Jump to content

Search the Community

Showing results for tags 'plane'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • SOS GAMING's TS³ Viewer
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • kjgiudhsiugiudfhiughsidiug's ihgdifhgiusdhfigisudhfiugdsf
  • Tales of the Republic's Republic News

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 58 results

  1. Incon Airpower Script package for Arma 3 mission makers that allows players to call in air support for target tracking and precision air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. As such, the aicraft itself is not spawned, only simulated, thereby avoiding all the hassle of Arma's pilot AI. Works best in single player and low-player-count COOP (lots of players using tracking may cause considerable server lag). Perfect for missions involving SF teams working behind enemy lines to call in coalition airpower onto enemy assets (as in the ongoing real-life operation Enduring Freedom in Iraq / Syria). SP / Co-op / Dedi compatible. Requires CBA. Features Call in guided airstrikes with the radio menu Mark targets with laser, smoke, chemlights or IR strobes (night only for chemlights and strobes, day only for smoke) Aircraft can lock on to and strike multiple targets simultaneaously (thanks to a slightly modified version of kylania's awesome guided missile script) Optional collateral damage assesment by pilot - checks for nearby friendlies, civilians and sensitive targets and will automatically disengage if collateral damage is too high Optional full NATO voice procedure simulation to guide pilot on to target No need for map with airstrip or adding in any aircraft Restrict JTAC capabilities to units with certain items in their inventory Optional unit tracking on map, with accuracy that degrades with overhead cover, weather etc. (only shows targets that would be visible from overhead): - (optional) restrict to units with UAV terminal only - differentiates between friendlies (blue), unarmed infantry (white), armed infantry (pink), civilian vehicles (white, large) and non-friendly vehicles (pink, large) If using a laser designator, the player can mark multiple targets at once and give clearance for a simultaneaous strike: - mark 2 tanks and an infantry patrol, and the aircraft will track and engage those targets simultaneously, even if they move - repeat your last mark if in doubt - if your final target is a laser mark, the aircraft will engage your laser mark while it is active, and revert to your original mark position if it looses your laser mark Realistic air speeds of ordnance: - the higher the altitude of the aircraft (recommended at least 3000m), the longer the ordnance will take to hit the target - missiles will travel faster than bombs - ordnance speeds based on real data Usage License GNU V3 Submit pull requests, fork your own version on Github, drink Bailey's from a shoe, do whatever. This is open source and entirely free to use. Changelog Download from GitHub
  2. On the A3 Vehicle Textures (without DLCs) of diffrent Armys (NATO, AAF ,CSAT) arent Country/Army Insignias/Flags/Cockades, why ? There some Pics of Jets (A3 and DLC): https://steamcommunity.com/sharedfiles/filedetails/?id=1361596358 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596302 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596464 https://steamcommunity.com/sharedfiles/filedetails/?id=1361596414
  3. the first light (front landing gear/wheel) of the a-143 buzzard isnt textured and it also didnt work as a ligt/lamp Aero L-159 http://www.fguk.eu/images/jdownloads/screenshots/l-159_030.png A-143 Buzzard https://steamuserimages-a.akamaihd.net/ugc/2423376102403548303/CC79542397FCCB0CD337418D8B6FDA2EE554FA09/
  4. Hi! I'm currently working on a few mod. Most of the planes within the mod has a radar, and I got that shit working just fine. My only problem is the fact that I can't figure out a way to set the zoom on the radar panel. The radar is set to a range of 15 km, but the display can't zoom further than 4km. Does anyone know how to fix this?
