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FastCargo

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Everything posted by FastCargo

  1. Weapons testing...everything is in the right place now...lights work too. FastCargo
  2. Thanks Klavs81 for letting me contribute! FastCargo
  3. Klavs81, PM me...I have something methinks you'll like...A LOT. FastCargo
  4. Boom, boom, out go the lights! FastCargo
  5. Them's fightin words! FastCargo
  6. Well, only if you get OFF Phase 3. I think they'll still give you Phase 2 for the cost of a blank DVD and shipping... FastCargo
  7. Like this? FastCargo
  8. Ah okay, I see what you mean now! Now I'm curious if that would work...has anyone taken a close look at the static aircraft in WOI to see if they have seats? If so, then such a thing should work. Actually, you wouldn't even need an invisible pilot...just hide the extra pilot somewhere in the model where he wouldn't be seen. Or heck, find a weapon in the weapons directory that's REALLY small and make him the 'pilot' to hide... JimmyBib, that's a GREAT idea. FastCargo
  9. If you can build a pilot, building a weapon is no different. After you build your LOD, then look at the weapondata.ini entries and look for something similar to what you are building... Usually a fuel tank works well for 'dummy' weapons. Just read the entry, make a copy and tweak it for what you need. Also, make the weaponstation parameter 'NoJettisionTank' equal TRUE...so it never comes off... FastCargo
  10. My opinion is that it is not possible. I tried when building the 'canoe' for the F-111 to attach to the front gear doors. However, if you want to attach an object to a moving part, make it an external fuel tank instead and have it always load. Make sure the weaponstation has the MovingPylon (or RotatingPylon) entry as TRUE. FastCargo
  11. Wait, gunpods have animations? If so, that would be VERY interesting... I know some italian guys are playing around with the recoil values to make a pusedo JATO unit... FastCargo
  12. You ain't kiddin brother. In some ways, modern 'stealthy' aircraft are actually easier because the surfaces are mostly in one 'plane' and flat...allowing minimum mapping. Older aircraft with lots of round areas, nooks and crannies are MUCH harder to map well...which can result in the stuff that sometimes comes out. I have to admit, my mapping skills have gone up dramatically with each aircraft I've done. It's helped that newer versions of MAX have made this easier, along with pointers from Julhelm and a few others, including better tutorials. FastCargo
  13. I'm not sure what you mean...can you elaborate? FastCargo
  14. Making a weapon with a animated 'chute' isn't a big deal. The problem is simply that as far as I know, there is no way to make the weapon stay 'on the pylon' after the animation has been activated by 'firing' the weapon. Having said that, if you made the pylon have zero ejection values, reduce the drag coefficents and mass to zero, IN THEORY, the physics engine shouldn't be able to affect the 'weapon' in any way so as long as the aircraft model stays at a constant speed, altitude and attitude. The 'weapon' should stay right in the same relative area. I'd say start with that. FastCargo
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