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Everything posted by beczl
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Well. I have a long-long plan that contain a lot of units and weapons that I should be insert the game. As you know the FC2 has a lot of oppurtinities due it contain several deactivated planes, ground vehicles and weapons also. For example.: - Harrier - Sea Lynx - A-222 Bereg SPG - SA-11 SAM complex with their own missiles - BUK complex loader, command vehicles - Several MAZ vehicle - A lot of A-G A-A Missiles, bombs, etc..
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Now I figured out how to possible to attack low level flying helos as well. I modeled the newer 9M113M Konkurs with tandem warhead. It can attack ground targets between 75-4000m. Air target max altitude 2000m. I also created a 9M17P Falanga to the Mi-24. It's working like a charm.
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If you change the Kabina-Mig-29.skin for the following you can see what method in use by ED: The ED use an automatic darkener process for all cockpit textures at night . If I won't use a darkened textures the whole cockpit will be very light at night. Also can test the lightened ones just change all texture types from "Standart" to "Lighting Standart" at subsection "value = 1.0;"..
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Yes as Blaze said it's a normal night texture using method. The black texture caused by the ED night cockpit method. They don't use a separated night cockpit textures. The stock cockpits has an illuminated instruments only. The cockpit other textures remain untouched. Why do you want to use a night light in daytime operation? If you change the ...night.bmp to a normal one in the Kabina-MIG-29A.SKINS. You haven't got a black texture but the other lightened textures goes a bit strange.. If real all light can be adjustable. In FC2 it won't. So I set all instrument and other lights volume to a standard combat settings as well. I had a lot of discussion about the night cockpit with retired and still active Mig-21Bis pilots. I have a video and several pics about the correct color and light intense. Belive me the pilot's in night see very similar in real Mig-21Bis.
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Great skin. About the text's: I can try translate it to english, but it will very difficult because the Hungarian texts not 100% translated from the Russian sources texts. It contain several coded names for each electronic, hydaulic, IFF and so on... blocks. If somebody has a russian text map I can translate it to english as well. Thanks for yopur click. I've got it.
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Not possible yet. I tried it but doesn't work.
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A few screenshot about my upcoming BRDM-2 9P158 ATGM "Tank-Killer" Mod. Both the vehicle and the missile has an own damage model, a new missile characteristic, three different skin, high detailed texture and so on...
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What does you mean OUTPUT? You cah shot the GUV like the normal gun. Switch to gun with key [C] than select gunpod with key [D]. That's all. Thanks I've got it.
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Thanks I'll check it.
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I think it'll enough to take a rest after a hard day work. :beer: Thanks man. :thumbup:
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The V2.1 will contain the following extra countries: Hungary, Serbia, Poland, Czech Republic, Romania, Bulgaria, Vietnam, Croatia, Finnland. So all different Mig-21Bis skin has an own country. If somebody has an own skin and want to I insert this skin in 2.1 release feel free to contact me or send me the skins as well. Also I can add more country in the 2.1 if required.
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Sorry it won't be fixed. It's caused by the two old cmd and new lom file usage in same time. As you know it1s the only way at the moment to we have a workinh HUD and MFD as well. I really like this Skin. :-) Is this Bulgarski Voenno Vzdushni Sili (BVVS) MiG-21bis (114) of the 3 Iztrebitelna Aviacionna Basa (3.IAB) / 1/3 Iztrebitelna Avio Eskadrila skin? I also like this skin: http://cdn-www.airliners.net/aviation-photos/photos/3/2/1/1042123.jpg
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Не понимаю. Я говорю немного по-русски.
