Leaderboard
Popular Content
Showing content with the highest reputation on 07/31/24 in all areas
-
Hi, two screens from Whiplash, showing in progress work for the A-1 Skyraider. Kudos to @seabat for the nice liveries!8 points
-
OK Guys I believe I got it, I looked into some stack chains and memory dumps : for the F-22A, try this, I cannot fix the systems and controls missing, that's up to the person that compiled the LUA.: But I was able to load into the cockpit, Set the axes and switches, control the aircraft switch modes, fire the cannon, IR and RDR Missiles, etc, use the MFDs, toggle FCS Modes, deploy the gear and land without issue. Backup your F-22's Entry.lua, and Select all and paste the code below. --[[ DEFINE MODULE ID ]] self_ID = "F-22A by GrinnelliDesigns" --[[ DEFINE MODULE START ]] declare_plugin(self_ID, { --[[ DEFINE MODULE IMAGE ]] image = "FC3.bmp", --[[ DEFINE INSTALL STATUS ]] installed = true, -- if false that will be place holder , or advertising --[[ DEFINE BASE DIRECTORY ]] dirName = current_mod_path, --[[ DEFINE DEVELOPER NAME ]] developerName = _("GrinnelliDesigns"), --[[ DEFINE DEVELOPER LINK ]] developerLink = _("https://grinnellidesigns.com/"), --[[ DEFINE MENU NAME ]] fileMenuName = _("F-22A"), --[[ DEFINE DISPLAY NAME ]] displayName = _("F-22A"), --[[ DEFINE SHORT NAME ]] shortName = _("F-22A"), --[[ DEFINE VERSION ]] version = "MK II", --[[ DEFINE INSTALL STATE ]] state = "installed", --[[ DEFINE UPDATE ID ]] update_id = "F-22A", --[[ DEFINE MODULE INFO ]] info = _("F-22A Raptor Mod by GrinnelliDesigns"), --[[ DEFINE ENCYCLOPEDIA ]] encyclopedia_path = current_mod_path..'/Encyclopedia', --[[ DEFINE MODULE RULES ]] rules = { ["F-15C"] = {required = true},}, --[[ DEFINE BINARIES ]] --binaries = --{'F22_EFM'}, --[[ DEFINE THEME FOLDER ]] Skins = {{name = _("F-22A"),dir = "Theme"},}, --[[ DEFINE MISSIONS FOLDER]] Missions = {{name = _("F-22A"),dir = "Missions",},}, --[[ DEFINE LOGBOOK ]] LogBook = {{name = _("F-22A"),type= "F-22A",},}, --[[ DEFINE INPUT PROFILES ]] InputProfiles = {["F-22A"] = current_mod_path .. '/Input/F-22A',}, --[[ DEFINE INFO CLOSE ]] }) --[[ DEFINE MODEL PATH ]] mount_vfs_model_path(current_mod_path.."/Shapes") --[[ DEFINE MODEL PATH ]] mount_vfs_model_path(current_mod_path.."/Cockpit/Shape") --[[ DEFINE LIVERIES PATH ]] mount_vfs_liveries_path(current_mod_path.."/Liveries") --[[ DEFINE TEXTURES PATH ]] mount_vfs_texture_path(current_mod_path.."/Textures") --[[ DEFINE TEXTURES PATH ]] mount_vfs_texture_path(current_mod_path.."/Textures/F-22A.zip") --[[ DEFINE TEXTURES PATH ]] mount_vfs_texture_path(current_mod_path.."/Textures/F-22A_Cockpit.zip") --[[ DEFINE TEXTURES PATH ]] mount_vfs_texture_path(current_mod_path.."/Textures/Clipboards") --[[ DEFINE TEXTURES PATH ]] mount_vfs_texture_path(current_mod_path.."/Textures/Cockpit Photo") --[[ DEFINE TEXTURES PATH ]] --mount_vfs_sound_path(current_mod_path.."/Sounds") --caused an error --[[ DEFINE EFM CFG PATH ]] --local cfg_path = current_mod_path .. "/FM/F22A/config.lua" --[[ DEFINE EFM DO FILE ]] --dofile(cfg_path) --[[ DEFINE EFM SELF ID ]] --F22A[1] = self_ID --[[ DEFINE EDM BINARY ]] --F22A[2] = 'F22_EFM' --[[ DEFINE EFM CFG PATH ]] --F22A.config_path = cfg_path --[[ DEFINE EFM OLD VALUE ]] --F22A.old = 6 -- SU27-3, SU33-4, F-15-6, SU25-54 --[[ DEFINE F15C EFM CFG ]] --local cfg_path = DCS_ROOT_PATH .. "/FM/F15/config.lua" --[[ DEFINE F15C EFM DO ]] --dofile(cfg_path) --[[ DEFINE F15C EFM ID ]] --F15FM[1] = self_ID --[[ DEFINE F15C EFM BIN ]] --F15FM[2] = 'F15' --[[ DEFINE F15C EFM CFG ]] --F15FM.config_path = cfg_path --[[ DEFINE F15C EFM OLD ]] --F15FM.old = true -- ADD LINE BELOW FOR DCS 2.9.6 --[[ DEFINE F15C OLD INDEX ]] F15FM.old = 6 --[[ DEFINE WEAPONS DATA ]] dofile(current_mod_path.."/Weapons.lua") --[[ DEFINE VIEWS DATA ]] dofile(current_mod_path.."/Views.lua") --[[ DEFINE VIEWS SETTINGS ]] make_view_settings('F-22A', ViewSettings, SnapViews) -- ADD NEW DEFINITION FOR DCS 2.9.6 --[[ DEFINE FLYABLE AC ]] MAC_flyable('F-22A', current_mod_path..'/Cockpit/Scripts/', F15FM, current_mod_path..'/comm.lua') -- OLD MAKE FLYABLE STRINGS --make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',F22A, current_mod_path..'