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The black line problem is due to how the pixels are interpolated at the texture edges. The opposite edge pixels of the texture will be used as the 'neighbor' pixels. I attached a alpha channel comparison between the original and Ricardo's texture. In the original, you can see some narrow black area at the right and the bottom edge to prevent the black line. So, Richardo can do the same to solve the problem. I also attached a temporary fix as a zip file. Place the unzipped tga in Bazar\TempTextures. Don't forget removing the file when Ricardo has released the new version. PRIBORY-09-27.zip5 points
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Windows 7 does not make all cores run. Windows 7 (and Vista) cannot turn a single-thread process into a multithread one. What it can do is use Dx10/11 drivers which gives some advantages, as well as do load balancing on the CPU (basically hopping the process to whichever core happens to be least used). igormk, your description of the problem leads me to suspect your sound/hdd drivers - it sounds like you are affected when new sounds need to be loaded from memory. On second use of a given command the sound file will already be in memory and thereby there will be no effect. Could you furnish a DxDiag file, guidelines in the sticky about troubleshooting? EDIT: Okey. That's it Panzer. You and me, outside. This sniping has to stop! :P2 points
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In the US fighters do the overhead break for landing. Basicly they fly 2000 over the runway break to the left or right half down the runway and come around for a landing. refer to the pic below its basicly made to get jets on the ground as fas as possible to aviod enemy fire2 points
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Разослал тестерам миссии для предрелизного теста кампании "Отряд Вергеева".2 points
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О да.. Напряженный полет в зону боевых действий, постоянный мониторинг обстановки, береза, илс, приборы... Захват! Противник прямо по курсу, маневры на предельной перегрузке, сброс ДО ЛТЦ, помеха, бешеные маневры, Береза, разрывающая от пусков по тебе, надо ближе к земле, в горы.. Пытаешься высмотреть противника через темноту, застилающую глаза на перегрузке, безумный спринт меж острых скал и ущелий.... Резкий рывок в небеса и противник оказывается у тебя в захвате!!! Пуск ракеты! Мимо.. Пуск второй! Мимо.. Противник тоже хочет жить и изрыгает облака пиропатронов в бешеном танце, пытаясь увернутся от смертоносных стрел.. лихорадочно перебираешь кнюпелем подвески, выход на благоприятную позицию, доли секунды.. снова Пуск!! Ракета, вспыхнув факелом, растворяется в синеве, сердце рвется из груди и затаив дыхание, ты вцепляешся взглядом в точку, мечущуюся на ИЛС!!!! Взрыв! и точка жирно расчерчивает небо черной полосой, устремившись вниз, горящим угольком... И вздох облегчения, вырывающийся из груди.. И кто-то из домашних, вскрыв замок врывается в комнату и дает тебе люлей, отлучая от полетов на неделю, потому что у тебя неисправленная двойка, и классрук написала в дневнике что ты спишь на уроках )) :D2 points
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ONE NOTICE AHEAD Before you go through following steps to isolate a controller issue - You sure want to have a look in this attached PDF: Controller Setting info from GUI manual and make sure that you don't have a double assignment of one axis/button that is causing your problem. and another note : Microsoft SideWinder FFB 2 adjustment : You have missing/messed up your default key/button bindings inside DCS?! Read/follow this : First some Fundamentals: You individual controller profiles that are currently in use are stored in this path: C:Users>YOUR USERNAME<Saved GamesDCSConfigInput.. It is advisable to make a backup of this folder before you 'fiddle' around with them. !!! Using profiles from others without knowing in which exact DCS version they are created should be done only with high caution and make a backup beforehand !!! How to reset a 'messed up' keyboard profile to default: Delete/move this both files : 1. ..DCS WorldConfigInputAircraftsbase_keyboard_binding.lua 2. ..DCS WorldModsaircraft'sFlaming CliffsInput>your plane/module and mode<keyboarddefault.lua. Than run a DCS-Repair, so you are 100% sure to use the latest default files. Than Follow the youtube instruction. Example for the A-10C Sim Keyboard - you may want to do this after a DCS-update, because the default list got some new key commands that where not there before. Missing/'greyed-out' bindings and how to make them assignable again >>> http://forums.eagle.ru/showthread.php?p=1850626#post1850626 or simply delete the input for a specific module/plane out of your C:Users<YOUR-LOGIN>Saved GamesDCSConfigInput folder . It will be restored to default when you restart DCS World. A summary of the default keyboard bindings in DCS World >>> DCS World Keyboard Charts ...Still everything 'not right' and not working? --OK, now read on: I want to introduce you to some tools I'm using