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gospadin

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Everything posted by gospadin

  1. Pilot (left) upper console has the primary weapon management. UPK = 23mm cannon PKT = nose machine gun (not implemented) PC = 80mm rockets Are you referring to something different?
  2. So doing some testing via external camera, collision model for the skids doesn't seem to exactly line up with the skids. Maybe that's what is causing the issue for me. Because the front collision point seems to be about 8-10" behind the bend in the skids, any apparent front-loading of the helo will cause the skid to dig into the ground. The curved front of the skid doesn't seem to be able to absorb terrain at all. Edit: I also believe friction is too high still as well. Steel on grass should slide for a while.
  3. You're saying that mods (e.g. aircraft we create) that live in that folder aren't subject to the integrity check? If so, that's at least an improvement from what we have now...
  4. F-18 early access confirmed! :pilotfly:
  5. Not currently possible. I agree, a Huey or Hip should be able to carry a dozen HOT missiles or more to allow in-field gazelle rearming.
  6. Anyone else seeing irregular movements when setting down still? 1.5.4 stable, whichever one was pushed on july 8th. Seems like every time I touch down, I have a jerky movement typically forward and to the right. This is setting down from a 1-2 foot high hover, so it's about as gentile as anyone is going to do. I get this on both pavement/runway surfaces and grass. Additionally, I noticed the skids leave tire skidmarks if you land with forward velocity, kind of funny.
  7. This is something you should have on your kneeboard.
  8. Haven't had time the last week. Hope to get back to it middle of this week, hopefully before 1.5.4 pushes to stable.
  9. We have no plans to do any non-humped A-4. Any group will be welcome to use our code and attach it to their own model if they choose. --gos
  10. last release or two is a lot more consistent, there was only 1 or 2 not-yet-fixed last time I checked in 1.5.4... the guidelines from ED are: 2 position toggles with either mouse 3 position vertical toggle switches: right = up, down = left 3 position horizontle toggle switches: right = right, left = left rotary switches: right = clockwise, left = counter-clockwise
  11. Exactly. With early-60s electronics, the hump was needed. The move to compact solid state hardware in the 80s meant the same avionics could be fitted without the hump. The Kahu even got a medium range pulse doppler radar. Definitely a sweet package.
  12. Everyone will be able to download it and play with it for free!
  13. A-4B/C/E/F and TA-4F variants saw action in Vietnam. First "humped" A-4E was in 1967, which was the same year the A-4F was first deployed. Whether to add the hump or not was really based on the squadron's mission. Some never upgraded. Since we aren't modeling both versions, we had to pick one, and we voted internally on having the hump. While we recognize some fans of humpless A-4s will be disappointed, that's what we've chosen. --gos
  14. Correct. As far as we can tell, guided weapons require the SDK. Using the avionics from another aircraft that uses the SDK is one way around this, but then you wind up with their full cockpit implementation.
  15. yes. some (all?) models have a pilot texture that you can change. They're modified like any other livery texture.
  16. What level said is correct. The problem (we think) is in how the game engine models drag when you attach multiple bombs to a bomb rack. In the engine they're additive regardless of the stores configuration, which leads to lower-than-expected max airspeed when fully loaded with 6 bombs on a single MER. I believe (without an aero degree) that having two bombs nose-to-tail on a pylon should result in a combined drag for the pair that is only slightly larger than the drag from a single bomb.
  17. Taking me a little longer than I wanted to fix the lighting in 1.5.4. Hopefully i'll be able to finish Monday or Tuesday evening. Sorry for any inconvenience.
  18. Well, "done" may or may not be done. It's as done as we felt like making the SFM given some of its limitations for now. As other stuff finishes up, we may revisit tweaking is so that it performs close to spec with armaments loaded. EFM would be a whole different kettle of fish, and if we were working on that it'd probably look more like the real teams, who spend 6+ months getting their FM correct. If not for the model elements not yet unwrapped, our textures would probably be done or close to it. IMO they look really good up close thanks to plusnine's effects work. --gos
  19. Right now we're SFM so there isn't much to test. Our tables are mostly in-line with the data available, at least for clean configurations. If we get to the point where we're working on it and having trouble testing, we'll reach out to the community at that point. Thanks for the interest though! --gos
  20. Just a quick update from the team. Thanks to Jones, we now have working bort numbers on our external model that you can set in the mission editor. I know this is a small, but I think it adds quite a bit in multiplayer. We've set up our model with both traditional and aggressor bort locations, so anyone making an A-4 livery will have plenty of locations to choose from. In a few cases there are variations on where exactly numbers appear or how big they were, even within a squadron from year-to-year, so our placements have averaged out a few of them. Our goal remains realism, within our limits and abilities. Currently available bort locations are: nose (3-digit traditional), nose (2-digit aggressor), top of tail (USMC and some USN, 2 digit), top of rudder (USN and some USMC, 3 digit), middle of tail (aggressor typically, 3 digit), flaps (all planes, 3 digits), right wing top (USN, 3 digits). We've also added another USMC livery with a draft version pictured above, VMA-121 Green Knights, rounding out all the units that served in Chu Lai. Some other stuff is in progress, but we need to save something to show in future updates. =P --gos
  21. I start on ground cold (one of the new mission editor capabilities for helos) and my gazelle explodes as soon as I start the mission. Is it working for anyone else?
  22. tail authority during forward flight is WAY better turn behavior with stability enabled is WAY better there's still some wierdness in how the magnetic brake works. i can't get it to consistently trim where i want it to. also, i was able to get the gazelle to slide backwards on the ground with forward cyclic applied and collective at zero... something seems wierd there, need to investigate more
  23. uboats is right at its most basic, you're just editing existing texture files with photoshop, gimp, or a tool of your choice some cockpits use animated text indicators which can be edited in the .lua (SA-342 for some warning lights) but most just use textures
  24. Looks like a great set of small improvements in the latest changelog. All we need is the door gunner, the cargo bay camera, and the ability to fly without the rear doors. =P
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