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HungaroJET

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Everything posted by HungaroJET

  1. for newer models (AFM) Set Argumentum No. 407 for propeller rotation (360 degrees) Values: normal rotation: -1.0 to 0.0. ; blurry rotation: 0.0 to 1.0 (same with Arg 40) Arg 413 for propeller blades rotations (rarely used: Arg 272) V: 0.0 to 1.0 for older models (SFM) only for propeller rotation Arg 40 V: -1.0 to 1.0 basically you should use these argumentums but everything depends of your LUA and/or DLL programming so you can use any Arg No., suggested not to use other "pre-specified" Args
  2. ^ I hope so Only a technical question: Did you use the same voice (behind the piano) for part 1:55 to 2:28 (sounds like men/bass choir) and for next part 2:28 to 3:02 (sounds like higher tone, more characteristic women choir) in "Lazarus" ? a small wish : id like to hear more again this "sounds like men/bass choir" in your next musics This voice is making goosebumps on my back :thumbup:
  3. Excellent Kyle :thumbup: I LOVE your musics :love: :yes: Well composed and instrumented, not over-complicated (< this was a compliment :smilewink: ), dynamic and harmonic at same time and some parts of your music really heroic to me just like the brother of this beauty: from Anthology - "Lazarus" I love also especially the catharsis from 1:55
  4. If your Microjet is approx. 4 meter long/length IRL, then on the grid^ one square means approx: 0.37*0.37m. Should be calculated in meters from origo: Approx.: Nose wheel touch (lowest) point: 1.776, -0.74, 0.0 Main wheel touch points: -0.18, -0.66 -0.5? and -0.18, -0.66, 0.5? I think the most important part is: Lowered wheels touch points, should be out of (under) the bounding box. Lowest ends of segments nodes of wheel touch points must be loll out from the box (box of collision model)
  5. This is the collision model. I dont know which collision model you using for your Alba model, but the model and the collision model does not much. (lowered gear points, fuselage, nozzle, etc. special points) Can you remember the "sinking into concrete" and levitating "more flyable" planes in LOMAC ? 4xmpl: the Harrier with high AOA made same sparks There was a collision model issue. Not only issue with whole bounding box. There are many decorated collision/touch points in the collision model file which make that touchy sparks and/or crashes. Of course with "sinking into concrete" or levitating "effect".
  6. Some 2010 Xmas screenies: http://forum.lockon.ru/showpost.php?p=1060278&postcount=2348
  7. THIS IS THE COLLISION MODEL :smilewink:
  8. Listen this ! Sound familiar ? ;)
  9. Oh, come on man. Do not panic. We have 87 (default) empty slots more which can be used for airplanes (42 remained to me), but this number is also not strict, we can add more slots if we need ;)
  10. Yes we can. No problemo.
  11. YES :thumbup: Fishbed, FISHBED :D Nice job GA
  12. Certainly ! Protect / Attack Warehouses :gun_rifle:
  13. Sure ! Really nice ;) Lots of flowers around my killer machine :D
  14. I will :devil_2: Tomorrow: June :D
  15. Well, this means to me: "This is what I call a target-rich environment" :D and means also: I need a frying-while-hiding machine: a Longbow ;) Hey Boberro: "I'll Be Right THERE Waiting For You" :D
  16. ...and i remember, i wrote to Bob: do not open all hanger doors...no more night camouflage :D and yes Bob, you made two omni light source connectors attached to Arg#5 ;)
  17. I did not dig myself into it "deeply" what is this "bug" coz i prefer using older -WH1.1.1.1 official- version primarily but maybe it's only a simple, trivial problem. I just mentioned it - not a serious problem.
  18. Hey LuckyBob, just a small remark on newer MVs: Arg value slider give only minus/plus 0.999 "output" values with maximum left/right moves on the slider line while the predetermined max values are OK: minus/plus 1.00 You should correct it... Well, if i change manually the "predetermined max values" to minus/plus 1.001 then the "output" will correct: minus/plus 1.000 I would be glad if I should not change manually every single "predetermined max values" per args for correct output... ModelViewer should do...:D TY :thumbup:
  19. Nice :thumbup: It's almost look like a Yak-3 :D
  20. im about bringing back the F-18 afterburners 1+5 stages textures and correcting old F-4, F-5, F-16, F-14, MiG-29s, Su-27 etc. idle (fully opened) nozzles without the "flame" textures :idea: so this "feature" really need variable textures by values of arguments :cry:
  21. Thank you Alex I have one question: can we change textures by model arguments and values in liveries//description.lua just like in FC2 .skins files ?
  22. ^ I will do it for you :smilewink: Good stuff :thumbup:
  23. ...feel so close to you right now...:D ...there's no stopping us right now...:D
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