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ProtoTypeK7

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  1. Needs cleaned up and trimmed down and the proper guns added but i am happy with the attempt so far. They do that swapping ends when parking on the carrier thing, think I read about that here somewhere, a number to invert in a lua to fix it, might worry about it if i ever do more with it than just play it as it is. Have some pics!
  2. Ok better now, name correct, not sinking into ground, ai takes off and lands both airfield and carrier it seems, fixed the prop blur (trailing blank in lua i think)...I now have an ai hellcat (with 20mm cannon though) to go with the flyable corsair. Hawkeye you ar greatly appreciated!
  3. A shame the F6F hellcat mod no worky; I may try my hand at trying to get it working as ai only, ran such a test yesterday using its files in place of those in the p-38 mod (randomly selected, should've used dauntless or helldiver) but renamed, and unlike normal i did get the hellcat models and textures not just in the mission editor but in game as ai, though they performed poorly. ETA some progress i suppose, i now have an ai "hurricane" that appears as a hellcat with 20mm cannons...now if i can just get it properly renamed in the mission editor to F6F Hellcat that just might do it.
  4. Apologies, I did not intend to convey that your specific mission was something fixed by the moose/mist update I performed; but rather that the general issue (in liberation campaigns or through the inferno) of "2.9.5.55918 completely killed performance for complex missions" that I had noticed myself was solved for me with the updating of the scripts. I don't know if that information is of any value to you or not but every bit helps I suppose. Sorry for the confusion.
  5. For me this issue was solved by updating the mist and moose scripts in saved games to the latest releases.
  6. Thank you so very much from the bottom of my thumping gizzard friend! Thank you!
  7. I cannot seem to find the textures for the infantry in the asset pack, found their .edm's and textures for the vehicles and stuff...everything but the infantry. Anyone know what the proper name or path for the folder that should hold infantry skins is, or where templates or default textures for them can be found?
  8. I did some little testing earlier and yes they still serve as ai planes and statics just fine as far as I could tell. ETA: In the testing I did, I discovered that for example the VSN F-9 was not flyable unless i put an a-10a in the mission and first occupied its cockpit, as if that somehow properly called the needed files, but firing the weapons would result in CTD.
  9. Back when MT first came out the version of this mod i had back then would not, in MT, give the control room view but rather an exterior below-the-chin view from beneath the drone...but was fine in single player, I think perhaps this is what he refers to. Cannot say right now as I don't have it installed.
  10. If you own all the FC3 craft but as individual purchases, not the FC3 pack, and the F-5, F-86, and mig-15 full fidelity versions....what kind of discount would that total to, does it have to be strictly the FC3 pack or will having the whole pack as singles count?
  11. I still intend to buy the module if the radar is fixed and it will continue to be maintained, if not, I'd be happy with a flaming cliffs level version of the strike eagle.
  12. I noticed that the MFD for using the agm65 in the A-10A seems to suffer a flicking effect if you use cockpit in-panel view to faceplant into the mfd as opposed to simply looking down at it with mouse or headtracking and zooming in. In the later case there is no flicker, but if you go numpad0 + numpad6 to cockpit in-panel view on the mfd i see a constant flicker or flash. If this track doesn't show it then perhaps it's just my hardware or graphics drivers. EtA: I'm using the standalone A-10A modules rather than the FC3 bundle, if that matters. MavMFDflicker.trk
  13. try this: https://throughtheinferno.com/single-player-missions/
  14. I suggest tuning each axis based on each plane/module as needed; for example I think I have A-4 roll axis sitting at deadzone 10, curve 25 and saturation 60. Again this should probably vary by module, I tuned the A-10a for example such that full stick deflection is right at the optimum edge where stall horn begins blaring, imposing a limit on possible movement. The exact amount of tuning will vary by module and what device/hotas you are employing. I (even though right handed) play with mouse in right hand (hand tracking not head tracking), keyboard in middle, and xbox controller in left hand, which winds up in both hands for landing, takeoff, aerial refuling, and using guns or rockets. I do not think there is a single module that does not require some measure of axis tuning, at least for me, so I would suggest sitting down and running through all your modules in free flight and adjusting the tuning until you are happy, all in one sitting, then perhaps saving those as different profiles in a new folder you create.
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