  5. I am announcing today that me and Matchbox/M.Nelson are going to be making an MQ-25 for ArmA 3. the drone will hopefully feature a full rearming menu,Lesh tow compatibility, an Eden menu fold wings option, USAF refuel compatibility, a fully functional weapon bay, and lastly to be able to land on the Nimitz and take off of the Nimitz. As of right now we are just starting to project and don't have any photos to share with the community. if there is any reasonable suggestions or pointers for this up coming mod please don't be afraid to post them P.S. this is also our first mod so this might take awhile so bear with us ;) and since this is our first project we will be getting some help from some of the better known content creators in the community Edit: X-47B was renamed to MQ-25 Stingray
  6. Hello all! Newly released is the EA-18G RealSound mod! Having completed the F-16C sound mod, it paved way for a whole new era for us here at RealSound. The newest addition to the lineup is Firewill's EA-18G Growler! Here's a brief video of what it sounds like in-game: Major features overview: Entirely new sound-sets for interior and exterior samples - including startup/shutdown! BUG REPORTS / FEEDBACK: If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1289519912 ArmAHolic: Coming Soon Google Drive: Link 1 --NOTES--- * This mod requires Firewill's EA-18G Growler mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. Happens with other aircraft as well. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^)
  7. Hi all, i started learning ARMA modding. My goal is to make flyable plane. The model was created in 3DSMax and textured in Substance Painter. So far got it inside Object Builder have a hard time i got glitches all over my model. But when i exported it as 3ds format not obj or fbx all gone. Now i have texture on my model and basic rvmat need make more and somehow learn the settings. I have problem with external glass i was unable to see inside but i created one more layer of glass and inverted normals and it looks to work. Dunno if is a good way t do. Now i need to learn rvmat, lods and i think i need to create very low models for shadow and collision. Here is th plane model on sketchfab Ver 1 and Ver 2 Here is printscreen from OB rvmat need to be tveaked
  8. It is finally here, ladies and gentleman! After several months of waiting, implementing and overhauling - the sound mod for Firewill's F-16C/D Fighting Falcon is now in v1.0! Whoo hoo! To celebrate, I made a short video showcasing a taste of what it's like in-game. Huge shout out to the Air Combat Command guys (Dogs, Haze, Fett and Bomb) for helping me out with filming and MP testing. Also a big shout out to Laxemann, who helped me understand a few things about the new audio system and answered all of my questions. Here it is! There's been a LOT done to this aircraft since the initial video I released in October, which showcased what I've been working on, but the end result is an improvement I never thought we could make. A changelog is available below, if you're into that sort of thing. One thing that I'm still trying to get working is the low-pass filters and new stereo processors for use with this and future aircraft sound mods, it's on the wishlist - hopefully I can add it in a patch later down the road if we ever figure it out. Oh yeah, this will also be available for download on the ArmA 3 Workshop! This is a huge milestone for me and Shazer, so why not give this mod the full treatment? ;) Major features overview: Implemented several new soundsets to the aircraft Much more realistic interior Clearer / better sound samples for exterior Finally; If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1193740840 ArmAHolic: Coming Soon Google Drive: Server 1 --NOTES--- * This mod requires Firewill's F-16C/D Fighting Falcon mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^) v1.0.1 TWEAKS: - Increase volume on nearly all exterior samples - Tweaked shutdown/startup volumes. FIXES: - Fixed exterior shutdown sequence not working properly (incorrect file format) - Exterior idle_distant sample was not correctly defined. v1.0 - Successfully implement all new Jets DLC soundSets and Shaders - New idle samples - All new interior samples - New close proximity rear forsage (afterburner) sound - Low throttle distance sound - Frontal approach sound - Custom ranges set for some samples - New customized filters for current and future releases - Cleaned up config, new separated shader/set files - Interior / exterior idle volume increase - Eliminate noticeable exterior idle loop int/ext (0.7.8) - Mid-throttle sound for close proximity - New full throttle sounds (distance and forsage) - Implement "D" variant into config. - A lot of tweaks and fixes I can't fully list v0.4 (10-2017) - Implement shaders / sets into aircraft config. - Initial sound adjustments v0.2 (02-2016) - Firewill's F-16C varient release - Overhaul of all sound files - Added actuator sound upon thrust (exterior) - Added several high/low pass filters to interior for more realism - Exterior start-up sequence changed - Idle sound replaced - Exterior throttle up a/b added - Eden compatibility (currently trying to remove Firewill's afterburner scripted sound file as it just ruins the realism, will be added in a hotfix) v0.1 (04-2015) - Initial release for USAF Mod.
  9. Too many hyphens in the title for my taste, but let's try this anyway. I'm trying to have a plane armed with a CannonCore based weapon with multiple tracers (this is a secondary issue since it might be solved with a bit of scripting) use a turret that is operated by the pilot. The goal is to make AI and players able to land a few hits without lining up for the perfect shot and never taking it and making me scream in frustration. I had something like this (YouTube) in mind.
