Jump to content

FastCargo

+ADMINISTRATOR
  • Posts

    8,142
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by FastCargo

  1. Hello folks. Before we begin, realize this post is aimed at those modders who build aircraft, but do not build cockpits. Also, those modders are the type who would consider building aircraft to take advantage of the OpenCockpit=TRUE parameter in the cockpit.ini file. An example of this is the mods I've made to the F-111 ini files to be able to view your WSO (and incidently, this works in the A-6)...or the tweaks I used to be able to fly from either seat in the F-5F, while using the same cockpit for both. Anyway, some of the cockpits out there (including the stock TW ones) are very nice, and certainly could be useful in other aircraft (for instance, using the MF F-5E cockpit in the F-5F). However, sometimes the cockpits don't have some of the things you would like...throttles, rudder petals, control stick, etc. However, with the OpenCockpit method, these items can in fact be added to the cockpit and look good while doing it. But, and this is really the cool part, those parts can be animated to work like they are supposed to...yep, rudder petals that move, control stick, throttles...hell, even a canopy opening lever and speedbrake switch...as long as they are built into the external model. An example: This is the current MF F-5A cockpit, modified slightly with ini edits to simulate the T-38 cockpit, placed inside the T-38A. Note, that like a lot of the eariler cockpits, and stock TW cockpits, there are no rudder petals, throttle, etc. And here is the same cockpit, but the T-38A has been modified to have a control stick, throttle, etc (not textured at the moment). And the controls, including the canopy opening lever, work. Finally, since these controls take up texture space and polygons, to avoid having all your aircraft have this much detail on screen, you can make 2 LODs...one with the controls and one without, with the LOD with the controls having a VERY short view distance (10 meters). That way, all those extra polygons are only for your aircraft alone... Anyway, an interesting way to be able to add something to those cockpits you use in your models.... FC
  2. Did you bother crediting the original creator of the cockpit included? FC
  3. Moved to correct forum. Provide a readme and maybe you can upload it here. FC
  4. BB, I believe you. But it doesn't matter how it looks in MAX if the exported file is all screwed up. Also, triple check your links to make sure they are heirarchied correctly. FC
  5. Those displays are from the F-35, but that cockpit is an F-22. FC
  6. Okay, you've got a transform problem. First, make sure your animation controllers are all TCB (you'll find this under the Animation tab...the tab has a picture of a wheel rolling). Select the particular mesh that is animated, select the Animation tab (wheel rolling), then you'll see a subtitle called Assign Controller. Click on that, and the window will expand and you'll see 3 entries that say Rotation, Scale, Position. On each one, click, then click the little question mark button above it. A window will come up, allowing selection of TCB. Do that for each of the parameters (Rotation, Scale, Position). Now, the transform problem. You are going to have to unlink ALL the troubled meshes, then find and run Reset XForm (located in the same place the TW exporter option is at). Save before you Reset XForm each part...sometimes there are strange results. Then make sure your pivot points are in their proper locations (you may have to use the Hierarchy tab to Transform and then move and align your pivot points again), then relink, then you may possibly need to reanimate. FC
  7. Not a bad idea...use the weld function for vertices within .001 meter. FC
  8. Okay, start adding the parts one group at a time to narrow which group, then specifically which part. Then we can go from there. FC
  9. As a person who has built a cockpit, and who has been a Bone pilot, it might be easier to start with something a hell of a lot simpler than a Bone cockpit. Otherwise, one of two things will probably happen: 1) By the time you are done with the cockpit, the 4th generation of TW sims will be out, making your work obsolete because all the conventions will be different or 2) You will throw your computer through the window in frustration. Just a thought. FC
  10. No...all the newer F-111 models were built by hiding and unhiding parts...one MAX file to cover several different F-111 models. FC
  11. Or, as the poster in YouTube, you could not allow messages AT ALL. I have that option enabled on the YouTube videos I've posted. No video responses, no comments, no messages allowed. Problem solved. FC
  12. Okay. Lets start from square one. Hide the objects you changed (assuming they are at the end of the hierarchy), then reexport and check. If that works good, then start unhiding the objects until you find the offender. FC
  13. I think so. I believe only thing the other programs are good for is to make the basic model. Most of the time, mappings, animations will need to be done by someone with 3ds Max. FC
  14. Mirrored...did you mirror as a group? Or individual objects?
  15. Folks, to be clear, the ONLY 3d program that works natively with the ThirdWire exporter is 3ds MAX. ANY other 3d program's output will require the file to be translated to the .MAX format for someone with 3ds MAX to output it to the .LOD format that the ThirdWire sims use. Which usually means a resultant loss of something, usually mappings, animations, etc. FC
  16. KnX, Any of your ideas for the B-1B aren't realistic either. The TF system doesn't work that way or look that way in a Bone. The EO thing would be good when you mount a sniper pod, for targeting weapons...but again, not used for TF. In other words, you're trading one unrealistic way for another. It's actually more realistic in a Bone to have the ground mapping radar going and be looking outside to hand fly. FC
  17. If it's in Campaign, that should happen automatically. If it's in a Single Mission, go to the Loadout screen and you'll see a drop down menu to select each of your wingmen, and the 'skin' for each of them. FC
  18. Nope, a HANS device wouldn't work as it currently is formed. The primary force during an ejection is compression, not lateral shearing. Also, race drivers may look left and right, but for damn sure they're not looking straight up and back. A HANS device would be a huge hinderance to checking six. Hell, 'horse collar' PFDs are bad enough. Better to shrink and lighten the equipment. FC
  19. Great, guess I should go back up my stuff... FC
  20. That's funny as hell! Copied right down to the lettering... Hell, even those dual missile rails look just like the ones that carry Slammers on the Supa Hornet... I expect to see mockups for the F-35 soon... FC
  21. I like the way you think! FC
  22. KB, don't rest too long, have a couple of more projects for ya... Before you give me the look of dread, they're easy...really! FC
  23. Heh, better than my old version: FC
  24. There she is ... not so wounded as we were led to believe...so much the better... FC
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..