-
Posts
143 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Everything posted by kato217
-
AI Messerschmitt Bf109E Beta released
kato217 replied to kato217's topic in Utility/Program Mods for DCS World
OK, thanks to all the folks for the kind comments. :thumbup: Thanks to all the folks testing this Beta, and giving us feedback. :) As Luckbob9 mentioned, we'll be using the thread in the DCS World forum to log and hopefully fix as many of the issues as possible. See you over there! http://forums.eagle.ru/showthread.php?t=103825 -
AI Messerschmitt Bf109E Beta released
kato217 replied to kato217's topic in Utility/Program Mods for DCS World
A short one :smilewink: -
AI Messerschmitt Bf109E Beta released
kato217 replied to kato217's topic in Utility/Program Mods for DCS World
Yes, it's just for a bit of fun. :) It uses a custom AI FM, initially based on the P-51, but allowing for the various differences such as wieght and power, as well as other specifications from the Bf109E. -
AI Messerschmitt Bf109E Beta released
kato217 replied to kato217's topic in Utility/Program Mods for DCS World
Because that's the 3D model I was given to use :smilewink: It'll be free, so you don't lose anything by installing it! It beats shooting down more Mustangs!! -
It's here!! - The Artificial Intelligence Messerschmitt Bf 109E... Link to Bf109E file: http://files.digitalcombatsimulator.com/en/338654/
-
This is how the real F-18 rudders work with flaps extended fully. Not a bug, rather excellent realism!! Not sure how long this link will work, but here's the first picture I found in Google images to show the same thing...
-
Great work Tom! Quick question: Which arguments are used for the meatball in your model? I noticed in these screenshots that your meatball was green. http://imageshack.us/photo/my-images/690/screen111211141615.jpg/ http://imageshack.us/photo/my-images/818/screen111211190840.jpg/ The "ball" itself should be orange, and the horizontal "datum" lights should be green. Also, noticed that there was a "red meatball" at the top of the center column here: The red ball only appears at the bottom of the column when you are too low. Here's a picture of the various lights: Here are all the possible indications: Hope that helps!
-
No, I don't have any plans to add missiles or bombs - everything takes so long to do, that by the time I had all that working, ED will have released their own F-18 with clickable cockpit that will work with new weapons that don't exist yet for the current F-15/A-10. Then you wouldn't want this cockpit anyway :lol:
-
Due to popular demand following our recent movie, here is a closer look at the new Virtual Blue Angels F/A-18C cockpit. It is roughly at the "Pre-Alpha" stage, with several enhancements yet to come, but it is far enough along for us to be flying with it, and to make the odd movie with it! :) 18 months in the making, this mod is based off all new geometry, and uses no tricks or third party programs - just pure Lock-On modding. :) F-18 Features include: F/A-18 HUD Working velocity vector, pitch ladder, VSI, Baro Alt, Airspeed, Mach, G, AOA, Angle of bank indicator, E-bracket, heading indicator Wheels up and wheels down modes Three working DDI displays DDI 1 includes FCS status display and Electronic Attidude Display Indicator DDI 2 includes Engine Monitor Display DDI 3 includes Horizontal Indicator 3D geometry including knobs and switches Warning / Information lights Fire, APU Fire, Speed brake, Master caution, Landing gear, Flaps, Radio "button", Inverted fuel pump, hook Working gear handle, hook handle, throttle, stick, moving ejection handle Blank displays when engine off Working Angle of Attack Indexer Working Integrated Fuel / Engine Indicator Includes RPM, Temp, Fuel Flow, Nozzle position, oil pressure Includes Internal fuel quantity, external fuel quantity, bingo, local time Standby instruments Working ADI, Airspeed indicator, Altimeter, VSI, compass Moving park brake and seat arm levers Blue Angels specific features include: Center mounted Stopwatch Stick spring Smoke lights Inverted fuel pump switch Inverted fuel system lights Pilot with Blue Angels uniform More features to be added in the near future include Radalt, remaining warning lights, 3D switches and knobs on side panels, and more! Mod created by: Bob "Kato" Tyler Detailed Geometry Digital Display indicators Head Up Display Textures Animations Port into FC2 "Beaker" Canopy Geometry Canopy Textures Texture color correction Tom "Racer" Mihelich Initial Geometry Here are some pics: Here's a movie: :) For those who can't view the youtube version, here's a link to the video on Vimeo:
-
That A-10 is looking awesome - thanks for the update!
