Mav87th Posted October 25 Posted October 25 (edited) After a weeks time trying different things i have now finished up my own profile for the FFBeast for the Mosquito. It currently demands that you DISABLE force feedback in the main setup menu. It incorporates forces on: X and Y stick axis depending on speed and engine RPM Forces on Elevator depending on engine RPM Forces on aileron and elevator depending on speed Jolts on: gear extended and retracted landings Shakes on: Rolling on the ground depending on speed Gear extended - depending on gear extension percentage and speed Flaps extended depending on flaps extension percentage and speed Bomb bay open - depending on bay open percentage and speed Machineguns fire Canons fire -- Structure: [draw_argument_id_of_damage_animation] = damage_multiplier -- use damage_multiplier to make effect of specific damage stronger or weaker -- KEEP LIST OF DAMAGE VARS AS SHORT AS POSSIBLE! local damageVars = { } -- main guns local function getGunTrigger0(trigger) if (trigger == 30) or (trigger == 50) then return 1 else return 0 end end -- small guns local function getGunTrigger1(trigger) if (trigger == 10) or (trigger == 50) then return 1 else return 0 end end local _api = {} function _api.getCommonData(mainPanel) local result = FFBeast.getCommonData() result.sp_br = FFBeast.round(LoGetAircraftDrawArgumentValue(26) * 100) result.gun_trg0 = getGunTrigger0(trigger) -- Hispano 20mm Mk II result.gun_trg1 = getGunTrigger1(trigger) -- Browning .303 MkII result.dmg = FFBeast.getDamage(damageVars) result.name = "MosquitoFBMkVI" return result end FFBeast.modules["MosquitoFBMkVI"] = _api; TODO: Make it shake on Rockes fire Make it Jolt on Bombs release Edited October 25 by Mav87th
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