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Everything posted by Gr.Viper
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Firecage Plane Fest - Update Ver 1.4
Gr.Viper replied to Firecage's topic in Thirdwire - First Eagles 1&2
What about throwing this in too? http://forum.combatace.com/index.php?autom...p;showfile=3775 An addition to rifle fire... In RB3D MG would fire at you even if you were at 1000m but since AI is not that good in FE mine work at only 300m. -
WWI sim - Based on the IL-2 engine announced!
Gr.Viper replied to ArgonV's topic in WWI Flight Sim Discussion
Hmm.. The release date was announced as late autumn this year. Anyway, in a week or so I'll have a mag with an interview with the developers. I'll try to translate the interesting bits :) -
WWI sim - Based on the IL-2 engine announced!
Gr.Viper replied to ArgonV's topic in WWI Flight Sim Discussion
No way! :biggrin: Have a look at the updates.. http://www.gennadich.com/ -
Question for Charles of A-Team
Gr.Viper replied to TexMurphy's topic in Thirdwire - First Eagles 1&2
Won't have the shredded part regenerate then at lower speed? I think the best way would be asking TK to add some kind of structure limits - +-G, airspeed etc. -
Now we have a topic just like WIP on simHQ
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Importing WWII Planes from other third wire games
Gr.Viper replied to Bluzman's topic in Thirdwire - First Eagles 1&2
Hm... maybe WWII planes use different avionics dll? -
Frame rate Graphics vs Game - which to monitor
Gr.Viper replied to Bluzman's topic in Thirdwire - First Eagles 1&2
Well... maybe game FPS means some frames used in physics calculation, fm, AI... all that is not graphics. -
Tex can turn water to wine if you give him the right ini Did D.VIII see much action or arrived too late to do anything?
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Edit - not quote!!! :biggrin:
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Question for Charles of A-Team
Gr.Viper replied to TexMurphy's topic in Thirdwire - First Eagles 1&2
Huh... Oh, I was also wondering if it's possible to increase drag when some part falls off or gets damaged. Say, you place fabric on some place as a separate object and then this cover gets destroyed - would it be possible to imitate the effect of such stuff happening? -
I thought about that too when looked at the maps. Maybe the lines should be done darker and no so soft if it is possible without resolution chage...
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Hm... I tried changing Fokker pilot training level to ace but that didn't make things better. AI is still quite dumb. If only further patches gave us something like the one in RB3D which makes human mistakes yet flies aggressively and doesn't allow to sit on his tail... One minute of following + three seconds of shooting... Tex, textures are 512x512: separate maps for fuselage, wings(2), nose, and other stuff..
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And using exactly the same materials(fabric, alloys etc...) Hm... I like the last N28.ini :yes: Here is a duel vs D.VII. Rename extension to .msn and put into Mission folder N.28_vs_FokkerD7__1v1_.txt
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I gave it another run in RB3D. Seems to have maneuverability equal to the one of D.VII: I shoot at them a bit - they put some bullets into me but nothing serious and the fight ended with light collision which left me without the prop. But engine is a major letdown. One immelman is the max the thing is capable of - also ails seem to greatly lose efficiency at lower speeds (roll at the top of immelman is very slow) and work at their top at the speed a bit higher than in level flight. BTW, rudder gives amazing assistance in rolling So in RB3D it seems like a bit underpowered but quite agile.
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WWI sim - Based on the IL-2 engine announced!
Gr.Viper replied to ArgonV's topic in WWI Flight Sim Discussion
I hope, I'll see them at KRI game developers conference in Moscow this spring. Maybe there'll be something flyable -
Ok... I just tried N28 in RB3D - it's seems to be more responsive to elevators there. Don't know about ails, though - it turned out I was flying with bottom left wing shot off.
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I did a couple of test flights on hard... Climbs like a brick for some reason. And I barely manage to perform an immelman - I think it's due to engine power, because it accelerates rater slowly too. Performs fine against stock D.V but it seems that Fokker would score kills on N28 without a problem.
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Just tried flying it. Handles well.. looks perfect
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:blink:
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I think the only way it can be improved is by pressing Shift+Del on the keyboard http://forum.combatace.com/index.php?s=&am...ost&p=66103
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Heh... Ok, guys, I give up What I've done so far obviously doesn't fly... control surfaces were seen to move the right way but is struck me just now that after updating component names in ini I forgot about updating parent component names for controls By the way the base FM_data was the one of Salmson Not only it looks horrible but textures are also badly mapped. Actually what I've done are 2 texture files consisting of paint 'thingies' - the items of same colour all go onto the same colour region. Yay, the glass is transparent, thick and firmly fixed onto the frame. Notice the ugly static prop The only good thing about it - 16 planes cause absolutely no lag(at least on my machine) But who needs it Collision points are not set(sorry, Tex ) There is some space left for radiator grill right above the spinner. And two little ears at the sides of the nose... Though the scale still needs adjustment - but only after the cockpit is widened. So here are both the lod and ini I used for shots. And the 3Ds max file in case someone feel adventurous. Raven.rar
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Look grrreat My plane will never be that good.. not even close..
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What's that? I thought collisions were handled via collision points defined in ini
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Ok. I managed to export LOD and found out that I've forgot to adjust scale... A plane almost 200 meters high :biggrin: I'll fix that, make all control surfaces move and then it's off to skinning and FM-ing.
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Downloaded a 30-day trial from Autodesk. I've had some experience with it but it was not low-poly modeling(it was just playing with bends) and it was about 3 maxes ago. So, a couple of questions came up.. I've read exporter notes but 1. After I do animation keyframes(0,1-10,11-20...) is anything else required for the animation to work in-game when I call for animationID smth? 2. I've got exporter for max 9 and put it into plugin folder. But when I go to export menu, I don't see an option for lod export. How am I supposed to do it properly??? Not that I have anything to export at the moment but the issue worries me... 3. Oh, and one more - how do I do damage models and stuff?