Eight Ball 发布的所有帖子
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@RWC Thank you! Happy new year to you too! -------- Making progress with the lightbars. They are finally visible at a distance. Still a fair amount of tweaking to smoothen the transition between the LODs (right it's very obvious) but slowly getting there
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I meant animate a mesh, in Blender. I think the play animation function is for static object? ------------------ New generic bridge for the drivable ships
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As far as I'm aware you can't animate object in DCS. You animate bones to which you parent said objects.
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@Elphaba For the static objects on sinking ships it's a limitation of the sinking animation implementation. No way around it as far as I know. For the flashing lights it's how DCS works. For some reason when the vehicle is stopped the light "object" stops rotating eventhough if you look closely you can actually see the beacon itself is still rotating. The speed of the vehicle shouldn't impact the rotation speed of the beacons tho, it rotates the same wether the vehicle is moving at 1km/h or 100km/h. Just today I found a new way of adding lights to vehicles and I'm confident it should fix that issue as well as make the lights visible from futher away but I still need to test it.
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More drivable ships coming soon Even with some weapons, thanks to Currenthill
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Are you talking about my attachments or Upuaut's? Do you have any other mods? Anything in the crashlog?
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@Presidium Wow, this looks very interesting! I can't wait to try it @ElphabaI haven't and I use the ship pack a lot. Do they happen at random? oh and my apologies, I completely forgot to answer this: It's pretty easy, you can edit the life_raft_yellow.lua in DCS.openbeta\Mods\tech\Civilian Assets Pack - Navy v2.5\Database\CAP Ships. At the top (line18) you will find : GT.max_velocity = 0.20222 That's the max speed in m/s
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Thank you I'll try to release some more stuff before xmas
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sure, I'll look into it
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I wont "complain loudly" and I'll let it slide this time because it's you but in the future I don't want to see my stuff repacked and redistributed.
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Looks like that pickup truck and the combine harvester are from my Combined Farms mod, there might be a conflict if you have the 2 loaded..
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Thanks a lot! Glad you like the pack @Abburo @Sn8ke Most are not released yet, you can find a few in the "spoiler" at the very bottom of the first post
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A bit late but you can find all his liveries here: https://www.dropbox.com/sh/87ia7yk006ui317/AACf_GImDzVBFLbmS_CyMDzqa?dl=0
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Thanks a lot for the kind words, much appreciated. Looking forward to the pic I'll flip the Oil platform 180° in the next update, should fix the issue with the approach.
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I'm not sure. I've placed the default armed speedboat next to the Handy Wind and he didn't engage either. But the trawler and the speedboat will engage each other and the trawler will also engage planes (the yak-52 at least...) and ground units. I noticed this too but it seems to only affect the mission editor. If you select the default skin it will display the default ingame even though it stays "stuck" on a custom one in the ME. But thanks for the tip @western_JPN!
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You need a specific connector for the driver point of view, which needs to be part of the 3D model. IIRC you will be able to make a ship drivable even if that connector is missing but the driver's view will be somewhere inside the model. So you'll be limited to the external view.
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Thank you @Urbi
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- civilian ai
- helicopters
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@crazyeddiesuperb job! @HC_Officialno demo mission, sorry.
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Yes...unless I messed up badly. No, but seriously, you can delete v1.0 if you're using v2.1. I guess, just to be on the safe side, you could keep v1.0 but not load it, launch the game with 2.1 and check your missions. But I'm 99.9% sure it's safe to delete v1.0
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Like, flyable further?
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- civilian ai
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Very nice @rato65, thanks for sharing! Pretty clever to have just the base as a seashelf object
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Yes it should be possible to have them turn off when the alarm state is red. I'll look into it. I sure do! Can you post it/send it to me so I can add it to next update?
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