12) Aircraft carrier is a Clemenceau-class aircraft carrier serving the Brazilian Navy. In 2013 was released in Arma 3 alpha version for MOD BRAZILIAN ARMED FORCES, our friend TeTeTe3 gave great support to this project, we are back to continue this great challenge.

     

    MOD BRAZILIAN ARMED FORCES

    https://steamcommunity.com/sharedfiles/filedetails/?id=1866211940

     

    71168328_1239071889628063_90492183757916

     

    71087945_1239072439628008_91468797258749

     

    70838741_1239072512961334_48543330992128

     

    71260656_1239072552961330_55880787235816

     

     

     

     

     

     

    • Like 10

  2. Hello !  

     

    I have a problem and I do not know how to solve.

     

    Add Catapult and arrest. Help.

     

    :hang: 3 days I tried to add this script to the aircraft carrier unsuccessfully.
     

    I created 3 files, to execute this function BIS_fnc_AircraftCatapultLaunch :

    fn_aircraftCatapultLaunch.sqf

    fn_aircraftTailhook.sqf

    fn_aircraftTailhookAi.sqf


    1. Do I need to have these script files or can I just call the USS Freedom function?
    2. How do I work?
    3. Does anyone have information about this?

    MOD Brazilian Armed Forces http://steamcommunity.com/sharedfiles/filedetails/?id=504306716

     

    22104547_1923966527868014_83562277204464

    22104595_1923966521201348_83556293073831

    22047685_1923966577868009_80428974208339


     

     

     

     

     


  3. On 26/11/2016 at 10:58 PM, da12thMonkey said:

    First-person "view Pilot" LOD should not contain the \A3\characters_f\Heads\bysta proxy for attaching the head model

     

    Recommend you remove all proxies from that LOD and only copy those from the Pilot LOD of the A3 sample models (i.e. don't just paste the ones you used for other LODs)

     

     

    Thank you 

     


  4. Olá, eu estou trabalhando para desenvolver navios em Arma 3, eu tenho este resultado agora, muita informação na rede, mas nenhuma conclusão para ter uma grande base de navios, jogável e não apenas estática no jogo. Este é o caminho ?
     
     
    CRIAÇÃO  DE NAVIOS -  PROJETO WWAR
     
     
    Modelo 3D:
     
    Udaloy II (Importado)
     
     
    P3D:
     
    - Criação de geometria Lod
    - Criação de geometria Lod Flutuabilidade
    - Criação de geometria Lod Phys
     
     
    Passo 1:
     
    - Deve estar fechado.
    - Para navios estáticos ou móveis é necessário criar as 3 geometrias e suas configurações em p3d.
    - Adicionar as propriedades "autocenter = 1" e "flutuabilidade = 1" para as 3 geometrias
    - Seleção do modelo geométrico ou peças na geometria lod para aplicar as configurações.
     
    15873412_1797139613884040_78125324960104
     
    Passo 2:
     
    - Deve ser convexo
     
    15826309_1797140837217251_28816898344707

     

     

    - Criar Convexo e Componentes ao mesmo tempo

     

    15894537_1797141347217200_65292648915872

     

     

    Passo 3 :
     
    - Deve ser adicionado peso (massa), muito peso o navio vai afundar.
     
    15823171_1797143730550295_31994016097922
     
    - Não adicionar peso fará o navio estático e sem colisões.
    - Os cubos em cinzento mostram a massa aplicada nos vértices do modelo geométrico.
    - Para facilitar, há 4 cubos no centro do navio é usado para equilibrar o seu peso sobre os eixos. Massa deve ser adicionado a estes cubos até que o comportamento correto ou desejado dos navios na água é alcançado.
     
    15822831_1797144273883574_53733933675191

     

     

    - Sem massa

     

    15873478_1797148357216499_79835619691517

     

    Preciso de ajuda para movê-lo em MP :) obrigado a todos!