since years to maintain my controllers:http://www.wingmanteam.com/ Even if is driven by logitech it is not only for controllers of this brand. Some game controllers don't allow you to recalibrate them in windows or correspondent in a crazy way and you are not able to localize/fix the problem with the windows on board controller utilities - in most cases you are forced to uninstall them/erase them from the registry. So I want to put your attention on some tools from the Wingmanteam I'm using successfully since years to localize my problems with a various range of controllers. This tools should not be missing in a virtual Toolbox of every flight simmer! #1 DXTweak This tool helps you to analyze your problem and you can monitor the Raw data and and the corresponding movement of your axis. And it also allows you to tweak some settings. #2 Clear Calibration Utility This tool clears/erases the stored calibration of a controller out of the registry from windows - so it calibrates again after you used the "one click" tool and reconnected your controller. This helps especially if you have a "missing range" in your axis or it is not centered properly. 3# JoyIDS Utility 4# Poswdm Utility You will find these tools all on http://www.wingmanteam.com/latest_software/gadgets.htm I seen here on the forums many people like having problems with not centered controls or they work not in the full axis range as they should. I hope this tools help you as they help me. They saved me a lot of time in finding out the what caused a controller problem an giving me back again the trust in my flying skills.:) 5# TM-Warthog Calibration: >>> Can You Calibrate Warthog? 6# G940 Force-Trim 'fix' >>> G940 Trim Workaround The tools above should you enable to analyse/fix all common problems. Whatever - sometimes a Controller isn't recognized any more properly - so please use the tool that follows as a least resort: Still incomplete and something I forgot to cover ? Please tell me! If you found this useful you may want to check also this: Zoom-In/Zomm-Out on PAC1 to make your life easier ! How to unchain the rudder from trim in DCS-BlackShark How To: Remove centre detend from Saitek Pro Flight Rudder Paddles1 point
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I'm working on a tweak guide for DCS Blackshark. I think it would be nice to have a good guide for the community seen that information about this topic is all over the place. For this, I need your support! I would like to see if anyone can add missing things and test settings. Note that the tweak guide is not fully ready yet. I'm still about to add city tweaks, as these often give the biggest frame rate issues. Thanks in advance! DCS Black Shark Tweak Guide Alpha Version (Edit: Right click and save if you use Internet Explorer, you need winrar to exctract the word file)1 point
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1. If you have low resolution ground textures mixing with high resolution ones at the same distance, (http://forums.eagle.ru/showpost.php?p=864773&postcount=9) you can try the "back" entry setting in graphics.cfg under the "OldLandNoise" section , changing to values from 20000 - 30000 2. If you have annoying shimmering and an ATI, the only way to reduce it is increase AA method to SuperSample 3. If you have tear-ups / waving, and v-sync in your VGA drivers control panel doesnt do anything, you can try reduce the "maxFPS" in the graphics.cfg to a number lower than your monitor refresh rate. With my Radeon 5850 and 60 Hz screen, vsync doesnt do anything. MaxFPS slightly less or equal to 60 doesnt reduce the tearing / waving either. The only values that reduce (but not totally eliminate) tearing-up / waving are values under 50 which reduce though also the overall smoothness feel of motion (i just happen to be of those people who can feel differentlty a 80-100 fps motion than 40-50 fps. To me is , how can i describe it, like the visual impression 100+ Hz tv sets give you comparing to conventional sets) It also appears to me that the tear-up / waving that myself is experiencing at least, is related to what i call "micro-stutter" a typical feature of the LO series .... When this stutter increases, becomes tearing-up /waving like a lack of V-sync. update: Another thing that you can try which has worked for me, eliminating completely the tearing-up / waving (thus make v-sync working) is to try disable the full screen option in the FC2 graphics settings. Οr you can try the D3DOverider that comes bundled with RivaTuner ( or as stand-alone : http://www.filestube.com/b19df7f1192f285103e9,g/D3DOverrider.html ). This enables vsync with full screen and also triple buffering with DX which they claim improves FPS with vsync on. 4. if you happen to have significant FPS drop when near clouds you can try alter the CloudThreshold entry at the end of the graphics.cfg. Increasing that from the default 0.03, seems to straight things up for some people, some suggest a value of 1, some 2. I havent had this issue myself with my 5850. 5. If you have moving vertical bandings on mountains / hills on the horizon, they say its related to cloud shadows, and the only way so far to fix it is to use a tekateka's mod that unfortunately disables i think also the cloud shadows cast on terrain . You can read and find it here http://forums.eagle.ru/showthread.php?t=52400&page=2 .1 point