/Comm.lua')--THIS IS THE EFM BULL<profanity> --make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',{nil, old = 6}, current_mod_path..'/Comm.lua')--F-15 = 6 ------this is the F-15 SFM VERSION --make_flyable('F-22B',current_mod_path..'/Cockpit/Scripts/',{nil, old = 54}, current_mod_path..'/Comm.lua')--SU-25T --make_flyable('F-22C',current_mod_path..'/Cockpit/Scripts/',{nil, old = 4}, current_mod_path..'/Comm.lua')--SU-33 = 4 SU-27 =3 --make_flyable('F-22A',current_mod_path..'/Cockpit/KneeboardRight/',{nil, old = 6}, current_mod_path..'/Comm.lua') --[[ DEFINE AIRCRAFT DATA ]] dofile(current_mod_path..'/F-22A.lua') --[[ DEFINE AIRCRAFT DATA ]] --dofile(current_mod_path..'/F-22B.lua') --[[ DEFINE MODULE FINISH ]]plugin_done()6 points
-
6 points
-
Creating a thread for visibility and cc @BIGNEWY. I received confirmation from Meta that the issue in their runtime preventing usage of OpenXR API layers such as OpenXR Toolkit, will be fixed in v69, and they are taking steps to add specific tests for this scenario5 points
-
Presenting, The Medical and Battalion Aid Add on Injured in Battle? Take a bullet while on Patrol? We have you covered! Just ask the Team for medical aid! WIP The The Mobil Army Surgical Unit Features, A OR with, Animated surgeon Animated nurse Amputation saw IV. ---------------------------------- A WWII Morgue ----------------------------- Medical Staff ----------------------- Mash 4077 ------------------- Battalion Aide And more! The Amputation OR will come soon! https://www.dropbox.com/scl/fi/c787ph8iswhra0h581rh2/Medical-and-Battalion-Aide-V2.9.61.zip?rlkey=v7pqap024ecm0t8vi8jx7x18j&st=vcmj3f1w&dl=0 Performing CPR Many have bones, which are not broken! The 4077th WIP!5 points
-
Hi, Wonder how I never saw this thread on this Forum ... I used to love bikes, but after I damaged my right knee with my last bike I decided no not risk it anymore, sold it and have never ride again ,,, but the pics here did give me a lot of nostalgia My first bike was a Chilean one, a Motochi 50cc of 1970-73. I don't have a photo of mine, but the model was like this: On 1975 we replaced it with a Suzuki TS-50 that I shared with my brothers .. again, I don't have a pic of mine, but it was like this one but in blue: On 1982, shortly after I got my first job, I purchased a 1977 used Suzuki GT-750 ... great bike, with quick acceleration in spite of its weight, this time I do have a pic of my own: then I married and sold the bike to buy a car for my own new family ... so 10 years passed by, when on 1992 I purchased a 1985 Honda VF-750, this one, with my eldest daughter: My last bike was again bought 10 years later, this time back to Suzuki, with a GSX-1100F, this one: I still miss her, great bike for me and one of the quickest on my small city at the time Thanks @sirrah for the memories5 points
-
Christ. It's ironic, don't you think? All these emotional over-exagerrated expressions, insults and superlatives to criticize Jester being too cartoonish, emotional or incompetant. Amazing how many of the rest of us get on with using him - quite succesfully by the way - whilst being cogent of his limitations. And I'm talking Jester 1.0; we're doing ok whilst not even benefitting from the improved coding of J2.0. Of course it's SOOOO easy to program an AI that's integrated into a virtual avionic system and aircraft; surprised you haven't done it better yourself yet. And to attempt make him a vaguely human character rather than a DCS equivalent of a talking teasmaid... simplicity itself. But of course, I'm sure you could do that on that on back of a knapkin in your lunchbreak... Suggestion - take your own advice and dial back the emotion; try to show some respect to some of the hardest working devs in DCS and learn the difference between feedback and criticism. Right now, you're being a douche.5 points
-
I personally did not have any issues, It was noted because a few other users were having issues: https://forum.dcs.world/topic/252855-f-22a-raptor-mod-enhancement-mod/?do=findComment&comment=54934095 points
-
