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Everything posted by Jediteo
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I still don't have access to the Backer Forums
Jediteo replied to droz's topic in Western Europe 1944-1945
Same here. -
Fantastic, looking forward to giving it a whirl! We've had some great fun with LotATC so far.
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DCS Mods structure : How to create your plugin from scratch
Jediteo replied to Alex Okean's topic in How To Mod for DCS World
I have made a texture to use for the HUD, just a few lines to serve as a guide. Do I replace the grid or use the texture box entries? The texture itself is just lines on a transparent background. -
DCS Mods structure : How to create your plugin from scratch
Jediteo replied to Alex Okean's topic in How To Mod for DCS World
Skate, how did you get the HUD green bits to work? Do I create a texture to place there? I've gotten the text working earlier, but would like a reticule for the centre. -
Got it to work finally. A bit confusing in the Lua, but nailed it. Thanks a big bunch for the help.
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Thanks! I think that worked. Now I just need to figure out how to code it properly. 360 degree rotation is a tiny bit difficult.
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Thanks for the tip. I have been able to insert a pin along the vertical axis of the sphere, but I am having some issues with getting the rotation of the pin to translate properly onto the sphere. They appear to share the same pivot point (I did align their centered pivots). However, when I rotate the pin, the sphere orbits the pin instead of rotating in place. I find myself lacking when it comes to 3ds max, I'm more of the documents and research guy.
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Not sure how I can make a video of it. Image you bank right 45 degrees. The roll rotates the ball to the right. The pitch axis should now be 45 degrees off the vertical. However, the axis of vertical rotation, the pitch argument does not follow with the roll. So instead of the animation actually showing the change of pitch of the aircraft, it merely rotates the ball as if the wings were level with the horizon. In other words, the pitch axis will not change with the roll as it should. So the pitch is moving vertically regardless of the other attitudes. I've checked other cockpits in the modelviewer (Huey and A10) and they seem to work just fine. Just animate the roll argument, and then the pitch, and the pitch follows the new roll attitude. I'm sure it is a simple setting in 3ds max I have missed. EDIT Found a video of the instrument
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I am currently trying to animate the ADI in our aircraft. The ADI has three axis of movement (pitch, roll and heading). I have gotten the axis to work individually in the sim, however, I have an issue concerning the pitch in relation to roll. The problem is that the pitch animation will not be affected by the roll, so for example if I bank 90 degrees to the right, the pitch should animate to the right (being up in terms of the aircraft orientation.) Currently the sphere will just animate in the vertical axis regardless of the rotation input. I have used the Local setting in 3DS Max for the animation arguments, but cannot get it to work properly. Any ideas how to solve this?
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That's the bunny! Thanks a heap guys. Ok, next crisis...
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Well, it works with the fuselage and wings of the aircraft. Really quite strange.
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Yep, it is there on the collision-model. I'll double check the dimensions here in a bit.
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About to start running tests now :). Got the collision model to work, but the undercarriage just disappear (collapses? ) when I land. I will consult the Ragnar, the coder later. Atleast I have mastered the art of bellylanding now...
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Thanks a bunch guys, We'll get right to work on it! Something something standing on the shoulders of giants ey?
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Well Skate, we all are thankful for your service :).
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DCS development at its finest, beating you head against the wall until something breaks :).
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Solved it! It was missing a command line in the "aircraftname".lua ViewSettings = ViewSettings, Onwards!
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No one? I have now been able to input the cockpit into the external model via argument 114. Still unable to get the 6dof working properly. X and Y rotation and roll works fine, but no x,y,z movement.
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I have been able to implement to the cockpit into DCS and it is working quite well, albeit still in its infancy. Thanks to Redbeard's guide I have overcome most of the initial hurdles. However, my problem currently is how to set up the 6DOF views. The x and y rotations work fine, and I've gotten the origin where the pilots head would be, but I can't figure out how to move around the cockpit properly? We are working of getting the cockpit "fitted into" external model, which if I understand correctly is done by an animation removing that section of the external model and placing the internal high-poly version in its place. Any pointers?
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Beginners Guide to DCS World Aircraft Mods
Jediteo replied to RedBeard2's topic in How To Mod for DCS World
Fantastic! Already gone through the whole thing! Really helps with outlining and refining some of the things I've been working on. Now to figure out how to set up 6DOF views in the cockpit... Looking forward to the later versions. -
Fantastic mission, well done. Only the host seemed to have a torpedo though.
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What an aircraft. Wouldn't you just love to have that in DCS?
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Thanks, worked beautifully. Onwards!
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I am working on a 3d model for DCS and just cannot get the canopy to work properly. Can anyone tell me how to get the canopy material fixed for the model? I just keep getting the orange texture problem on the canopy in the EDmodelviewer. Cheers, Jedi.
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Anyone know if you can get it to work with the A10? I have only gotten it to work with the Ka50 so far.