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I think this looks really cool. What you think?.:megalol::) http://www.airliners.net/photo/Russia---Air/Kamov-Ka-50/0915488/&sid=d31804bda76ca5bd296589c4a042cc001 point
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Yes ... true! I have fix with new modalLOD file ... there was some nubers that with mixed order...first number biger then secund. When I was change some numbers in that file, I was using Replace option ... Thank you all one more time :thumbup:1 point
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We at the 51st PVO Regiment would like to thank the 3GO team for this outstanding model! We just completed our skin pack and are enjoying the Su-27 more than ever :D Keep up the good work and THANKS! :thumbup: Due to restrictions in the PVO budget, many of our aircraft are not being washed up and re-painted very often ;) Enjoy! See you in the skies! S!1 point
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"Да нет, это ты у нас умный, а мы так, погулять вышли" (© Жеглов, МВИН).1 point
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ПЕРЕВОД: Если ты даешь игроку то что в реале "исключение" то это позволяет игроку уходить от ракет 100%, и тогда симуляция становится "использование этого исключения как обще принятым стандартом" и у нас становится не реалистичный В-В симулятор а аркадный.1 point
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вот вы глупые, смотреть картинку в моем посте, второй пилот мог бы заниматся средствами поражения наземных целей, один Су-30 в небе - мини ДРЛО, командный самолет, это все мог бы выполнять второй пилот... собрались тут контер страйщики и пишут свою квейк теорию, читать смешно, уроки сделайте сначало...1 point
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протворечат потому что просчитываемая траектория ракеты не соответствует той, которую визуально наблюдает цель - эту проблему с кондачка не решить - либо занижать дальность срабатывания взрывателя. Целеуказание можно осуществить из режима строб, шлем, ВС1 point
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igormk, if you could start here please: TROUBLESHOOTING - Help us help you. I think a full DxDiag report would be in place. Also: - Just for the sake of it, try use some other missions - and SP vs MP. Some mission have been troubled for some users earlier, not that I remember which missions it was. So just try a variation. - Win 7 and drivers. It's essential that you have Chipset + Sata drivers up & running from your vendor. Otherwise you will experience just the things you experience right now. Let start here and have a look at your DxDiag next. And dont be afraid to have a read at the rest of the posts, there may be other things that applies to you there. :)1 point
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Форсаж. Следить за заполнением березы у вас на это есть буквально секунда. Если береза заполняется вяло то энергии у ракеты совсем мало, в таких случаях в зависимости от тактической обстановки можно отвернуть вправо/влево не теряя захват цели и создать отрицательную вертикальную скорость (тангаж ~-30). Мертвые зоны у березы есть... но вы их должны изучить и не подставляться так чтоб возможные пуски ракет шли в ваши мертвые зоны СПО... Если береза заполняется быстро. Отворот с Пу ~5-6 вплоть до 180 градусов с потерей высоты вплоть до H=~200м (курочки на 200 метрах летают) на протяжении маневра отстрел ловух. После выхода из маневра можно опять пойти в набор высоты чтоб полностью исчерпать энергию ракеты. После того как вы избавились от ракеты можно либо ложится на боевой либо выйти из зоны действий и заново строить вход в соприкосновение с противником.1 point
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Парни! именно глядя на такие выступления начинаешь верить, что все эти часы зубрения мануала и многие бессонные ночи, когда нибудь позволят летать на вот таком же уровне! Браво!1 point
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Hi guys, Just a few screens of FC2.1 point
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to make a long story shoort, yea no mods, just my own F-5 trainer skin that I'll release this week, I just opened up my ATI control panel (Catalyst Control panel), make sure that u got.. Anti aliasing at 4x (or Higher), and Antisotropic Filtering at uhm 4x in Colors -> 3D setting, I lowered the Gamma from 1.00 to 0.95 or 0.90 lowered the brightness to -70 (from 0), raised the Contrast to 175 (max is 200). then u go to the screen settings-> Aviveo color setting. decreased the Saturation from 100 to 46 (so Lockon dosent look so extreme colorfull anymore) then theres a color setting called Temperature, I switched it up from 6500k to 7500k and boom thatz it.. New Lockon FC 2.0 AHHAHahah1 point
