borchi_2b Posted December 4, 2011 Posted December 4, 2011 ok, is it possible to make new 3d models for FARPs ? i guess that it is similar to making a new airbase. i would love to see luckybob here and give some input if possible. where are the files for the farps located, or what needs to be edited? this is a project which would really interest me to work on. thanks for your interest, and maybe for some help cheers borchi_2b http://www.polychop-sims.com
Nate--IRL-- Posted December 4, 2011 Posted December 4, 2011 IIRC Luckybob and Mustang had created a new FARP model, similar to Supervasias model that was included in BS2. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
borchi_2b Posted December 4, 2011 Author Posted December 4, 2011 well i do not use bs2 right now. so i do not know what the new farp looks like and if it is in any way some what realistic :-) never the less it would be nice to make a new farp anyways http://www.polychop-sims.com
Nate--IRL-- Posted December 4, 2011 Posted December 4, 2011 Ah, I see. In general the aim was to improve the horrible texture used in BS1. The Model was the same but the texture resolution was much improved. Normal Mapping was also added to the model to give the metal grid the appearance of depth. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
borchi_2b Posted December 4, 2011 Author Posted December 4, 2011 but in my opinion, just adding some new textures is not all that needs to be done. there is way more that needs to be done, cause this is nothing close to a real farp. it looks crappy, sorry to say that, but there is alot missing http://www.polychop-sims.com
Nate--IRL-- Posted December 4, 2011 Posted December 4, 2011 (edited) but in my opinion, just adding some new textures is not all that needs to be done. there is way more that needs to be done, cause this is nothing close to a real farp. it looks crappy, sorry to say that, but there is alot missing It was originally going to left as it was in BS1, but yes there probably is room for more improvement. However there are pics of a real Russian FARP on the forums somewhere - they are pretty sparse. Edit 2:- Nate Edited December 4, 2011 by Nate--IRL-- Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
ALDEGA Posted December 4, 2011 Posted December 4, 2011 Nate, the picture you linked is not working for me.
213 Posted December 12, 2011 Posted December 12, 2011 i think the problem is that the current farp model doesn't blend into the surrounding terrain very well.
grandsurf Posted December 12, 2011 Posted December 12, 2011 Is there maybe more pictures of real Russian FARP?
ALDEGA Posted December 12, 2011 Posted December 12, 2011 i think the problem is that the current farp model doesn't blend into the surrounding terrain very well.Indeed, it looks too artificial and permanent. I like the FARP in Nate's picture, seems more natural. FARPS are built ad hoc so ...
Nate--IRL-- Posted December 12, 2011 Posted December 12, 2011 The Current farp is placed on a mound in order that for it to be placed on uneven terrain. A Farp model without this mound will show a gap between the terrain and FARP, when on a slope. GS I'll have a look for more pics. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Nate--IRL-- Posted December 12, 2011 Posted December 12, 2011 Some images of farps Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
grandsurf Posted December 12, 2011 Posted December 12, 2011 This mount would have to dress up a bit. I've got an idea...
Jona33 Posted December 12, 2011 Posted December 12, 2011 Make us a new one? PLEASE! Always remember. I don't have a clue what I'm doing
ALDEGA Posted December 12, 2011 Posted December 12, 2011 (edited) Maybe the FARP should be implement as a template. If we had individual static objects for the landing pad (which the AI could also use) then we could create a FARP as a template and everything would be aligned to the slope. Alignment with slope already works for regular units (not for the current FARP object though). The template feature allows individual objects to be moved after creating a template instance, so it would allow for easisly customizing the FARP ... By the way, some roads in DCS are still not aligned with slopes causing some weird visuals ... (just a detail) Edited December 12, 2011 by ALDEGA
luckybob9 Posted December 13, 2011 Posted December 13, 2011 boom, should have sent me a pm pointing me here earlier. I messed around with the farp for a while a month ago. It seems the landing positions are hardcoded which created a problem. Im not sure what answers your looking for but ask me questions and ill try to answer Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo
grandsurf Posted December 13, 2011 Posted December 13, 2011 Only the landing x, y positions are hardcoded. The height (z) and everything related to the four positions can be build new...
213 Posted December 13, 2011 Posted December 13, 2011 it might work better for the farp to be reduced to individual landing pad models and then combined with command post buildings, watchtowers and accoutrements as a farp template.
diveplane Posted December 13, 2011 Posted December 13, 2011 This mount would have to dress up a bit. I've got an idea... yes grandsurf work your magic .. https://www.youtube.com/user/diveplane11 DCS Audio Modding.
STP Dragon Posted December 13, 2011 Posted December 13, 2011 ... and RELEASE it. :music_whistling: Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Snoopy Posted December 13, 2011 Posted December 13, 2011 ... and RELEASE it. :music_whistling: +1 :D v303d Fighter Group Discord | Virtual 303d Fighter Group Website
borchi_2b Posted December 13, 2011 Author Posted December 13, 2011 well luckybob i did not know that you messed around with the farp allready, but i will write you as far my system is set up for making things for dcs :-) right now i am only set up with max 2012 :-) so the plugins will not work . but how to make a basic farp as description would maybe allready help :-) if you have such decription, well maybe you can pm that to me ? http://www.polychop-sims.com
chromium Posted December 14, 2011 Posted December 14, 2011 ... and RELEASE it. :music_whistling: +1! PS: I already written somewhere my thoughts and there is another thread about this (don't ask me where... :S). I agree to make far "single TLOF", even with terrain mount. Maybe, it could work this way: single FARPs will be served by service units if they are less than 100-200 meters from all the needed vechicles/structures. This may help mission builder to create custom FARP in concealed and hidden areas... and obviously custom FARPs layouts (example: 6-8 single FARP positions for 1 service set). What do you think about it? Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
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