  10. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  11. I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
  12. I created a vehicle init script a few months ago with the purpose of automatically making the plane auto-eject pilots when the damage to the plane exceeds a certain threshold while limiting the damage to .9 for a few seconds preventing it from blowing up instantly. After a recent arma update however the script stopped working so I'm hoping that maybe someone more experienced in arma scripting can help me out with it. My current revisions (seperated with a line) of the vehicle init with comments: https://pastebin.com/XSyXyES1 I'm trying to avoid using seperate script files to make this a simple copy-paste solution for everyone who isn't that familiar with mission editing.
  13. NoSirIamNotaLobster

    Problem Taking Off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? P.S i dont know if this should go to mods category because the problem mainly occured on modded planes. Thanks guys, i appreciate every help
  14. Hi all guys! First of all, I hope to be writing in the right place. Secondly, I must say that I'm totally new to writing a config on my own, I looked for tutorials and guides and I mostly "studied", let's say, on configs of other mods. Now, my intention is to create a new black wasp II very similar to the jets dlc's one, same model, textures etc. but with the anti radiation sensors of the wipeout, just to give sead capabilities to 2035 US Navy. I've succsessfully written the config for the vehicle. Now when i try it out, all works perfectly, i can detect enemy AA on the radar of the plane and I can also lock them on and shoot them. Nevertheless, while for example with firewill f-16 squares appear on the detected targets when looking through the targeting camera, this doesn't happen with vanilla planes and with my black wasp SEAD as far as i checked. Does anyone have any idea on what the solution could be? NOTE: I'm using SEAD missiles by VTI on vanilla planes and on my plane.
  15. I Wanted to raise the question if the flight or air traffic simulators help improve aviation knowledge and could it benefit you in becoming a pilot? for example, there's this game I've discovered called (snip, -mod edit), its basically air traffic control simulator. i've linked the trailer below, let me know your thoughts:
  16. Flight Failures Mod by Jack Ost What is it ? This script allows to simulate the failures you can have in your plane or helicopter. It will stop a mechanic or electronic element like the avionic or your engine. For some reasons, only non critical failures have been implemented (so you can't loose your main rotor in helicopter). Features There is three module available in Eden Editor. Place the module that you want on your mission. This mod is server side, so you don't need to have it on client side. First module is to choose random system. The random system will give you one (only one) random failure during the mission, at any moment you can have it. It's depend on the probability that you have choosen on the parameter module (if you don't place it, it will be default parameters). So during a mission, you may not have any failure. Second module is to trigger a particular failure (or multiple) directly. You can synchronize it with a trigger to have the failure at a particular moment. For information, default parameters of the random version are :- you will have only one failure- 30% of probability for avionics- 10% of probability for one engine failure (not both if two engine)- 1% of probability to loose left rudder or right rudder OR left elevator or right elevator OR tail rotor- increase (in %) of probability as a function of the flight time (+25% in 2 hours of flight) NB : I can't test the random version perfectly, so i choose to add an option to having magic repair on your aircraft. NB2 : If your fps are lower than 10, the failure will be cancelled. Guide English Guide French Guide Download LINK here Crédits Bohémia Interactive Spyke (technical adviser) Jack Ost
  17. Hey guys i was wondering if its possible to place the jet catapult seperatly from the USS Freedome. I was trying to make a relay short runway so i thoght a catapult on a sperat runway on land would be cool. Fast help needed every answer could be helpfull :)
  18. I have made Mission with a y-32 VTOL taking off from an airfield far away from combat. This plane has 2 groups set to safe in it: One with the pilot and the co-pilot and the other one only filled para troopers sitting in the cargo room. But now when I start the mission the para trooper leader orders 8 of them to leave the plane and then orders 3 of them to get back in again (the plane has taken off already) leaving 5 outside. Something similair occurd in my mission with filled up trucks driving in a convoy. Is this a known issue or is it because the vehicle is fully loaded and therefor trying to get rid of some passengers :). I appreciate any help. Nico
