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FastCargo

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Everything posted by FastCargo

  1. Heck, they couldn't be satisfied with normal Eagles...they had to throw ACTIVEs your way too... FC
  2. Here ya go! Hopefully you'll have a 'crappy' day! FC TB.rar
  3. How's this for my skills? Done with: Lexx_Luthor's cirrus mod CA_Stary's trees ANW Terrain Wrench's object placement Bloom mod A bit of Photoshop My T-38A model FC
  4. Colmack, Sorry, I didn't have a chance to reply to your PM. I'll repost it here...when I find it in my archives somewhere... FC
  5. http://forum.combatace.com/index.php?showt...=30491&st=0 We're already pretty far along here...you make good stuff, so if you want to do it, more power to ya. I will tell you the animations I have made for the weapons employment (including the Falcons and FFARs) are pretty complex to make fully automatic doors that the AI can use. FC
  6. CG is mostly for ground handling. Also, it can have adverse effects when you start pulling Gs. The absolute best way to fix it is in MAX, or fly it in Normal mode. Anything else (moving CG, adding 'weight' to one side, etc), will only be a band aid and will only work in one particular phase of flight (ie if it works while straight and level, it won't work once you start adding G). FC
  7. Check this post: http://forum.combatace.com/index.php?showt...mp;#entry235031 I had the same exact problem with the F-107...took me FOREVER to figure out the issue. The bad news is, it can only be corrected in MAX. FC
  8. Well, with all the other issues folks have, soon enough everything would be stickies which makes for a crowded general discussion forum. The problem is that you can't force people to look at the knowledge base before posting a question. Also, the search function is a little porked, especially in terms of alpha numeric identifiers. If everyone would at least do a search on their problem before they post their question, I guarantee 80 percent of the questions asked would never appear... FC
  9. Coooool! I used to spend HOURS in that sim...! FC
  10. C5, I'm in. Fubar...I like your idea (I know about the benefits of swimming) but getting consistently to the gym is a nightmare for me...especially on the road. FC
  11. No worries...just happened to notice was all. Good shot though! FC
  12. Best way to neutralize an enemy's computer is still blowing it up. FC
  13. Nice...that looks like the old vark though...I'm thinking you need to upgrade to 2.0... FC
  14. Grinch, Looking good! I'd say be careful though...even though you can make the engine exhaust louvers move with the flight controls, the actual thrust and AB effect won't work the same way. FC
  15. As far as I can tell, no such thing is possible in the TW engine. FC
  16. Hmmmm...I'll think about it. I may even have a way to simulate it 'moving' in the windstream when you pull Gs. FC
  17. Actually, I just realized that even if you get it to work, there's one BIG problem... The AI won't use it at all. Your wings will be stuck in the 'min thrust vectoring' position for all your AI aircraft. I ran into a similiar problem with the 'backward firing missile'. The AI isn't smart enough to deal with unconventional issues like that. FC
  18. Well, I just tried to see if I could tie an animation to the ECM function. No luck I'm afraid. So I could burn the last animation slot I have to make the TD, but it wouldn't be anything other than a 'hey, look at that'. While that's nice for things like Buddy Pods, AR probes, wing folds, and canopies...wouldn't be much fun as a ECM function. At least with the AR function, we can simulate it in a built single mission similar to what YAP does. FC
  19. Florian's Tornado has a built in JP233. http://forum.combatace.com/index.php?autoc...p;showfile=5305 FC
  20. What the man said! If you have to go somewhere off station anyway... FC
  21. Actually...a lot of Airbuses can't dump fuel...I'm almost positive the A320 can't. But you're right, the jet was heavy which would have aggravated the situation. FC
  22. I will echo DO's comments here. Having now done 3 models that either were in other formats, not made for simming, or had been run through the optimize routine in MAX, you spend A LOT of time repairing, replacing or rebuilding to get it to work properly and look good in the TW engine. In a lot of ways, it's more tedious than if you started from scratch, because you have to find the errors first, fix the errors without screwing up something else, then make sure it looks right in the TW engine. And god forbid if you're trying to do it without hosing up the mapping... FC
  23. Well, he might be asking if you can make a gun animation like a rotating barrel on a vulcan for instance. You can actually assign an animation to a gun firing on an aircraft. For instance, the internal gun on the F-35A has a door that normally covers it. I've animated for that door to retract when firing the gun...and someone here showed me the data.ini entry needed to make it work right (MJ?). FC
  24. Hmmm...guess you changed your mind? FC
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