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Everything posted by archimaede
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As you can see here, the mic button stays in place while the throttle moves.
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I don't think the Rafale would make it, considering it would be hard to make it even as an AI (not enough data) and considering it would completly annihilate anything else in the game and thus make the 2000C irrelevant and useless. The priority would be to add a french tanker for AAR.
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Mirage 2000 digest: read this if you aren't clear on what it is/does!
archimaede replied to Azrayen's topic in M-2000
That's not what's in the package but what should be expected to be in it. So far Razbam have not been 100% clear about wether they'll add the exocet / armat or not. Anyway, very nice post Az'! -
bone animation constraints trouble
archimaede replied to RedBeard2's topic in 3D Modeling for DCS World
Hey, I just wanted to say thanks for all, it's been a tremendous help ! A little thing to correct in the guide though : In your guide, it's written : TYPE = “bounding_box”; However, the correct syntax is : TYPE = "bounding_box"; The almost unnoticable different is the "" instead of “” (maybe due to the italics ?). Without the correction the export is impossible. -
Different drag. The 2KC computer can not handle different drag for AS payload. Everything must be the same. So you can't carry both MK82 and GBU 12 at the same time, period.
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By the way, the image with 4 GBU 12 and 2 MK 82 is wrong. In real life, you can't put 2 different AS armaments on the 2000C variant they're doing.
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Couldn't Aviodev release the CC version bit by bit ? What I mean is instead of polishing every weapon and releasing it all at once, couldn't they polish the gun and release the CC with only the gun, then in another update add the bombs, then in yet an other update add the missiles ? That way we don't have to wait months for the CC variant, and have something to play with while waiting the the next weapon systems :)
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Animations not working while piloting aircraft
archimaede replied to swither's topic in How To Mod for DCS World
Thanks for the help, now I've got a pitch animation. I suppose I'll have to add a line for every external animation, but as long as it works, it's ok :) I've also noticed about the pitch and roll mix up, and also had that even before adding your code. I don't know if it's a DCS issue or something else. -
1.b 2.a 3.a 4.a
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Release it already !!!
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You were too quick for me to reply, but yes that was exactly it. Also they will act as fuel tanks with this code (whereas with a slightly different code, they seem to act like tanks but don't actually add fuel, they're just useless weights). I'm trying to add my custom cockpit, but it only partially works. In the aircraft.lua, I have : HumanCockpit = true, HumanCockpitPath = current_mod_path..'/Cockpit/Scripts/', In the entry.lua, I only have the dofile : dofile(current_mod_path..'/aircraft.lua') That's pretty much all I have to load my cockpit, and it works. However, I then lose all my external animations (flaps, gear, etc)... What did I miss ?
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Looking nice :) As for the Connector, how do you procede to add them ? Do I have to add a dummy in 3dsmax, change its properties, rename it ? If so, to what ? Do I have to link things to it ? etc etc If you've already done it in one of your other mods, please let me know and help me out, I've found ways around it, but I'd rather do it the right way...
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What do you use then instead of the make_flyable ? I'm interested cause it might be a solution to my own problem :) As for the LAU, try that : declare_loadout({ -- category = CAT_AIR_TO_AIR, CLSID = "{LAU_115_2_AIM120}", Picture = "aim120c.png", wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AA_Missile, 24}, displayName = _("2*AIM-120C"), attribute = {4, 4, 32, 24}, Cx_pil = 0.001959765625, Count = 2, Weight = 370, Elements = { { ShapeName = "LAU-115C+2_LAU127", IsAdapter = true }, { ShapeName = "AIM-120C" , Position = {0.4, -0.15, 0.25}}, { ShapeName = "AIM-120C" , Position = {0.4, -0.15, -0.25}}, }, -- end of Elements }) You'll just have to ajust the missiles position (and maybe Cx and weight), since I wrote that quickly, but it seems to work. Also with that code you don't have to modify the data.lua, you can directly put it in the aircraft.lua of your mod, which means you don't have to worry about modifying core files ;)
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I have the same issue :) When loading my own pit, only the internal animations work, all the external ones are off... What's your make_flyable ? It should look like this : make_flyable('plane-name', current_mod_path..'/Cockpit/KneeboardLeft/',{nil, old = 54}, current_mod_path..'/comm.lua') Make sure you're using the name of your plane (the one from name = 'plane-name', , and not your variable name (which should be something like plane_name ). Well you could either use the .edm model for the lau115+127, and create your own loadout, or directly use a CLSID with the lau115+127.
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My argument's numbers are fine, they are the same than the one from the core game (F-15, the L39, etc.) and the same than the ones from the mod. Also, I forgot to add it, but the tail hook does work when I press the keys to it, meaning that I can see it get lowered or raised. It's the only user controled animation working so far, and I've got no idead as to why...
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Hi, back again with another question : I animated my model, the animations work just fine in the model viewer, but they do not play in game... Basically, it seems like the animations linked to a user input (press G for gear up, ctrl C for canopy, etc) do not work, while the automated animations (strut compressions, pilot head turning, etc) play just fine in game. The weird part is that the "user input animations" still are in the right position on start up (gear down if I start on the ground, gear up if I start in the air). But if I press G, nothing happens... What's the issue ? I thought it might be linked to the input.lua file, but I simply copied one from another mod that does work perfectly...
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Still not working... I copied font.lua and material.lua to my /Scripts, copied LeVince's files since you said they worked, but I still can't see that damn mach number! :( Do I need to use a makeflyable() command in the entry.lua or the dofile() is enough ? What else is missing from the wunderluft example, else the font issue that you mentioned? I spent all week end on that thing, to make sure I didn't miss a thing, and still the addition of font and materials didn't change a thing...