Jump to content

jib

Members
  • Posts

    697
  • Joined

  • Last visited

Everything posted by jib

  1. yeah me to. first flight in f15 first time i pressed select weapon it crashed. I will try to upload the crash files. Edit: attached logs http://forums.eagle.ru/attachment.php?attachmentid=73389&stc=1&d=1352832056 Todays Logs.zip
  2. Yes that is great news!
  3. lol, weird
  4. Try opening up the relevant mission files in a text editor and using a find and replace for the right field.
  5. I would clear all your axis assignments in the options and re-add them, it is probably assigned to something else.
  6. I figured it out. I setup the time in max to run from -100 to +100 and the argument now works fro -1 to 1
  7. Thanks Dimebag that fixed it. The animation is now working in the model viewer but but it only spins the turret 360 degrees when I change the argument value between 0 to 1 and doesn't do anything with argument values 0 to -1. how do I set it up in 3ds max so it spins from -1 to 1 argument values?
  8. When animating a 3d model does the name for the argument need to be specific? I thought I have animated my new gun turret correctly but but the animation doesnt show on arg 0 or arg 1 in them model viewer. Here is how I have it setup in the toutrarial it says select argBased Rotation, but I didn't have that in my version of 3ds max so I selected arg based float I have tried it on arg 0 and arg 1 I have found a list of all the arg values here: http://www.virtualblueangels.com/ftpmain_members/beaker/tutorials_and_ref/LOFC_Arguments_Lists.zip but they do not tell you what names to use. in this tutorail he seems to you very specific names: http://forums.eagle.ru/attachment.php?attachmentid=56033&d=1314802370
  9. What a DSHK like this: I still need to make some tweaks to the model and I need to texture. I have no idea how to make it fire! so if someone could point me in the right direction.
  10. Thanks for that. took me a little while to find it. if anyone else wants to it is here: about the model not updating, I am using the proper mod folder way of doing it now that aaron886 showed me so it is not an issuse: http://forums.eagle.ru/showthread.php?t=96165
  11. Thanks a lot aaron886 Thanks a lot aaron886 it works great!
  12. Diveplane has made a Player Controled AWACS mod: http://forums.eagle.ru/showthread.php?t=93826
  13. I love using CA when I have almost completed a mission and get shot down, then I can jump in a tank and complete it or sometimes the other way around. Obviously if you haven't softened up the enemy enough with air support you will fail. it is fun and take some of the frustration out. I love the BMP 3 the best such a mix of weapons to use.
  14. I think what he is trying to say is that if you say Copy the KA-50 files then reinsert it as a mod with a different name, then any changes you make will be avalible in that mod. It will only work for single player and you will have to change the missions to select your aircraft.
  15. Is there any way to copy this mod over to the Su25T? I know there where NVG mods for FC2 but no one seems to have made one compatible with DCS World yet. If it is simple to copy the files accross It would be good the fly the Su25 with NVG.
  16. Why is there no night vision in Su25T cockpit? every other vehicle has it even the 1940's P51 Mustang, you can get it in all the outside views, why can't they just activate it for the SU25 Cockpit?
  17. Try pressing N when in outside view. it toggles nightvision.
  18. When I update my model, export it and replace the .edm file in C:\Program Files\Eagle Dynamics\DCS World\Bazar\Terrain\Structures\High\EDM it doesn't update the 3d model in the game. I have to rename the .edm file and update the db_units_ground.lua , db_precountries.lua and StructTable.sht with the updated name before the new model will show in game. Why is this? Is there a model cache somewhere I need to flush somewhere to update the file? Here is the model i'm working on, its an Afghan compound to use when the Nevada terrain comes out to simulate missions in Afghan mountains. I have done the collision model, textures still need a lot of work and the damage model should be fun to make.
