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Found 8 results

  1. The canopy latch system is not animated. When lowering the canopy, once it touches the cockpit frame, the curved latches then rotate around the canopy mounting points (This is the extra sound you hear after it's closed). Below are screenshots. There are multiple latches around the canopy. All of them should rotate around the canopy mounts to engage and lock the canopy down.
  2. Hello guys. Only I have one, The animation of the wings (Wing sweep) is not smooth? (freezes) Animation is choppy sorry for my English
  3. There are so many cool animated units out there in DCSW, would be nice to have access to those animations. Maybe even via triggers. Examples of use: - Place a tank with opened upper hatch, to drop a tv guided Mav right in there, etc. - Build scene with units in different animation sates. Is it possible via lua scripts?
  4. Just to preface: Hat's off to Grinnelli's excellent work on the Raptor, one of my favorite mods for DCS! Only problem is that the A.I. doesn't use the bay doors when dropping missiles. Was wondering if there was a way to change that, since the default bombers do use bay doors. Is there a section of cod I have to add/edit? Thanks guys!
  5. I'm almost finished with a massive undertaking of a fully fledged ID4 (independence day) experience, but have this simple little hickup, that I can't figure out. I'm amazed how far I've gotten with this mod (though with many sleepless nights, forgotten meals and severe sanity loss as a price), only to get this little detail in the way. I've managed to get the animation with their respective arg's (each within 100 frames) to work in the model viewer as seen in the added images. Tried getting the arg's to play via ME, but I keep getting a static version (as show in the "in game" image), stuck in 0 for each arg-nr. The link to my google drive folder contains videoclips (also contains the images in the post in original quality): https://drive.google.com/drive/folders/1rZrrC487FlppDiahGMyItWEspzyQL_AM?usp=sharing In the clips, you can see how I want the result to play out in game, so in addition to get the animation to work in game at all, I need to know how to apply different durations from -1 to 1 for each arg. Originally I had two additional args, one that also moved the entire ship from point A to point B and a second that kept the ship rotating (which you can see in the clip with rotation) throughout it all. Ideally, I'd like to go back to using those args as well. The idea is to make the entire animation play once from start to finish throughout a mission (30 minutes) that this animation is intended for. The ship moving from point A to point B for 28 minutes, followed by the ship opening and firing its primary weapon for 1 min and 30 seconds (leaving it at the last frame those last 30 seconds) while having the ship rotate the entire 30 minutes. If the engine is somehow too restricted for such grand ideas, my backup plan is to settle with only animating the primary weapon by itself (as shown in the clip without rotation) those last two minutes of the mission. (as shown in the clip without rotation). Please can someone help me with this? If you need more info than what I already added, ask away. Best of regards, Jahn
  6. Hello, I’ve noticed this for a while but only just decided to get the screenshot to have the evidence. Seems pretty clear to me they come out of the chute that points 90 degrees to the right and not from straight behind the gun cover opening. Thank you
  7. Hi everyone, For some time the AN/SPS-48E NTU (RADAR on the rear of the superstructure) has had a rather excessive rotation speed; currently, it rotates at about 4× the speed that it should (~60 rpm / 360°/s or a rotation period of 1 s as opposed to 15 rpm / 90°/s or a rotation period of 4 s). Tarawa_SPS-48E_rot_speed.trk
  8. Hi everyone, Minor issue with the new Stennis model, the AN/SPS-49(V)5 NTU RADAR seems to be a little... hyperactive. It rotates very rapidly - at about 60 RPM. The real rotation rate should be 6-12 RPM. The other ships are all fine. EDIT: Can this get moved to bugs and problems @NineLine @BIGNEWY? Hyperactive SPS-49.trk
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