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Dels last won the day on April 26
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Are separate weapon rails in weapon bays possible?
Dels replied to Dels's topic in Mods & Skinning Discussion
Just to close this one out, I can confirm that multiple launch rails for an internal pylon does not work like external pylons and is unfortunately not possible as part of the aircraft model. The only options are: 1. Separate internal pylons - but you will run out of animation slots very quickly. 2. Launch rails/racks (TER/MER/TLR/WGR/2BR/2AR/2IR) - but you will not be able to specify which one gets loaded from the loadout screen, you can only specify it preloaded from the _loadout.ini. You can use the 'SpecificStationCode=' entry but then all the weapons you want to load will need that SpecificStationCode= as well. Dels -
Are separate weapon rails in weapon bays possible?
Dels replied to Dels's topic in Mods & Skinning Discussion
Thanks for the reply. Yes, I've tried using the same entries as external pylons but it doesn't seem to work. I suspect that launch rails may not be supported for internal pylons, so I think I'll have to build separate internal pylons. Dels -
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Are separate weapon rails in weapon bays possible?
Dels posted a topic in Mods & Skinning Discussion
G'Day all, I'm tying to have separate weapon rails for the F-32 weapon bay and have found that the usual _DATA.ini entries (below) don't seem to work. ModelNodeName=XXX (This is the main moving pylon in the bay) ... LaunchRailNodeName=XXX (This is the launch rail attached to the moving pylon) Does anyone know if there's a way to make this work? So far, the only option I can think of is to have separate main pylons for each rail that I want. Thanks Dels -
G'Day all, some more game shots. This week I've been working on the bump and spec maps, plus the decals (4FS USAF and 77SQN RAAF) pictured below. Dels
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G'Day all, Another quick update. Skinning has been taking a little longer than expected but it's nearly done. Time to get it in the game. Dels
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G'Day all, A quick update, the model is complete and texture mapped with animations. Working through the skinning now and will hopefully have some in game shots soon. Dels
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G'Day, I am so very sorry for your loss. I had worked with your father on some of my C-130 projects and he was very helpful. I had wondered why he was not active and sincerely thank you now for the closure. He has been sorely missed. God bless Dels
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G'Day all, My next project is a production version of the F-32 and I am building all three versions A(CTOL)/B(STOVL)/C(CV). I never liked the massive chin intake of the prototype, so I have changed that. I also preferred the original delta wing design to the conventional wing/tail configuration of the proposed production model. It's currently in its early stages, but I'll post progressive updates here. In the meantime, enjoy these screenshots from 3dsmax. Dels
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G'Day, I'm not sure why you would be having issues downloading the Comanche. The first question I would ask is do you have a Combatace subscription? You cannot download files without a subscription now. Regards Dels
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I have only done testing with a 'Normal' flight model so it's possible the pitch sensitivity might be due to that. For take off, make sure the wheel brakes are disengaged first but you can use thrust vectoring to help but it's not necessary. Smooth power application also helps. I haven't had any issue with it not being able to roll, so I'm sorry I can't help you there. Dels
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Cellinia_Texas started following Dels
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Here are some updated _DATA.ini files that fix the moving landing light issue. A huge thanks to Cliff7600 for this. Dels RAH-66A_DATA.ini RAH-66B_DATA.ini
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Here are some updated _DATA.ini files that fix the moving landing light issue. A huge thanks to Cliff7600 for this. Dels RAH-66A_DATA.ini RAH-66B_DATA.ini
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Thanks so much Cliff! This was bugging me for ages! The precise position for the light is this: Position=0.445,0.728,-0.356 Dels