Bonjour à tous, Je suis ravi de vous présenter notre mod Rafale dans sa version Bêta pour DCS (Digital Combat Simulator), qui apporte une expérience de vol réaliste et immersive avec l'un des chasseurs les plus emblématiques de l'aviation moderne. Caractéristiques du Mod : Modèle 3D détaillé : Le Rafale est modélisé avec précision, offrant des textures et des détails réalistes. Large éventail d'armements: Missiles AIR/AIR (MICA IR,MICA EM, METEOR). Bombes guidées (AASM). Missiles AIR/SOL (SCALP, EXOCET) Canons Cockpit interactif : Un cockpit en partie fonctionnel avec des instruments réalistes basé sur ceux du F18 et des commandes interactives. Dépendance du mod: Notre mod est basé sur le module F18 de DCS il est donc nécessaire de le posséder. Variantes Disponibles : Rafale B : Version biplace Multicrew pour l'aviation de chasse, conçue pour l'interception et l'attaque au sol. Rafale C : Version monoplace, optimisée pour des opérations aériennes. Rafale M : Version navale, conçue pour opérer depuis les porte-avions. Installation : Pour installer le mod, suivez ces étapes : Téléchargez le mod depuis notre discord : Téléchargement du mod Extrayez le Mod Dans OVGME et activez le. Si vous ne le possédez pas un tuto ce trouve ici: Tuto OVGME Lancez DCS et sélectionnez le Rafale dans le menu des avions disponibles. Notre mod Rafale est un excellent ajout à DCS, que vous soyez un pilote chevronné ou un novice. N'hésitez pas à partager vos expériences et vos astuces dans les commentaires ! Bon vol à tous ! Hello everyone, I am delighted to present the Rafale mod for DCS (Digital Combat Simulator), which offers a realistic and immersive flying experience with one of the most iconic fighters of modern aviation. Mod Features: Detailed 3D model: The Rafale is accurately modeled, offering realistic textures and details. Wide range of armaments: AIR/AIR Missiles (MICA IR, MICA EM, METEOR). Guided bombs (AASM). AIR/SOL Missiles (SCALP, EXOCET). Guns. Interactive cockpit: A partially functional cockpit with realistic instruments Base of F18 and interactive controls. Mod dependency: Our mod is based on the DCS F18 module, so it is necessary to own it. Available Variants: Rafale B: Multi-crew two-seater version for air combat, designed for interception and ground attack. Rafale Single-seat version, optimized for air operations. Rafale M: Naval version, designed to operate from aircraft carriers. Installation: To install the mod, follow these steps: Download the mod from our discord: Mod Download Extract the mod into OVGME and activate it. If you don't have it, a tutorial can be found here: OVGME Tutorial Launch DCS and select the Rafale from the available aircraft menu. Our Rafale mod is an excellent addition to DCS, whether you are an experienced pilot or a novice. Feel free to share your experiences and tips in the comments! Happy flying to all!4 points
-
Currently, the mouse uses the VR headset as its reference frame, which makes it difficult to click accurately unless you keep your head perfectly still. I believe the more logical reference frame should be the cockpit itself, similar to the desktop mode, where the mouse does not move with your head regardless of head movements.4 points
-
4 points
-
4 points
-
It's so, so much fun. I've been waiting for this plane for so many years. I'm Japanese, and there's a manga in Japan called "Phantom Burai." I fell in love with the Phantom through this manga. It's difficult to fly, but it's also a lot of fun to learn. *If the DCS replay was more reliable, I'd be able to enjoy watching the replay, but that's the only thing that's disappointing. I loved it so much that I immediately made a skin. XD4 points
-
4 points
-
Most of the mirrors in the Phantom are mechanically locked and cannot be tilted IRL. You can easily see that in the 3D model as well if you check its back. Some can be adjusted very limited by ground crew, not inflight. This will be made available by us eventually. Tiltable mirrors are a bit complex to setup on the technical side. Regarding the default angle, I have to check back with the SMEs, but I vaguely recall that they have been used mostly to check flight control surfaces and not to spot enemies behind you or similar. As in, I believe it was supposes to have such an angle - but I will doublecheck it, its been a year or so already :)4 points
-