-
In the hopes that this might help somehow, here's latest update from my experimentation. After my initial problems (posted earlier in this thread), I reloaded Windows 7 Ultimate 64 bit. I only installed a usb corded mouse and keyboard in the back usb ports. These were not the same wireless keyboard and mouse I had been using when I first found this issue. I did not install a joystick, wheel, Track IR, or any of their associated software. In other words, the only peripherals plugged in to the computer were the mouse, keyboard, monitors, and speakers. I still had the same issues after the fresh OS install. In other words, neither Lock on 1.0 or Flaming Cliffs 1,12b would recognize the keyboard at all - i.e. no response from the keyboard in the input options screen, and Flaming Cliffs 2 showed the error that we have posted screenshots of earlier in this thread. I then installed Windows 7 Ultimate 32-bit, and everything worked fine from the beginning. Joystick, keyboard, foot pedals etc. all working well just like in my XP 32-bit load on this same dual boot computer. No problems at all. Unforunately, since I do a lot of modeling for Flaming CLiffs, I need the 64-bit OS so that I can use all my memory in 3DS Max. So for now, I will have to continue to model on XP 64-bit. The trouble with that is that I can't test the new mods on Windows 7 that most people are using now. I hope this info will be of use so that I can get FC2 working on Windows 7 64-bit. I assume some folks do have FC2 working on Windows 7 Ultimate 64-bit? Thanks
-
Thanks Skypat - much appreciated :thumbup:
-
Panzer - I tried unplugging every USB device except for a different mouse which I plugged into a rear USB port so I could click on the desktop shortcut. There were no other peripherals attached except the monitors and speakers. Unfortunately it was the same result. I have since updated every driver I can think of as well. No joy. To your other point about Blackshark.lua, I'm trying to start a fresh install - no modification at all. I tried to load Directx 9c again, but when I click on install it immediately says it has finished, as if it detected Directx 11, and decided that I had the most up to date version of DirectX already. Didn't look like it installed anything. If I'm missing something there, please let me know. Again, thanks for the help. Meanwhile, I'm having a blast with FC2 on Windows XP (same machine and same peripherals on a dual boot system) with no issues at all. As always, any other suggestions will be gratefully received! Thanks
-
Unfortunately, no luck so far in Windows 7. Tried updating Logitech wheel drivers, as I too use those pedals for rudder. Updated Windows 7 updates, unplugged all USB items in order - still the same error. Not sure if it's related (quite likely is), but FC1 does not recognize my keyboard in Win 7. I can assign buttons on my joystick to unpause and exit the sim, but the keyboard is not recognized in game or in the options screen. I tried a different keyboard too, but same situation. Wags, I tried installing Directx 9c, but it wouldn't overwrite the Directx 11 that installs with Flaming Cliffs. Not sure how to get around that one without a Windows 7 reinstall. Still trying everything I can think of. Thanks for the suggestions so far.
-
I have the same issue as Rakov on my Windows 7 64-bit installation. I double click the single player FC2 start icon on the desktop, and I get a small DOS window followed by an FC2 window that disappears almost instantly. The sim will not start. I tried opening the multiplayer version, and that prompted the Starforce activation.The activation was successfull. However, after I try to start the multiplayer version, I get the error as shown in the picture. I have been sucessfully running FC2 on my Win XP installation for 2 days. The Windows 7 installation is virtually brand new, and FC2 is only the 2nd program I have loaded on the fresh install. You can see that the install is on the D drive. I have since reloaded FC2 on the C drive where Windows 7 is located, but get the same results. Any help you can give will be much appreciated. Thanks, Kato.