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Show TAS speed is need to know the target speed. for example: You are flying at SL while locking a target in a higher flight level that you are pursuing. You are flying at 500IAS and him at 470. are you catching him? Maybe not, he could have a greater TAS because he is flying higher even with lower IAS. That is why in BVR modes your TAS and target TAS are displayed on HUD. Of course in visual combat modes IAS is displayed. Ok, But why not to show target IAS refered to your flight level instead to target flight level? Because you maybe have a wingmen flying in another flight level and he needs the target speed. If you telling him the target IAS refered to your FL or target FL could have no sense. That is why you need true speed1 point
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It's nice, i had similar idea, but i wanted write completely new trigger editor. My requirements are simple. It should extract units on both sides and group them by type (group, air, sea ...) At the beginning when i create trigger on one client aircraft, i should be able clone it by one button click to all client aircrafts on the one side. It should contain also generating simple trigger pattern for random group generation. (I mean the flags should be used automatically and validated they are not used for anything else) I'm c++ developer, no VB, currently using Qt 4.6 Framework. Unfortunately i'm too busy to start write it. If anyone has same plans lets start it together.1 point
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привет Вася ! в реальном полёте есть такое понятие , как взаимодействие экипажа , и к в с перед вылетом определяет , кто пилотирует , кто ведет связь , навигацию и всё это пишет самописец , и всё очень жестко контролируется1 point
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A couple of questions after playing online for a while: First, does the real F-15 have no way to screen jammers off the radar? With everyone jamming online, HOJ kills are pretty effective, but the problem is when a target is on the same bearing off your nose as a jammer. You can see the plane on your radar, he will be 'under' the jamming bars, but you cannot lock him. You will only ever lock the jammer, even if you bring the designator directly over the plane. I can't imagine the F-15 (or any plane) being susceptible to this is reality. If it in fact is, keep things as is, but if this is not the case in the real fighter, I think this should be addressed in the upcoming patch that will fix the F-15's super turn rates. (I haven't had this issue with the Su-27 or MiG-29, but if the same occurs with them, and it's not realistic, it should be fixed too.) Second thing, when in TWS, why is it impossible to see some targets? I understand that TWS is inferior in ability to other radar modes, but they can be coming head on at altitude (which is pretty much ideal) and I can switch between TWS and RWS and only see the radar hit in the latter. Is this just a result of the way TWS is simulated, or is there some basis for this in reality?1 point
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TWR of Russian birds is correct. And ... read the thread before posting in it.1 point
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The photo shows the damage incurred by a T-38 aircraft after a black vulture strike. (U.S. Air Force courtesy photo) The photo shows the damage incurred by a T-1 aircraft after a black vulture strike. (U.S. Air Force courtesy photo)1 point
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The QFE reading tells you air pressure for calibrating your altimeters (not used in FC2). QFE settings will make you read 0 barometric altitude at runway level, QNH makes you read 0 barometric altitude at median sea level. Runway 13 = the runway direction that has you flying at course 130. Each physical runway therefore has two such ID's, one for each direction. Visual ID through the numbers written on the runway. Pattern altitude ~1500 feet. (Altitude for entering the landing pattern.)1 point
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Триллер это про то, как у попугайчика трилл(корм такой, попугаечный) заканчивается, и он встаёт на тропу войны :)1 point
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Maybe if you hadn't dug up a thread almost three years old the image link would still work! :music_whistling:1 point
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рифма никакая, домушники снова зашли в интернет...1 point
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I can't rep you again yet, thoug I'd like to add - SPJs are not modeled in FC, only a simple range jammer. With SPJs we would not have a problem with seeing contacts in search modes - rather, they'd break your lock (or try to anyway) if you tried to go STT on them. Further ECM coverage is not properly simulated - for example the F-15C has a 360 deg coverage, but Su-27 +/- 60 deg front and back (no coverage on 3-9). Further, only one ECCM mode is modeled, and it's missing most of the capabilities it should have anyway: Angle-On-Jam. Why is all this stuff missing? It's a survey sim, that's all. In FC, American radar, Russian radar, all made in Taiwan ;) Personally I am hoping we'll see more detailed electronic warfare modeled in DCS. :) As for TWS vs RWS mentioned above (not by Total) ... what? Scan rate of TWS and RWS are the same in the real-world jet, but no, the differences between those modes are not propely simulsted currently.1 point
