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Posted

yeah, I used that in FC1.1 (Good times) but in FC2 I used the Oxyd's Blue afterburner because it fit nicely with the GYS F-15C and the HDR made it look veeerrry lovely :).

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Posted
Entirely different from how it's done in FSX. You can't translate that look over to FC2 at all.

 

That's not true...

 

Think of disabling the default FC2.0 AB cone with new combatace's Su-33. It can be done 'cause not every AC in FC has AB enabled (A-10, Su-25(T)).

 

Exhaust nozzles are animated parts of the 3D model and change diameter with AB stage increase. So upon nozzle animation start (when AB comes to life) a 3D model of a new AB can be triggered to protrude from the nozzles. Higher the AB setting - further it protrudes. Same method used as in extending the airbrake. New AB model shows up when triggered by a nozzle animation.

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Posted

@Mustang, pls make a screenshot on the tarmac togheter with 3GO Flanker, from several sides if possible thx..

Posted
@Mustang, pls make a screenshot on the tarmac togheter with 3GO Flanker, from several sides if possible thx..

 

Good call, would love to see this.

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Posted
@Mustang, pls make a screenshot on the tarmac togheter with 3GO Flanker, from several sides if possible thx..

 

You'd be dissapointed with 3GO Flanker :D

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Posted
That's not true...

 

[...]

 

Exhaust nozzles are animated parts of the 3D model and change diameter with AB stage increase. So upon nozzle animation start (when AB comes to life) a 3D model of a new AB can be triggered to protrude from the nozzles. Higher the AB setting - further it protrudes. Same method used as in extending the airbrake. New AB model shows up when triggered by a nozzle animation.

 

I know what I'm talking about. :smilewink: The exhaust feather animation is just the usual 0-100% arg-based animation. Most models (including mine) open and close the exhaust feathers smoothly with this argument. The afterburner "flame" (although it usually looks like a huge dreamsicle on most people's models) is a different story, because it cannot be "grown" along an argument with ED's Arg-Based controller. The next best thing is to use Visibility Tracks on multiple stationary "flames" so that they appear to extend outward as the argument progresses.

 

That's the system that is already in place... everyone uses it, and nobody's afterburner looks like a good one from FSX. What you won't get are specular lighting, particle effects, etc.

Posted (edited)

Ok, i'm a total newbie when it comes to making movies, so it's not the very best of quality (i'll improve :P) but heres a short demo of the latest build, showing animations etc

 

 

edit: and heres another, showing the damage modelling

 

Edited by Mustang
Posted

Thanks Mustang... Combatace, you've done a good job :thumbup:

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Posted
You'd be dissapointed with 3GO Flanker :D

 

Well, 3GO is in his own class like the Gys F-15, but Combatace did anyway a good job for the SU-33, nobody wanted to create this aircraft before and I was waiting for a new SU-33 for a longtime. Like I wait hard for Kriegers MiG-29A/G..

 

And btw. I would be not able to make such a 3d model by myself lol, soo I always respect the work what some guys are doing to make us happy more or less..

 

:thumbup:

Posted

Excellent work guys, really looks awesome.

Ill be downloading it the moment i can.

 

As for making video's the following links have some good tips about using the ingame .track to .avi convert and some reasons as to why to use that tool.

 

http://forums.eagle.ru/showthread.php?t=53839

http://forums.eagle.ru/showthread.php?t=66322

 

~S~

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The keeper of all mathematical knowledge and the oracle of flight modeling.:)
Posted

Gears didn't bend taking such weight in touchdown?

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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Posted
Gears didn't bend taking such weight in touchdown?

 

Does the stock model have that feature?

 

I'll check it with combatace, see if theres an arguement for that animation.

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