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Posted (edited)

I'm trying to make a cockpit but i'm having this problems, It looks like i can see trough some objects.

Maybe someone can help:)

 

ScreenShot_042.jpg

cockpit.jpg

Edited by Dany90

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Posted

Great job on that cockpit there!

 

I've heard that linking objects can cause the parrent object to show over the child objects. If you have linked any of the objects, try to unlink all and see what the result will be. Theres almost noone that have made cockpits for lockon yet, so its kindof a unknown area for alot of us I think.

 

Also, there is some boundry boxes that must be set to get it to work properly (I think), but if its the name of the boxes or what you assign them as in lom utils, Im not sure.

 

And also, I've read somewhere that adding a custom cockpit to a original plane works good (exept mfd and hud). But adding a custom cockpit to a custom plane (one of the original planes changed to another lom file, like the 3go flanker), you get major scale problems.

 

If everyone posts their experiance with cockpits building in this thred, we might get alittle wiser on what to do to get this to work properly;)

Posted

I haven't linked the objects.

With MFD material from LOM Utils game crashes.

It would be nice some documentation from ED :D

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Posted

Yes, I feel your pain, It actually sayes in a readme document that comes with the lockon tools that the tools are limmited, so most functions does not work.

 

Oh, and to the linking thing, try to link the main panel to the mfd's, so that the mfd's are parrent and the main panel child of the mfd's (all trail and error this im affraid:music_whistling:)

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Posted (edited)

Briliant idea I had thought of that but I haven't tried it

it actually works:pilotfly:

ScreenShot_043.jpg

Edited by Dany90
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Posted

Well, that's a (very) nice work, but...

 

With MFD material from LOM Utils game crashes.

 

I don't know if you'll feel that helping, but please note that, to date & AFAIK, nobody was able to make a fully functionnal .lom cockpit.

 

The main (unsolved) issue is to make functionnal HUD & MFD, whithout which your work isn't worth the pain IMO, as it's not usable in the sim...

 

If, by any chance, you solved that issue, please please please let the community know ! There is a lot of good modders who can't wait to find a workaround (and many more "simple pilots" who'll enjoy this none the less !)

 

Cheers

Az'

 

PS : The only 3D reworked cockpit I'm aware of is still WIP : It's the AlphaJet by Airone, and this plane doesn't have a HUD nor a MFD on the modelised version...

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Posted

IMHO building cockpits without hud and/or mfd isnt totaly useless, there is a big aerobatic community using lockon, and in formation flight you dont neccecerily need a hud or mfd. Then again, there is the flight model issue, so you can work your ass off to build a awesome plane model and cockpit model, but it would still fly as a su-27.. Hope dcs will do something about that with the new tools

Posted

well I have an idea. an HUD is all just built buy different sections of transparent tga files, so if you can make an analogue gauge for lock on, like an altimeter, whey couldent you build and hud using teh same arguments that are used for the altimeter etc......? in theory i think it can work, though makinkg the physics of the moving parts im not sure of.

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Posted

Wooowww!!!! Keep the good work men!!!!!! The problems with the materials generally are add to the maps textures.

If you see can see in the new aircrafts models, if you dont have the textures in the rights shares of the Lock On the shape will be invisible.

 

Meabe that´s the problem too.

But if you can make work this project will be a great supply to all the Lock On´s comunity.

 

Great Job my friend!!!

 

Best wishes from Argentina, sorry for my english, ;D

Posted

Best of Luck. I hope someone will figure this out and you could be the one. Getting tired of re-texturing to make the newer aircraft look somewhat modern.Keep going you may just hit the right spot. I would say that you have a big fan club behind you, praying you find the answer.:thumbup::thumbup:

Posted

Earlier model was taken from lockon and modified, now I made another model and no longer has the bug.

I didn't had to link the objects like before but now i can see the plane trough it :noexpression:ScreenShot_046.jpg

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Posted

This is going to be a long process and in the end you may find you can't do it. All I can say is stick with it and hope you stumble on something no one else has. Cheers and good luck.:thumbup:

Posted

Damn, good luck man.

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Posted
This is going to be a long process and in the end you may find you can't do it. All I can say is stick with it and hope you stumble on something no one else has. Cheers and good luck.:thumbup:

 

Even if i can't finish the project I will finish the model and maybe some day we will be able to make cockpits without bugs.

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Posted

Looking great so far.

I can see an issue you may have with getting the dials in the position you want, but keep going at it, you may find a way.

Posted
well I have an idea. an HUD is all just built buy different sections of transparent tga files, so if you can make an analogue gauge for lock on, like an altimeter, whey couldent you build and hud using teh same arguments that are used for the altimeter etc......? in theory i think it can work, though makinkg the physics of the moving parts im not sure of.

 

I'm not sure arg# for re-calculating targets cues, plots & designation boxes are available ? :book:

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Posted

@Azrayen

 

I dont think they are, if its possible to make an HUD in this way I think we would have to settle with heading, altitude information, maybe waypoints also. for gun sights and such it may be possible to fix an static sight like on the Su-25 but it probably wont work to make a dynamic sight like on the SU-27.

 

As someone said earlier in this thread i think its all about trial and error. This game is the mother of bitches to mod, so with some patience and after a couple of brain hemorrhages i think we might ghet there in the end. If we are lucky. Even if we only cen find the size solution for analouge cockpits then that is a great thing :). Like for a certain alphajet ;)

Intel Core i7-8700 3,20GHz - EVGA GeForce GTX 1080 Ti SC2 - 32Gb Ram - DCS on 500 GB SSD - Windows 10 - Thrusmaster Warthog - Thrustmaster TPR pedals - Track Ir 5 - Samsung Odyssey+

 

[sIGPIC][/sIGPIC]

 

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Posted
Earlier model was taken from lockon and modified, now I made another model and no longer has the bug.

I didn't had to link the objects like before but now i can see the plane trough it :noexpression:ScreenShot_046.jpg

 

The problem with seing the outside model through the cockpit model can be fixed with argument 114. It has to be done on the plane model though and not the cockpit model.

 

Looking great so far, keep it up!:thumbup:

Posted
This is going to be a long process and in the end you may find you can't do it.

 

I think you're right I can't do it without support from ED, there are steel alot of bugs and some analogue indicators don't work so the cockpit won't be playable.

ScreenShot_047.jpg

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Posted
The best working cockpit modifications were done with the Armee Del'Air ADA Mod.

You can find it at www.lockonfiles.com. I recommend to contact the guys who made this, they have been through all these problems before and know what can be done what can't be done.

 

adamod.jpg

 

That's mig-29's cockpit retextured.

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Posted
The problem with seing the outside model through the cockpit model can be fixed with argument 114. It has to be done on the plane model though and not the cockpit model.

 

I think the issue as seen in the screenshot has more to do with scaling the cockpit shape correctly in max as well as adjusting the position of the player pit view in relation to the external shape(CockpitLocalPoint), which IIRC is done in the "server.lua" script.

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JJ

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