AFAIK, they (ORT) released their fixes to ED for integration testing a couple of weeks ago, so it is (currently) out of their, and in ED‘s hands to finalize and publish. I understand that you are frustrated (it has been way too long for an update), but currently we wait for ED, not ORT.4 points
-
4 points
-
Early next september, I'll be hitting 20 years of exclusive motorcycle riding A recurring theme over those 2 decades: First bike, GSX-R 750 SRAD 1998 bought 2nd hand, owned almost 2 years / roughly 22000km 2nd bike, GSX-R 750 K6 2006 Bought new, rode for over 12 years, 95000km when she died (she was old and worn) 3rd, GSX-R 1000 K5 2005 Barn find, bought in 2019 with 7500km on the clock, true treasure (still had the original front tire) When later Corona closed everything except the gas stations, I added 35000km to her tally in a total of 18 months on her, alas, the one that got away, she was stolen Current, again 1000 K5 (because it's a friggin K5!) Bought at 30000km, day before Christmas 2021, currently at 56000km Not it's current form, though mostly (mirrors and exhaust changed after crash early 2023) Got Marchesini wheels, Wilbers modified suspension, Powercommander, braided brakelines, etc. Some beautification like seat cover, double headlight, custom tankpad, exhaust hanger,etc. (Basically all bikes had some level of modification, though this one has the most diverse -what I had planned for the bumblebee the K6 had the most times, like 4 mufflers, 2 windscreens, 5 sets crashpads, etc.) Hope to reach those 95000km again and beyond4 points
-
3 points
-
The max temperature possible on the map is 40C. This makes it impossible to set realistic weather. Example: Today's forcast at Tarinkot is high of 41C. Not only are we not able to set 41C, when we set 40C, the in-game OAT at Tarinkot becomes 31C because it is at about 4,500ft elevation. In order to get correct temperature at Tarinkot, we have to add 9C (2C per 1,000) to real-world reported temp to the mission editor temp, e.g. 50C to get a desired reading of 41C at Tarinkot. Due to the DCS weather engine applying ME weather at sea level, and Afghanistan is largely above 3,000ft elevation, a max temp of 40C means that we effectively can't set any mission temp higher than about 34C.3 points
-
3 points
-
3 points
-
Dear AH-64D virtual pilots, Although the DCS: AH-64D was released with a rich set of features, there are certainly important features that will still be provided during the Early Access period. To help understand what is still planned and the status of each, we’ve created a roadmap to ensure clarity. As with other roadmaps, we will color-code items based on their status: Green – delivered. Blue – in development. Gray – to be developed. Our roadmap features are as follows: Auxiliary Fuel Tank / Gun Ammunition Option AGM-114L Radar-Guided Hellfire Laser Spot Tracker (LST) Improved Flight Model and Stability and Control Augmentation System (SCAS) Improvements (continuing improvements) Datalink Laser Warning Receiver FARM Reports BDA/SHOT Reports Fire Control Radar (FCR). GTM first being developed. AI Damage Model Improvements Priority and No Fire Zone Data Transfer LINK Mode ZOOM C-Scope FCR RMAP Mode FCR Air-to-Air Mode FCR Multicrew Synch TPM FCR Mode After Early Access Continued Flight Model and Flight Control System Tuning Campaign Data Transfer Cartridge Anti-Ice System Radar Frequency Interferometer (RFI) Radar Jammer Selectable Pilot Patches Automatic Pedal-Input Assist Option Kind regards, Wags3 points
-
3 points
-
3 points
-
Echoing those before me, yes it is great fun! The combat aspect has its own rewards, but I’m more than happy just doing some cross country via nav aids, pattern work at an airfield somewhere, before a return and more pattern work at my initial lift off point. It’s quite pleasing. The biggest draw - and this is my own view - is that it’s an honest aircraft. Fly smoothly and it will complement you immensely. Stray too far and it will bite. Everything you need to know is there, no need to push through several MFD pages. You only need the pipper up when you intend to use a weapon, otherwise just turn it to standby and just fly!3 points
-
3 points
-
