+russouk2004 Posted May 24, 2020 Posted May 24, 2020 (edited) I cant remember...when part hit and damage appears...does rudder seperate and attached parts like the light ?....IIRC the "detach when destroyed"| means original tail mesh and the parts attached. ? senior moment lol Edited May 24, 2020 by russouk2004 2 Quote
+Soulfreak Posted May 24, 2020 Posted May 24, 2020 4 hours ago, FalconC45 said: I apologize but do I see WPAFB? ;) Falcon 2 Quote
Sokol Posted May 24, 2020 Posted May 24, 2020 Soulfreak, wonderful picture may i ask: which model/texture ? which sim ? FSX ? cheers sokol Quote
Sokol Posted May 24, 2020 Posted May 24, 2020 sorry for not looking closely, itis sf2. but how did you manage that cloud layer ? thx Quote
+Soulfreak Posted May 24, 2020 Posted May 24, 2020 (edited) It is Mafred Jahn´s (& Team) C-117D for FSX with a fictive repaint both plane & repaint are available @ https://flyawaysimulation.com/ Edited May 24, 2020 by Soulfreak Quote
+Menrva Posted May 24, 2020 Posted May 24, 2020 (edited) 2 hours ago, Sokol said: sorry for not looking closely, itis sf2. but how did you manage that cloud layer ? It is NOT! You cannot create such cloud layer in SF2. Cloud layers are bidimensional, flat textures in SF2. Moreover, terrain is invisible when over the layer, it does not appear through the layer, which is a game-breaking bug for terrains with high altitudes. Edited May 24, 2020 by Menrva Quote
+russouk2004 Posted May 24, 2020 Author Posted May 24, 2020 The one im doing IS for SF2.....some more destruction... someone confirm please...the destroyed mesh shows and main mesh that detaches DOES take any child part with it?...so not left floating in space...IIRC it does that 2 Quote
3-A-305 Posted May 25, 2020 Posted May 25, 2020 Yes i think so. Thats why i model also the child damaged part in the same "node". When damaged, the engine will replace the current subsystem (and the child subsystems) with the damaged model. Quote
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