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Hawkeye60

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Everything posted by Hawkeye60

  1. This is looking outstanding! A Super FARP! Be sure to sign your name in the cement!
  2. Try this version. Tested in MT OB Latest build. Install the same as all other Cuesta Brothers Flyable s. Beware! Only one mod of this type may be used and installed at one time! A Main sim install I suggest, as the mod title says, to use a mod manager. The P-51 MUST be owned and installed! YMMV Have fun! https://www.dropbox.com/scl/fi/qubwvsx5rl3mcggd83nmr/Mod-F4U-OvGME-3.0.rar?rlkey=ht1ifxkdv0kk4x4onqbh7pk4e&dl=0 @jackd If all works as intended, the P-51 should still be available to fly, with this mod installed. But only one version. This takes the place of the second. A "Parasite Mod"
  3. How about this one? With correct cockpit! Two actually! Now THIS is COOL! Can not get the duel cockpit function to work sadly. Code is there. Got one two many prop blurs as well.......lol
  4. The Vought F4U Corsair has been fixed! Flyable using the method created by the Brothers Custa Coming soonest! With a big Merci to them for this mod work!
  5. @prccowboy is correct. There are three connectors needed to define the deck surface. Front, Middle, and rear. The ED carriers have the names used in the damage section of each lua. These connectors must be present on the deck for the hook and landing to be possible, as like the SC.
  6. You can designate any UN-used arg for the radar. To do as you suggest, use the arg as a position arg, not a rotation arg. One thing I noticed. The ED carriers use a radar connector. Never used one. FYI With clever use or the time line, and vis args, You can get the effect you wish. @jackd Lovely! I will send you a PM about the HE111
  7. Thank you! Was hoping for a patch today! Finger at the ready! Cheers!
  8. Notice also the line Ocean FARP? This is for the oil rig platforms, But, you are not stuck with only those! SeaObject = true,
  9. Come to think of it, I bet @currenthill could whip one of these out in a jiff! With a bit more code, you could warehouse it for weapon resupply. Even add protection. AA, big guns, etc. A FARP Diorama as it were.
  10. Coming from a Apple IIE and sub Logic, I think I have gone to Heaven! Thanks Eagle Dynamics for making my dreams a reality! VR IS the WAY!
  11. Look closely at the lua I posted. There is a line for number of aircraft. Also, you would do well to follow SuntSags lead. Use his FARP mod as a donor. Or, look at Wags Apache loft mod I created. It is a working version. The collision file is key for spawning. Here,
  12. @crazyeddie Why not call it a FARP? Use the FARP code set up. Add the model and collision used. Add the livery declare line of code. This will make it appear as a farp, which can be spawned upon. Ground start. Directly on top of the FARP. local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", -- positioning = f.positioning or "BY_XZ" --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} -- positioning = "ADD_HEIGTH" positioning = "BYNORMAL" } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeName, file = f.ShapeNameDestr, } end f.mapclasskey = "P0091000022"; f.attribute = {wsType_Static, wsType_Standing} -- if 'attribute' == nil then insertion will be aborted add_surface_unit(f) GT = nil; else error("Can't add structure") end; end add_structure({ Name = "farp", DisplayName = _("*FARP"), ShapeName = "farp.EDM", Life = 2500, Rate = 100, category = 'Heliport', SeaObject = true, isPutToWater = true, positioning = "YES", classname = "lHeliport", -- classname = "lHeliport", numParking = 1, })
  13. https://www.instructables.com/Wind-Tunnel-for-Small-Models/
  14. Which cockpit do you guys prefer? This is with the A-10a https://www.dropbox.com/scl/fi/f8sq0532o56dnem8p4t0v/VSN_A6A-v2.7.5.08-FC3-SFM.zip?rlkey=in7v5a7xopqxa586jqvnhmcxw&dl=0 Version 2.7.5.08 A10a Other FC3 cockpits can be used. She is now a recon aircraft in the ME
  15. Very soon! But first, a Tribute to Our Fair Leader! See first post! This one was fun to make! I sure hope he does not mind I shared his Private hang out with you guys!
  16. yes, already in sim! But needs a collision done.
  17. https://www.digitalcombatsimulator.com/en/downloads/screenshots/1404/
  18. May I ask about the WWII Marianas add-on? This alone would give us something to use and enjoy while we wait for the team to catch up. No word about it in some time. The last screens ED posted look fantastic!
  19. She is coming along. With a modernized Fletcher Class. Takes time to make them look correct, and have period weapons. ASAP!
  20. ED changed the edm format. I have fixed this one. Coming back soon!
  21. To give this thread a kick in the ammo box, I have Mario's HE-111 back in sim, fully working! He sent me his max file. I created A new exported edm. Works in MT, OB. Coming soon! She is getting a texture up-date to dds
  22. Also, Ask Tobi, the creator of the exporter which version he recommends. He has a discord. Also, You may find a link among these vids.
  23. http://files.eagle.ru/mods/ I use max, YMMV 3D modeling forum section I always use a older version, say, a month old at least. Newer files may contain bugs.
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