-
See my reply here: http://forums.eagle.ru/showthread.php?t=51418
-
This fixed it for me: http://forums.eagle.ru/showthread.php?t=51418
-
In the FC2 readme it gives the following instruction which fixed that for me (Note: the path is actually "LockOn Flaming Cliffs2\Config\Producer.cfg" NOT "LockOn\Config\Producer.cfg" as stated in the FC2 readme)... "VII.FORCE FEEDBACK DEVICES In case You are experiencing any problems with correct trimmer system functioning, You can try to turn off the Force Feedback by editing the file LockOn\Config\Producer.cfg The first line should be edited like this: ForceFeedbackEnabled = false;"
-
It's Virtual Blue Angel video time again :thumbup: Here's a movie of our A-4 Skyhawk demo to encourage you to come see us at the upcoming VFAT airshow. I recommend you see it in it's full HD glory by downloading it from the Virtual Fighter Bomber Wing 32 website here: VBA A-4 Skyhawk video download page While you are waiting for the full version to download, you can get a streaming version at medium resolution from Vimeo here: VBA A-4 Skyhawk video on Vimeo Or Youtube here:
-
Patch 1.13 Requested Features/Fixes List (*Merged)
kato217 replied to Colt40Five's topic in Lock On: Flaming Cliffs 1 & 2
I'm sure it's been mentoned several times, but please could we have a reverse function on the track replays, so we can go back in the track without having to reload it. Also, as was mentioned, brighter lights on the Carrier meatball (FLOLS) so you can see it at longer range - it works sometimes on the SU-33, but not consistantly. The meatball lights should be on regardless of whether the pilot has pressed all the right buttons in the cockpit! -
*New Movie: SPEED II - Final trailer*
kato217 replied to Glowing_Amraam's topic in Screenshots and Videos
Awesome stuff as usual! :thumbup: Humbling for the rest of us who dabble in movie making! :cry: Lookng forward to the full version :) -
I'm afraid you're fighting the Lock On code here (with afterburner placement), so you can either... 1) Leave it alone and have the burners in the wrong place for the flyable F-18's 2) Create new burners for the flyable F-18, create a new forsag.lom to eliminate the original burners, but have no burners for any of the other aircraft. 3) Create new burners for the flyable F-18, create new burners for any other new models you are creating (e.g Tomcat), and create a new forsag.lom to eliminate the original burners. Other aircraft that you don't create new models for won't have any burners (e.g. SU-27). Excellent video on how to create visibility arguments in 3DS Max here (use the 2nd link from Knell that is posted in the thread) http://www.lockon-models.com/index.php?showtopic=65# I used this technique on arguments 28 and 29 to give 5 stage burners for the VBA F-18's. Link to Teka's afterburners in this thread if you want to improve the current Forsag.lom http://www.lockon-models.com/index.php?showtopic=200
-
No, as I mentioned above, you have to edit either forsag.tga or forsag.cmd. Easier to create a new forsag.lom in 3DS Max that doesn't have any geometry in it. Otherwise the original afterburners will still show up. Good luck with your mod - sounds cool!
-
You can't move the existing in-game afterburner, but you can create your own new one using Arguments 28 and 29 for right and left engines. I did this for the Virtual Blue Angels 2007 mod. Actually, I think it was Teka Teka who first demonstrated that this could be done. The F-18's in the VBA mod have 5 stage afterburners using the visibility arguments for each stage, and since I made them from scratch, they are exactly in line with the burner cans unlike the in-game F-15 burner flames. You must use opacity in 3DS Max or they will look solid rather than see-through. You also have to "eliminate" the existing F-15 burners by either editing the forsag.tga or forsag.lom files. See the thread here for screenshots of the VBA F-18 afterburners (There are a couple more detailed afterburner screens half way down the thread): http://www.virtualblueangels.net/forums/forum_posts.asp?TID=1611&FID=4&PR=3