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Jexmatex

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Everything posted by Jexmatex

  1. i guess something change and doesnt work anymore, Mike Busutil skin black int doesnt work anymore either
  2. thank you ! found it but even after modification and with the line below it doesnt work {"uh1_int", DIFFUSE , "uh1_int", false};
  3. Hello compagny, i'm trying to revamp my old huey and try to find where the heck, interior map for ceiling, back seat and else are ? trying to find this and where can we find the full description.lua to see how many map are use and how to call them ? thanks by advance !
  4. i agree, may be something like the civilian mod but without having to load a specific mod. or at least some random liner to use.
  5. As a mission editor it'll be nice from ED to give us the possibilities to use light projector (already existing on multiple airfiled at night on caucasus) as static mesh, it is really difficult actually to setup night missions for choppers with custom farp or fob without having the possibilities to add light to it what do you think ?
  6. some bug from the inside since the last update for me air intake is invisible
  7. Hello all, i find the Mi-24 really well rendered i terms of 3D modeling shading etc, the only thing keeping me out when i look at it, is the fish face of both pilot and gunner, can we have a sun visor by default on there helmet, for when we do screenshot doubt about real ok fake subsist ? right now when you look at them it is terrible.
  8. well yes and no, ok you can roll 360 in natural direction of spinning, but in the video we can see 360 in one direction followed juste after by a 360 on the other direction i find it very hard to go against it in DCS it turn one way but is really difficult to go the other way around with momentum.
  9. jeez ! some fire around here i was mostly talking about textures revamp, modeling is ok but normal map are quoi low rez as the 2.7 standart, and for the sound, it is great, but there is always a course of bettering things ! like structures sound squeak and klong and else, but i'll be glad to keep the sound as it is and have a nice textures set with roughness and brass pipe looking like real brass.
  10. same problem here, i find a unsatisfying trick by lower my head like looking at armement panel and reset view so when i'm looking in front the target is in front of my eyes
  11. May be already discussed but the rudder actually move really slowly is that to be acurate regarding IRL or something else ?
  12. i aggre and i think it is more a global policy than just about the hind same thing in F-14, Huey , the only one you can shift place is Gazelle forr obvious reasons but like you i'd be glad to be able to access gunner seat in any module in multiplayer
  13. Hind and great update of the F-14, you made my day
  14. worked perfectly ! thank you very much !
  15. thank you very much for your answers ! i'll try first with Toutenglisse one "faut qu'sa glisse !"
  16. Hello guys, I have modified a time trial mission from the f-14 bundle to use it with choppers, it works fine. Actually, as in original mission, the aircraft is supposed to stay the most over water, river in this case. The idea is interesting but i want to do the same over road and i cannot find any instruction on this below the code i use, we can see some stats = waterTime where in the documentation can i find a list of available choice ? obviously i have tried roadTime but it doesn't work i also use this script with mist.lua but there is no water or land thinggy in it. any idea ? do local pObj = Unit.getByName('Uh-1') local stats = {waterTime = 0, landTime = 0, agl = 0, vel = 0} local pUpdateRate = 0.5 local startLine = mist.getGroupPoints('SL') local finishLine = mist.getGroupPoints('FL') local raceArea = mist.getGroupPoints('track') local zone = trigger.misc.getZone('checkFastNow') local endZone = trigger.misc.getZone('endZone') local active = false local doOnce = false local function reset() pObj = Unit.getByName('Uh-1') if pObj and pObj:getLife() > 15 then stats = {waterTime = 0, landTime = 0, agl = 0, vel = 0} active = false doOnce = false trigger.action.outText('Stats have been reset, you may restart the race at anypoint by going through the start gate.', 20) else timer.scheduleFunction(reset, {}, timer.getTime() + 5) end end local function getTimeDisplay(tTime) --env.info('time display: ' .. tTime) local hh, mm, ss, dd, _b = 0 , 0 , 0 , 0, 0 hh = math.modf(tTime/3600) mm = math.modf(tTime/60) ss = tTime%60 _b, dd = math.modf(ss) -- env.info('HH : ' .. hh .. ' MM : ' .. mm .. ' SS : ' .. ss) return string.format('%02d:%02d:%02d.