Oh yes. It's awesome. Don't get me wrong, I'm not very good in it, and it takes some effort. I'm MUCH less effective than say in an F18. For all that, it's brill.3 points
-
Очень хотелось бы видеть в логах максимум информации. Это позволило бы сэкономить кучу времени разработчикам миссий, а также вам в тестировании. Позвольте не согласиться. TLDR: Разработчику миссии намного проще сделать авторемонт ВПП, чем автоповреждение, поэтому логичным кажется дать возможность отключать автоматический ремонт ВПП. Иногда требуется сделать механику повреждения ВПП именно в мультиплеере и сейчас это сделать очень трудно, потому что возможность использовать тригеры для обхода само починки ограничены невозможностью узнать куда точно упала бомба по ВПП, т.е. мы либо используем что-то вроде бомба в зоне и взрываем всю ВПП и делаем это каждый час, что нереалистично, особенно для больших аэродромов, типа Аль Дафры, Инчирлика, либо довольствуемся реалистичными повреждениями, но только на 1 час, что в некоторых сценариях очень мало, иногда меньше, чем проходит между взлетом и посадкой на этот аэродром. Плюс бомбы могут перехватываться комплексами ПВО, что еще более затрудняет использование тригеров. Есть конечно возможность использовать скрипт для определения предполагаемого попадания бомбы, но все равно нужно будет использовать взрывы каждый час, что не очень хорошо, потому что на полосе может находиться другая техника или вертолеты или еще что-то. С другой стороны, у нас есть возможность восстанавливать ВПП при помощи скрипта без участия автоматики (функция removeJunk()). Что позволяет сделать ремонт в нужное автору миссии время или интервал времени. Т.е. даже если просто выключить авторемонт, то ничего в ад не превратиться. Поэтому очень хотелось бы возможность его отключения или настройки. Например, в свойствах аэродрома, там же где сейчас включается Dynamic Spawn. Добавлено: запрос на отключение/настройки авторемонту существует уже минимум 4 года:3 points
-
It is even less modern (meaning, less ergonomic in cockpit design - borderline awkward at times) than the Tomcat. It flies like a brick (meaning, without sufficiant thrust it drops like stone on approach), and so on. It's pure steam punk! So, yes - it is glorious!* A lot of work but rewarding. (*If you like working hard for your results) From the aircraft you mentioned - forget everything but the Tomcat (unless you meant the mirage F1**). They're not comparable. And from the Tomcat, you can substract 50% of comfort functions. You don't have a HUD e.g. - only a pipper. You have to move your head and body if you want to have chance at seeing your flaps and gear indicators...... You have no flight path marker whatsoever. Took me ages to learn to land the darn thing. Even though I have no problems landing Warbirds. But once I learned it (keep the speed on the highish side), boy was I happy! (**which would come closest to the F-4 in regards to overall vibe)3 points
-
Ohhh, a round of applause for @SkateZilla Will try to confirm that works this evening3 points
-
3 points
-
3 points
-
I followed the instructions in this reddit post and got it working for now.3 points
-
3 points
-
3 points
-
Not a troll question. I've never had any personal interest in the F-4 Phantom, unlike the Harrier, Mirage, Warthog and Tomcat, which I've bought and enjoyed a lot. The question is, does the plane have fun flight dynamics and something special about it that just makes it fun to fly, even outside of combat? I ask because the aircraft looks amazingly detailed and a labor of love. Yet I'm afraid that if I did purchase it, it would sit idle in my hangar. I'll certainly give it a try if it participates in the trial program.2 points
-
2 points
-
Fagen Fighters WWII Museum Flies Restored SB2C-5 Helldiver for First Time Since 1945 (msn.com) Fagen Fighters WWII Museum Flies Restored SB2C-5 Helldiver for First Time Since 19452 points
-
If somebody want to use it, you need to replace default livery, and then it will work fine as default. Anyway, if we have build-in-DCS setting that doesn't work anymore after last update it is a dishonor and shame for developer to broke this setting with update and just leave it. Regards, Mat2 points
-