    • Like 3

  5. Working with UH 60 had the same problem, according to the information of our friend  :)

     

    is the gunnerview memorypoint part of your OtocHlaven selection in O2?

    You can make it alot easier/handier to find errors if you just rename all the czenglish stuff to english - you dont have to use those czech names anymore - you can use any name you want, as long as its consistent in the p3d, config and model.cfg

     is the gunnerview memorypoint part of your OtocHlaven selection in O2?

     

    Adjusting gunpoint (Crosshair):
     
    -Osaveze And OsaHlavne must be correctly set for alignment and synchronization of the "crosshair" (sight) of weapons in P3D and model.cfg.
     
    -Osaveze And OsaHlavne redefine to OtocHlaven (group).
     
    If not set correctly gun turns, but the crosshair gun will remain in the same direction
    the shots will follow the direction of the crosshair, it determines the direction of the shot.
     
    This was the result that solved my problem.
     
    14212548_1737544379843564_75473032732971
     
    14225549_1737544403176895_60153599728668

  6. Thank you all, I got hit in the correction of the model in the game.  :D

     

    Thank you !

    Hello,

     

    did you double check the weights (vertex response to animation), named selections, skeleton and CfgModels properties ?

     

    - The error was in appointments , had model faces not set for appointment in "Named selections".

    - By moving parts suffer deformation, we use the same method above to correct these faces.

     

    14102306_1733548163576519_61631001862720

     

    14117702_1733547990243203_34265663097584

     

    14117755_1733548176909851_37555487576817

    • Like 1


  7. Thank you all.  :)

    Reported problems at the beginning of this post, have been fixed. 

     

    Obs.: We still have some corrections to be made.

     

     

    Update:

     


    - Model of the aircraft carrier corrected.

    - Re-worked configs.

    - A-4 Skyhawk to functional aircraft carrier São Paulo.

    - A-4 Skyhawk losing life (related to ship?).

    - A-4 Skyhawk not get speed above 20 (related to ship?).

  8. Hey there, i think i know your problem, what simulation type are you using for the F-5?

     

    Aircraft that will be used is in development (A-4 Skyhawk), F-5 was only to show why he does not make the taxi or take off just as AV8B.

     

    Currently have the same problem :(

     

     

    class gear_1_damper
    {
    type="translation";
    offset0=0;
    offset1=0;
    axis="gear_1_damper_axis";
    memory=1;
    minValue=0;
    maxValue=1;
    minPhase=0;
    maxPhase=1;
    source="altRadar";
    sourceAddress=0;
    selection="gear_1_damper";
     
    class Gear_2_damper
    {
    type="translation";
    offset0=0;
    offset1=0;
    axis="";  //gear_2_damper_axis
    memory=0;
    minValue=0;
    maxValue=1;
    minPhase=0;
    maxPhase=1;
    source="altRadar";
    sourceAddress=0;
    selection="gear_2_damper";
     
    class Gear_3_damper
    {
    type="translation";
    offset0=0;
    offset1=0;
    axis="";
    memory=0;
    minValue=0;
    maxValue=1;
    minPhase=0;
    maxPhase=1;
    source="altRadar";
    sourceAddress=0;
    selection="gear_3_damper";
     

     

    13269268_1703919876539348_37074024137583

     

     

    Day 14/06/2016 made some changes, now now works as AV8B but is prancing.

     

    13419216_1705753043022698_27585180259586


  9. Thank you :)

     

    Corrections:

     

    Class Wheel confg.cpp wrong

    Some named properties by selecting the wrong object

    Axis and Damper out of position relative to the model

    Error in selected parts and named podkoloL_hide and podkoloP_hide

     

    https://scontent-gru1-1.xx.fbcdn.net/hphotos-xat1/t31.0-8/12017667_1614096488855021_9176263581642766729_o.jpg

     

    New erro:

     

    Extreme speed at start
    Accelerate or to brake to a stop switch
    It is only possible to move it again after a few seconds
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