%03d', mist.utils.round(hh, 0), mist.utils.round(mm, 0), mist.utils.round(ss, 0), dd*1000) end local function displayStats() env.info('display stats') -- local penalty = mist.utils.round(stats.landTime * 5, 0) local penalty = mist.utils.round(stats.landTime * 1, 5) local desc = pObj:getDesc() local msg = {} msg[#msg+1] = pObj:getPlayerName() msg[#msg+1] = '\n ============================================================== \n' msg[#msg+1] = 'Total Time: ' msg[#msg+1] = getTimeDisplay(stats.endTime - stats.startTime) msg[#msg+1] = '\nEstimated Time Over Water: ' msg[#msg+1] = getTimeDisplay(stats.waterTime) msg[#msg+1] = '\nEstimated Time Over Land: ' msg[#msg+1] = getTimeDisplay(stats.landTime) msg[#msg+1] = '\nLand Penalty: ' msg[#msg+1] = penalty msg[#msg+1] = '\nTotal Time With Penalties: ' msg[#msg+1] = getTimeDisplay(stats.endTime - stats.startTime + penalty) msg[#msg+1] = '\n ============================================================== \n ' msg[#msg+1] = ' Average Altitude AGL : ' msg[#msg+1] = mist.utils.round(stats.agl, 3) msg[#msg+1] = ' meters / ' msg[#msg+1] = mist.utils.round(mist.converter('m', 'feet', stats.agl), 3) msg[#msg+1] = ' feet \n' msg[#msg+1] = ' Average Velocity : ' msg[#msg+1] = mist.utils.round(stats.vel, 3) msg[#msg+1] = ' mps / ' msg[#msg+1] = mist.utils.round(mist.converter('mps', 'knot', stats.vel), 3) msg[#msg+1] = ' knots \n' msg[#msg+1] = ' Fuel Used : ' msg[#msg+1] = mist.utils.round((stats.startFuel - stats.endFuel)*desc.fuelMassMax*2.20462, 2) msg[#msg+1] = ' lbs \n Fuel Remaining : ' msg[#msg+1] = mist.utils.round((stats.endFuel)*desc.fuelMassMax*2.20462, 2) msg[#msg+1] = ' lbs' trigger.action.outText(table.concat(msg), 120) end local lastCheck = timer.getAbsTime() local function statsCollect(pos) local timeDif = timer.getAbsTime() - lastCheck if pObj:isExist() == true and stats.startTime and active == true then if land.getSurfaceType({x = pos.x, y = pos.z}) == 3 then stats.waterTime = stats.waterTime + timeDif else stats.landTime = stats.landTime + timeDif end --stats.agl[#stats.agl+1] = pos.y - land.getHeight({x = pos.x, y = pos.z}) if timer.getAbsTime() > lastCheck + 0.1 then if stats.agl == 0 then stats.agl = pos.y - land.getHeight({x = pos.x, y = pos.z}) else stats.agl = (stats.agl + (pos.y - land.getHeight({x = pos.x, y = pos.z})))/2 end --stats.vel[#stats.vel+1] = mist.vec.mag(pObj:getVelocity()) if stats.vel == 0 then stats.vel = mist.vec.mag(pObj:getVelocity()) else stats.vel = (stats.vel + mist.vec.mag(pObj:getVelocity()))/2 end end lastCheck = timer.getAbsTime() end return end local function main() if pObj and pObj:isExist() == true then local pos = pObj:getPosition().p if pos then if active == false then if mist.utils.get2DDist(zone.point, pos) < zone.radius then -- trigger.action.outText('Checking Zone', 5, true) if mist.pointInPolygon(pos, startLine) == true and mist.pointInPolygon(pos, raceArea) == true then pUpdateRate = 0.01 active = true stats.startTime = timer.getAbsTime() stats.startFuel = pObj:getFuel() trigger.action.outText('Race Start now !', 5, true) end end else statsCollect(pos) if mist.utils.get2DDist(endZone.point, pos) < endZone.radius then if mist.pointInPolygon(pos, finishLine) == true and mist.pointInPolygon(pos, raceArea) == true then active = false stats.endTime = timer.getAbsTime() stats.endFuel = pObj:getFuel() pUpdateRate = 1 trigger.action.setUserFlag('1', true) displayStats() end end end -- env.info(pObj:getLife()) if pObj:getLife() < 15 then pUpdateRate = 0.5 if doOnce == false then -- trigger.action.outText('The timing script is no longer tracking your aircraft. You are probably dead. You should respawn.', 30) doOnce = true end timer.scheduleFunction(reset, {}, timer.getTime() + 5) end end else pUpdateRate = 0.5 if doOnce == false then -- trigger.action.outText('The timing script is no longer tracking your aircraft. You are probably dead. You should respawn.', 30) doOnce = true end timer.scheduleFunction(reset, {}, timer.getTime() + 5) end timer.scheduleFunction(main, {}, timer.getTime() + pUpdateRate) end main() missionCommands.addCommand('Reset Stats/Race', nil, reset) end
  17. for the functionnality i know and it is not relevant as 'im talking about a nice graphic revamp in the cockpit
  18. hello hello, any plan on rework the cockpit of the spitfire ? the pink brass duct and the lack of AO make this great plane a out of date in terme of art we need metalness in these shaders ! take a look at the spit in mfs 2020 ! and by the way any plan on updating the Merlin and overall acoustic and aerodinamyc sounds ?
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