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ravenclaw_007

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Posts posted by ravenclaw_007


  1. the Buccaneer´s Mk50,S2,S2C,S2D are done for SF2 and now , with the help of Cliff11 , we are converting it for SF1 it will take some time because i have to remove all the drop-tanks and change them as weapons and i have to convert all new weapons to SF1 standart as well

     

    so the Buccaneers will be first released for SF2 and then a bit later for SF1 , and then i take a year vacation :heat:


  2. Wenn Du die Bohrinsel zerstört hast, blieb dann das Spiel für einen kurzen Moment hängen?

     

    Bei meiner ollen Kiste passiert das immer wenn ich die erste Bohrinsel in einem Einsatz zerdeppere.

     

     

    nope ich habe gerade 2 inseln hochgejagt da blieb nichts stehen nur mir der atem als ich mir so ne insel anschauen wollte und das ding zu schiessen anfängt ich dachte offenes feuer ist auf den dingern verboten :lol:


  3. Ravenclaw_007, the buc's pit is awesome! It also seems to have very high polycount. How is it FPS wise? :good:

     

    i dont have any problem with FPS on all terrains that i have tested it , also the test-crew did not report any big drop´s , but you are right on some low end computer it would be difficult to fly the Buccaneer

     

    as for the release the Mk50 , S2 , S2D are done and under final testing i coult release it but i think i better wait antil all other models are done to , so i have more time to tease you :rofl:

     

    some more cockpit pictures

     

    Buccaneer S2

     

    Buccaneer Mk50

     


  4. damn :yikes: , das sieht echt gut aus wirklich klasse arbeit diese bohrinsel echte extraklasse :good::yahoo:

     

     

    Otto hast du dir da nicht den finger verbogen beim ganzen bilchen schiessen :rofl:


  5. ich habe mir mal das packet angeschaut und einige sachen hatte ich noch nicht :good: andere aber fehlen wo ist den die Mig-29eg (DDR) ???? also ich hbe das teil aber im pack kann ich die nicht finden :dntknw:


  6. i did have the exact same thing on my Buccaneer there where 2 things that causes this

     

    - i had to remove the tailskid

    - i had to change the ShockStroke

     

    the shockstroke should be the the same as on the 3D model , if the stroke length is to long you have this catapult effect with some possible flip over

     

    [NoseGear]

    SystemType=LANDING_GEAR

    Retractable=TRUE

    DeployTime=5.0

    AnimationID=1

    DragArea=0.25//0.10

    HideGearNode=FALSE

    ModelNodeName=NoseGearStrut

    InsideNodeName=

    ShockAnimationID=7

    ShockStroke=0.256_____________________________________check this value

    SpringFactor=0.4--------------------------------------this can cause it to

    DampingFactor=0.90

    WheelNodeName=FrontTire

    RotationAxis=X-AXIS

    RollingRadius=0.335

    CastoringWheel=TRUE

    CastoringNodeName=Front_Steering

    CastoringAxis=Z-AXIS

    Steerable=TRUE

    MaxSteeringSpeed=41.15

    Locking=FALSE

    MaxSteeringAngle=60.0

    InputName=YAW_CONTROL

    ControlRate=1.0

    HasBrakes=FALSE

    RollingCoefficient=0.05

    MaxDeploySpeed=99.61

    MaxLoadFactor=9.0

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