  19. AutoPilot Script by Jack Ost What is it ? This addon allow to simulate airplane autopilot in the most possible realistic way on arma3. It's possible to use autopilot on any type of airplane only. Features - Manage Speed - Manage Heading - Manage Altitude - Manage Gear - Manage Vertical Speed Download Here now Armaholic or WithSix Download below Guide French Guide : Guide en Français English Guide : English Guide Crédits Bohémia Interactive Jack Ost
  20. ************************************************************ This addon is now part of a larger mod. See my signature. ************************************************************
  21. I'm inquiring as to how to give the c130 gunships from USAF mod ammo because when I use the ac 130 mode from the CAS tab, I could loiter and connect to the camera/guns, but get zero ammo. A console error led me to the file: mcc_sandbox_mod\mcc\dialogs\mcc_playerconsole3_init.sqf line 101. All i want to know is how to make ammo available for the ac130 mode under CAS tab and not the AC130 tab which spawns the blackfish...//AmmosetVehicleAmmoMCC_ConsoleACAmmo = [["20mm",_uav ammo "gatling_20mm_VTOL_01","4000Rnd_20mm_Tracer_Red_shells","B_20mm_Tracer_Red"],["40mm",((crew _uav) select 3) ammo "HE","240Rnd_40mm_GPR_Tracer_Red_shells","B_40mm_GPR_Tracer_Red"],["105mm",_uav ammo "cannon_105mm_VTOL_01","100Rnd_105mm_HEAT_MP","Sh_105mm_HEAT_MP"]];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT, ("20mm: " + str (_uav ammo "gatling_20mm_VTOL_01"))];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT2, ("40mm: " + str (((crew _uav) select 3) ammo "HE"))];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT3, ("105mm: " + str (_uav ammo "cannon_105mm_VTOL_01"))];
  22. VERSION 0.3 RELEASE -Better crew placements -New and improved shadow LOD -Adjusted CoG (Less wobbling on ground) -New interior and improved -New livery, "PT-17 Stearman Weathered" -Lowered get in points -New mod image -Added scripts -Moved PT-17 Rally and PT-17 Rally Rouge from BLUFOR and OPFOR to Civilian (sorry for any issues this may cause) -Better world model optimization -Couple other things I can't remember... *Expect an update soon, after Jet DLC is released and new documentation is added* OVERVIEW Over the past few months, I have worked on and off on a PT-17 Stearman for Arma 3. The amazing model was supplied to me by Helijah who had created it for the game Flight Gear, and, with his permission, was ported to Arma 3. With the massive amount of help by [Dust]Sabre, I was able to complete this addon. It was my first addon, so it took a while to make, but here it is! I will continue to work on it here and there, as I have a few projects I'm doing simultaneously, and try to fix bugs and issues that arise. TO DO/ WISHLIST -Add that wing walker version -Make some better textures -Add reflections, so it doesn't look so dull -Add Sabre's and my scripts FEATURES -Working instrument panel -Multiple Liveries -Custom engine sounds -Dual controls -Wreck Model -[Dust]Sabre's and my aircraft related scripts Current pictures of the model: If you would like to learn more about this awesome aircraft- https://en.wikipedia.org/wiki/Boeing-Stearman_Model_75 LICENSE The PT-17 Stearman for Arma 3 is released under Arma Public License(APL) The author of The PT-17 Steaman for Arma 3 gives no warranty. No commercial or military use etc.. DOWNLOADS (outdated) REQUIREMENTS Sabre's Aircraft Library Credits and Thanks: Hnchmc (Seymour Butz)- For bringing the model to Arma 3 Helijah- For his fantastic model and letting me use it! (Link to his Aircraft Hangar) [Dust] Sabre- For his tremendous ammounts of help (and his aircraft library)! Flanders25- Helping me with issues Alwaren- For his Blender tool box Bohemia Interactive- For their fantastic game! Class Names: "hnc_stearman", "hnc_stearmanN2S", "hnc_stearmanCanadian", "hnc_stearmanRally", "hnc_stearmanRallyRouge", "hnc_stearmanWeathered", "hnc_stearman_wreck" Last Update: April 2nd, 2017 Past Updates Change Log:
  23. I'm trying to make the superhornet plane into a VTOL by reading this: https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference#VTOLPitchInfluence So i have added VTOL=3 in the config and it works fine, but the plane is turning really slow in hover mode so i tried: VTOLPitchInfluence=500.0; VTOLRollInfluence=500.0; VTOLYawInfluence=500.0; That should in theory make the plane turn like CRAZY. but nothing happens once I'm ingame.. I tried changing the same parameters on the Apex VTOL and it works on that one (it turns like crazy) Can someone give me some pointers on why this is? Cheers!
  24. I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.
  25. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
×