  19. using the template provide I have managed to add several aircraft using the mods folder. I want to try and model my own aircraft but I thought I would take baby steps and do a ground building first. I have done the modeling now I need to get it in game. I know how to add it the old way: http://forums.eagle.ru/showthread.php?t=79509 like this. but I was wondering if anyone knows if it is possible to add a buiding with the mods folder. I need to find the alternative to this command at the end for structures add_aircraft("youaircraft") in "your_mod".lua that is called from the entry.lua
  20. This sound like a good technique, I wish I had heard about it earlier before using boolean to put cracks into my walls and messed up all my verts Thanks
  21. I found a good tutorial on smomthing groups I found a good video tutorial on smoothing groups.
  22. You could try deleting the faces and re-creating them manually, it sometimes works for me. I am also having the same trouble with smoothing on a Afgan building i'm making. can any 3d studio max wizards help us out?
  23. According to these specifications the Tow missile seems much to slow after a short amount f time. it should still be traveling at 422mph after 8 seconds (2000 meters). http://www.aircav.com/cobra/towlife.html Throughout this sequence of events T equals missile launch time, not when the trigger is pulled. T -1.52 seconds When the trigger is pulled, three batteries are activated that provide power to the electronics, the Xenon or thermal beacon and the actuator subsystem. The attitude control gyro spins up to 42,000 rpm. Electronic signals are balance between the Missile Command Amplifier and the missile. T = 0.0 seconds The launch motor ignites producing 15,000 lbs. of thrust for 0.35 to 0.50 seconds. This causes the missile to accelerate to 250 ft/sec. The launch motor is completely expended before the missile exits the tube. The wings on the missile extend as it exits the tube and completes the circuit to activate the flight motor, which occurs about 7 meters from the launcher T + 0.5 TOW missile launcher stows 30 - 65 meters Warhead arms by acceleration G forces Upon capture, the TOW missile becomes a closed-loop system. The Xenon beacon and thermal beacon ( TOW 2, TOW2A ) are installed in the rear of the missiles and are detected by the Xenon detector or thermal tracker in the TSU. Two wire dispensers are mounted on the rear of the missile at 90 and 270 degree positions. These dispensers contain 3,750 meters of single strand wire. Control surface flippers respond to signals from this wire command link. Helium powers the control actuators. The attitude gyro, which limits yaw and roll, is driven by nitrogen T + 1.35 sec./ approximately 230 meters The IR sensors in the TSU switches from wide field of view (FOV) (+ 6 degrees) to medium FOV (+ 1.5 degrees). T + 1.6sec./ approximately 350 meters The flight motor burns out. Missile velocity is approximately 1,080 ft / sec. (639 knots or 735 mph). T + 1.85 seconds Automatic wire-cut occurs if no IR source. T + 2.0 sec./ 500 meters Minimum effective range T + 2.34 sec./ approximately 520 meters TSU IR sensors medium FOV (+1.5 degrees) end; narrow FOV (+0.25 degrees) begins. Narrow FOV IR sensor is contained in 13 power lens. T + 3.9 sec./ approximately 1000 meters Missile velocity is approximately 840 ft / sec (497 kts or 571.4 mph T + 4.325 seconds Control surfaces (flippers move at 12.5 cps instead of 25 cps to conserve helium gas in the high pressure bottle. T + 8.6 sec./ approximately 2000 meters Missile velocity is approximately 620 ft / second (367 kts or 422 mph). T + 14.8 sec./ 3000 meters Missile velocity is approximately 450 ft / second (266 kts or 306 mph). T + 20.5 sec./3750 meters Missile velocity is approximately 375 ft / second (222 kts or 255 mph). Missile is at maximum range of the wire. Automatic wire-cut happens at the tube when the wire breaks. T + 23.04 seconds Automatic wire-cut occurs if no wire-cut signal has been previously received. T + 23.12 seconds Trigger reset for the next missile. I noticed it seemed very slow compared to hellfires.
  24. Yeah I get the same thing I just posted about it here: http://forums.eagle.ru/showthread.php?t=96035
  25. I am getting a Mission Editor CTD when trying to add any actions in the advanced way-point properties on Su25T and KA50. Screen just before crash. Crash logs attached Im running windows 8 build 8400 Nvida graphics card. Crash logs.zip
×
×
  • Create New...