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Well first of all my initial impression is very good. The plane basic shape is a bit warp and different than the real but as aaron886 say it wasn't an easy shape. I found some small mesh error. Also the airbrake hydraulics fix element is moving.. See attached pics
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Yes you're right. The following pictures illustrate the 244H dropping methods. It's difficult to simulate the real 5kT effects and correct drop tactics due the FC2 has a lot of limitation. In the real the bomb can be used three different fuze/impact/explosion setting: - use parachute, proximity fuze and explode in the air (that create a better damage on the buildings, but produce high radiation) - use impact fuze (that create a better damage on the vehicles, but produce mid radiation) - delayed fuze, that provide an explosion under the ground (that create a medium damage on the vehicles and buildings also and produce the lower radiation) The main reason is 4000m altitude limitation in FC2 is to avoiding self or wingman damage and add a small piece of the realistic. The real bombing method need a lot of testing, experiences and bombing skill. So I simplified it.
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I tried to add all country (Romania, Finland, Croatia, etc...) into FC2 but I had a simulator.exe crash every time when I try to add more than two additional country (Hungary, Serbia) to the FC2 as well. So that1s the reason why these planes hasn't an own country. I working on the other small ground vehicle mod. It's ~90% done. If I finish it this week I"ll try to figure out to add other additional countries as well. Sorry it's not a copy/paste job. This Mig-21 mod is need 2year hard work. My mods contain my real experiences about the planes, ground vehicles that really help for modding. Unfortunately I have zero experience with IAR 330 Puma. And other hand I have another plans and mods in progress in paralell. You can download the Mig-21 FC2 skin template from lockonfiles. With this you can paint your skin file. Insert it the \Lockon\Bazar\Temptextures. If you finished it you have to edit the following files: - LockOn\Scripts\Database\planes\MIG-21.lua - LockOn\Bazar\World\Shapes\F-16A.skins - LockOn\Scripts\Database\db_countries.lua
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Test in progress. :-)
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Could you post your curve settings? I would like to try it if possible.
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As far as I know the FC2 use same radar cross section for each categories of the planes. So all planes in Object-class "Multirole fighters" class has a same radar reflection. But not all cases. The F-117A is in the Bomber class... When I tested my SA-3 FC2 mod I recognized the battery can shot this plane because it has a good radar contrast..
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You can change the HUD color with [LCtrl-H]. Unfortunately no way to change MFD color.
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Yes you can disable the 6DOF feature in ..\config\view\server.lua as well. Just change the F_16A setting to Yeah we know. Unfortunately it's deaply harcoded. The engine increase/decrease time doesn't changeable. (yet) :-D
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@59th Ducky: Nem egészen, de nem működik együtt az Arg28 és 69. Regarding AFB visible AFB cone: This caused the model structure because sometimes the tga textures goes transparent and visible. It caused the day/night AFB cone programming. I checked it and fixed it. The next 2.1 release contain this fix as well. Thanks guys.
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I checked and identyfied the LOD issue. The issue source the visible gear bay door when the gear is in. Now it's fixed. The 2.0 release contain this fix as well. Thanks for the report. :-) You have to use a different profile than normal to reach M2.05. If you would like I'll scan the official and correct graph for M2.05 than post it.
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The engine smoke is disabled because it's interfered the normal other missile/rocket/burn etc. smokes due it use same texture grsmoketail1.tga. If we use a lightened smoke texture file for engine smoke the other smokes will be very-very light, sometimes invisible. We try to use a normal smoke texture for engine smoke but it's very dark. So we have to disable the whole engine smoke management...
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@AirTito: Well the hardest thing the RP-21 correct simulation. As you know some modes are not available in FC2 so we have to work with the available parameters to change the radar behavior. The Plane has a limited Bore mode but we can't simulate it fully. I checked the drag chute now and it's working: After the landing the drag chute is deployed automatically if: - Flaps are at landing position (fully down) - Airbrake is ON - Elevators are down (Stick is pushed forward) As the manual say the gun pipper doesn’t show the correct target point due some hardcode limitation. In the real between the droptanks and the center pylon has a 1-2cm gap. Some players informed me that "some mig21 features don't work in multiplayer" so It tested it and it was true. Basically the problem is not in the custom lua script but in the way the multiplayer system interprets it. Now it's fixed and adapted it so it will run no matter what.... Just downlaod than copy the attached file to ...\config\export\ and overwrite the existing mig21bis.lua mig21bis.lua