You should definitely use the “SimHaptic” and “DCReality” apps. Not HaptiConnect. In my experience, the Buttkicker with these two apps is the next step in immersion. For me there is no delay, all actions in the airplane are passed on to the buttkicker. Give the Buttkicker another chance2 points
-
Based on the planned and current modules, The DCS developers need to focus on the 1980s (maybe 1970s) and World War II. As for what to add they need to base things on a mixture of the idealized task group as well as what fought in the historic theaters and the service life of each ship class and the complexity of each refit. Any class that fought in both the Marianas and Normandy theaters would need to be given priority followed by classes that would have served in later theaters such as Korea without drastic overhauls. Now with the 1980s we'd have another place to start building. The main focus would be any class that served in the current theaters. The difference of course would be the service life would stretch both forward and backward. Regarding capital ships, right now ED needs to focus on battleships. We have two Normandy/channel maps and the only ships from the Normandy invasion fleet are the Samuel Chase and LSTs. I don't believe there were any battleship classes that participated in both the Marianas and Overlord operations, so I am not too picky about which battleships we see first. fast battleships- As I keep saying the Iowas are a must, especially in their later configurations we should have a 1980s fitting in DCS core. Cruisers- were used as escort ships so they should be given the same priority as destroyers. Here are some improvements we need for the surface ships. First would be the introduction of dual-purpose guns. 5 and 6-inch guns were used in both the anti-surface and air-defense roles. Next, there needs to be an overhaul to the artillery system, - we need ground-based and air-based forward observers to call out targets for the ships. As well as different shell types- AP, High capacity, starburst, VT. Obviously better damage, and EW. I'd also love to see ED work on amphibious assaults2 points
-
The Recent Meta Update Breaks VR for DCS. Here is the fix. Meta has started to use OpenXR within the Meta App after this update which affects the Link Cable. So you go to the Open XR Tool Kit which I'm assuming you're using and check the disable checkbox. It will default to Meta. There is a catch in that the OpenXR Menu will not pop up and your headset settings will be defaulted to Auto. So go back to the headset settings with the Meta App and reset your preferences like Refresh and Scaling. IL2 and DCS are running fine.2 points
-
Ok. It's working. I can confirm that adding: F15FM.old = 6 make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',F15FM, current_mod_path..'/Comm.lua')--F-15 = 6 ------this is the F-15 SFM VERSION did it. Good Job!!! And gear also works.2 points
-
No, my friend, that is a wrong implementation, other older modules have it done properly and it doesn't cost any perceptible performance.2 points
-
2 points
-
Make a change, recheck sync at the bottom of the addon. Works now for me, I make changes in the menu, and works in game. Can't make changes in game, but the effects changed in menu moves over. Hope this helps someone else. Reshade1.mp42 points
-
We've updated the templates, you can download them in the link below (remove https://), they should be available in ED's web page shortly as well. www.alasrojas.com/Upload/Mirage_F1_Template.rar2 points
-
ModelViewer2_cLM2RgBCHz.mp4 FM: The FM of the BO-105 is nearing perfection. We have had many discussions with active BO-105 pilots in the last few weeks. Based on the input, the MEDUSA SYSTEM will be expanded. MEDUASA will be fed with additional rotor blade bending formulas. PERFECTION. We want to present you with a 100% FM. A PFM that has never been seen in a simulator before. 3D/Graphic: Due to the current limitations, which include morph targets, we have decided to create the pilot/co-pilot model in such a way that we can animate the basic bones animation for the large bones of the head. Result: See Video2 points
-
Recently Browsing 0 members
- No registered users viewing this page.