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GeorgeLKMT

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Everything posted by GeorgeLKMT

  1. Wags is streaming btw:
  2. He has "stay on topic guys" as keyboard macro ;):D
  3. I'm not going to sleep, screw it. :lol:
  4. Some screens in this thread are shot with DoF active.
  5. Why wouldn't they ;) Nothing related to cockpit textures is changing.
  6. They're talking about unification of front end (which is main menu, editor etc.) and simulation itself... not mp/sp, although that could be unified now as well.
  7. Just not tommorow please, I have to recable my headphones, no time for games. Take your time ED :lol:
  8. We don't know, but I guess if everything's good, they probably still want to aim for september release... so that's two days. And everyone is always saying something, but only what's in the official announcement counts. :)
  9. I remember Wags saying that new grass will return... eventually. I'm not going to read ten thousand facebook comments to find the exact quote though :P
  10. I think there will be a ddos with all those people pressing F5 on monday.
  11. General availability.
  12. First stage is stabilization, second fires the gun (while keeping it stable). Theoreticaly you can do without the first stage and fire the gun right away, but in practice you'll probably want to place the pipper on the target, keep it there for a while while closing in and then fire. But you don't need a dual stage trigger for that, just two buttons ;) I have T16000 + CH combo and I like it. It lacks buttons in comparison to Warthog or CH Stick, but it's waaay cheaper and has twist stick, so it's a great option when you don't wanna spend too much. Only thing I have with the T16000 is that it wiggles in neutral position a little bit, so I have to set up a deadzone (although I don't know how other joys are and if every T16000 is like that... or it's just mine showing the age).
  13. Then I'll gladly learn what does paintkit means here. I've been painting aircraft for years now and literally every single layered PSD template was always called a paintkit, mainly in MSFS, where I started. Hopefully Wags will see this and clarify, now that we're on the same page. ;)
  14. I asked about that paintkit and I'm not sure if Wags understood me correctly... "Right now we're not planning on that because there's a software available of the shelf and we don't need to reinvent the wheel"* I'm asking about layered PSD paintkit... or template as someone might call it. THIS: http://www.digitalcombatsimulator.com/en/downloads/texture_templates/ *not the exact quote
  15. Well, I guess you can designate the target with your pipper and then overfly the target. Just like CCIP CR in Warthog. :)
  16. Right at the start it says the sounds were edited for cinematic purposes. :)
  17. Afterburner ON. Postcombustion in french.
  18. Euro Truck.. yup :lol: Still haven't found my house though.
  19. Grab the L-39C cockpit textures, open Photoshop, and get rid of that Cyrillic :book:
  20. No, there is not. Unfortunately. :)
  21. The way I see it, is that shadows are now being casted on less transparent surface, therefore are more pronounced. Can't really think of any solution to that...
  22. Ok then, about the flood light. I looked into that and there's no mask. It's a spotlight coded in LightSystem.lua. This is the piece of code that drives it: FloodLight_Thunderstorm.sources = { { lighttype = "spot", angle = cone_angles_1, direction = {azimuth = math.rad(0),elevation = math.rad(90),roll = math.rad(0)}, input = {0,1}, output = {0,1}, color = color_default, attenuation = attenuation_default, connector = "PTR-CNP-FLOODLGT-L", --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.bmp", --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.tga", --position = {0.25,-0.35,-0.35} }, { lighttype = "spot", angle = cone_angles_1, direction = {azimuth = math.rad(0),elevation = math.rad(90),roll = math.rad(0)}, input = {0,1}, output = {0,1}, color = color_default, attenuation = attenuation_default, connector = "PTR-CNP-FLOODLGT-R", --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.bmp", --projection_texture = "Bazar/A-10C/Model/Textures/spot_mask.tga", --position = {0.25,-0.35,0.35} }, } It's possible to move the light so it doesn't shine on the windscreen, with direction or cone_angles_1 parameters. But then of course, you're changing how it illuminates the whole cockpit. You can lower cone_angles_1 for example, making the light cone tighter.
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