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IRL - ECM coming in on (example) a bearing of 010 will impede your ability to see any other contacts clearly on that bearing. It's a tactic commonly used when an aircraft like the EA-6B is flying above and behind a group of strike aircraft heading which are headed into a hostile zone. The EA-6B will employ ECM on the hostile targeting radar and mask the strike group which is on the same bearing as the EA-6B. As far as TWS - what Crunch said :)1 point
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Hi Exorcet. I have no real good knowledge of the APG-63 radar's handling ability of ECM contacts, but you have to figure that ECM actually does serve a purpose to disrupt radar images and to make contacts eratic on the display. Like you say, TWS has a disadvantage and that is that it's scan rate is not as high, and it relies on memory instead until it scans the same area again. I see the same behaviour as you in TWS, but as the contact closes in, the TWS will not lose contacts so quickly. Try using TWS in narrow mode to scan, and once a contact is bugged, switch to wide 120 degree scanning so you can turn freely without losing the contact. Narrow mode will scan twics as fast. RWS should theoretically work better in RL and now it does in FC2 as well which is good. Don't forget to use PRF modes in RWS that are now modelled in the F-15 in FC2. Works just like the RUS aircraft.1 point
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Я думаю ты прекрасно понимаешь, что никто не пытается опровергнуть слова, что активная ракета лучше. Так есть в в реале, так было в ЛО1. Просто вы в ЛО2 реализовали эту ракету слишком уберной. Даже в ЛО1 мало кто из пилотов уходил от пары активных ракет пущенных одна за другой в сети - около 10% пилотов могли это сделать без отворота. В ЛО2 думаю это 1-2%. Но не это главное. Я не специалист в координаторах и прочей электронике и мне вряд ли стать им. Но приведу несколько логических доводов. Скорее всего они уже приводились, но все же. 1. В ЛО2 при захвате на ИЛС определяется ПР по маневренной цели и ПР по не маневренной цели. Причем расстояние на котором выдается ПР по маневренной цели раза в три меньше чем по неманевренной. Я считаю, что в реальной жизни это сделано потому, что СПО не может с такой точностью, как в ЛО определять пуск ракеты и цель возможно продолжит полет с той же траекторией, тогда попадание неизбежно. Что же мы видим в ЛО пуски пары ракет с 40 км (до дальности ПР по маневренной цели еще далеко) в сети приводят к попаданию в 95% случаев если цель не отвернула, но проводит активное маневрирование. 2. Этот довод уже приводил уважаемый Volk. Нафига вешать пушки на самолеты, если ракеты имеют такую фантастическую эффективность? А все в мире продолжают вешать пушки и тренировать БВБ. Это что просто так, ради развлечения, обладатели супер-оружия тренируют организм на перегрузки,отрабатывают противоракетные маневры, жгут топливо и изнашивают матчасть? Для чего они это делают? 3. Попробуйте разогнать самолет, скажем су 25 или СУ-25T до 1000, где как я понял более менее реализовнa ФМ, потом выключить двигатель и совершить пару резких маневров с хорошей перегрузкой да еще с набором высоты. Он очень быстро потеряет скорость.. Ракеты в ЛО2 ведут себя далеко не так с выключенным двигателем они маневрируют очень даже успешно. Согласен что они могут переносить перегрузки в 20 и более едениц но после такой перегрузки они должны потерять всю энергию и способность к дальнейшему маневрированию. Следовательно ракета пущенная с 40 км какая бы она не была, вообще не способна попасть по цели если цель, знает о пуске и совершает активное маневрирование. 4. Реакция ракет на ловушки. Тут тоже вопрос интересный. Самолет сыпет ловушки и на радаре у ракеты должны создаваться кратковременные ложные цели, да возможно эти цели быстро исчезают, но это все равно должно на короткое время сбивать любую ракету с толку и влиять на точность ее наведения. 5. Прожиг помехи. Мне так и не ответили на мой вопрос по поводу прожига. Хотя возможно я пропустил ответ, если так дайте ссылку на этот ответ. Мне не понятно почему увеличили, дальность прожига? Многие специалисты считают, что с совершенствованием средств РЭБ, ДВБ вообще исключен. Что косвенно подтверждает факт, что большинство побед с помощью ракеты аим 120 было одержано на расстоянии визуальной видимости, или с небольшого расстояния, никак на 40 км. 6. Мне не понятна позиция и реакция ЕД на критику. Почему вы воспринимаете ее как какие наезды удаляете посты и переносите темы. Вас никто не оскорбляет, люди высказывают свое мнение относительно ЛЮБИМОЙ игры, которой они отдали немало своего времени и эти люди, по крайней мере некоторые, хотят повлиять на то, какой будет их любимая игра в будущем. И они высказывают свои мнения и пытаются предоставить доступную им информацию. Я бы не создал это сообщение, если бы не знал, что будет патч. 7. Добавлено. При эффектвности 120 ракеты как в ЛО2, наши вероятные друзья, приостановили бы работы по модернизации ракеты аим-9. Ибо она практически не востребована в ЛО2. Логический вывод в итоге - в реале 120 ракеты попадают не так хорошо как в ЛО2. Хочу призвать всех пилотов корректно высказать свои аргументы и выложить имеющуюся информацию, на тему вышеперечисленных вопросов.1 point
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The thing about the mission editor is that it really does allow for so much to be accomplished, but the tools available are the simplest of simple. To create dynamic and complex missions you really need a ton of triggers. It becomes a question of time. The more time invested in a mission the more dynamic/random the location of enemies can be. I think the biggest crutch to dynamic/random gameplay within the current mission editor is the AI. No matter how you look at it the AI follow a very specific set of rules. They act in a very linear fashion with no room for error. If you take out a bridge they don't have the common sense to find a way around. Air units fly their pre-defined waypoints until they die, run out of fuel, or complete their flight. I will be overjoyed once alternative waypoints can be added... even for players. Tflash's example of a moving OSA can be accomplished currently, but requires a new group and a trigger each time you want to move it. To move just a single unit 10 times you'd need 10 triggers and 10 units. And thats if it does the "puzzle based" motion. If you want it to be random... well each choice is a new unit and a trigger. nomdeplume summed it up really well, there is no in-game continuity. That is killer in SP when you fly from the same base and deal with the same threats. And flying the same mission or playing the same level in a first person shooter always comes down to being a puzzle. The trick is to have the capability to throw a wrench into the players established norms. In single player this means have very rare random triggers. In multiplayer it just takes 30 minutes for the mission builder to change a few things and not tell anyone. For what I've done with triggers online ... The two missions in the 3Sqn server are Dynamic in their own little way. A New Battlefield has a 4 random choices for the different layers of sam defense. Outside of that, its like a normal mission you'd see in FC1.12. The ground targets are always in the same location, the sam threats change... but if you play it enough you will learn which setup loaded. Its a good trick, the more of em you use the more random it could be. Just think... to have 4 random locations of tanks, 4 random APCs, 4 random IGLAS, and 4 random Shorads you get some pretty random results... but 4 times the normal number of units and 6 triggers for each random group type you want to place. Capturing Maykop is mostly "repeatable" triggers. The entire mission is built around the idea of allowing itself to reset the mission into a neutral state. Meaning that the base can be captured and recaptured several times without the need to restart the mission. Within each stage of sam defense at maykop is identical to one another, with the only difference being location. In the mission there are several copies of the same aircraft that fly the same mission at the same time. The only difference is a specific flight is activated when its supposed to only if the previous flight is dead. There are 14 copies of the same convoy for when the airspace is captured and 5 copies of the first supply transport. My goal for making MP missions is to do something unique each time with the triggers and to put them in an interesting scenario. But also to show everyone in the community what is possible in the hopes of all of the MP servers to develop and adopt their own complex ideas to try to outdo the previous best mission. It will take time. But I look forward to what others will try to do to raise the bar.1 point
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Hi All! I'm even now working on the wing and all parts of that. At the last weekend I tested the animation with slider modifier tool on flaps and engine succesfully, so it will be easier move to actually position to plugin. And finally some new pictures from this section of project: / I have knowledge of joint gap on the 1-2. pic, i repaired it. :) / Pls, see the pictures and tell me your perceptions, Thx. Regards, Krieger1 point
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У меня сначала это тоже было на оси, но потом оказалось, что с этой осью я все время гоняю двигатели на максимуме, правильную позицию для нормального полета гораздо удобнее выводить кнопками. В реале-то там защелка есть, дальше которой "ось" просто так не повернешь, а на джойстике - запросто.1 point
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ну пришлось пару джойстиков разобрать... фигле1 point
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