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Dels

+MODDER
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Everything posted by Dels

  1. Ok, I tested all the aircraft in my install last night and I found the following issues: These aircraft had shadows before and now no longer have shadows: AH-1W, MD-500D, OH-6A, P-3C by A-team AV-8B_da, AV-8B_Plus, Harrier_GR7, Tornado_F3 by Bobrock Bf109G-10 by Monty_CZ J-20A, Tu-22M3 by Honeyfox OV-10D (Not sure who made this) These aircraft had shadows before, but now display shadows with missing components (as with the L-39 picture at the beginning of this post) A-6A, A-6E_TRAM, L-39C, L-39ZA, L-39ZO by Monty_CZ F-35A by FastCargo Sea Harrier FRS.2 by Team-Harrier Q-5D by tomcat Su-24M by Veltro2k J-10A, Su-33, Su-35 by the Insky Group T-45A by Pappy To me, it looks like a mixed bag. But there are some modelers with several aircraft in the list. Is it possible it could be the way the model was exported/made or the version used? What I find interesting is that the F-35A is affected but the F-35B and F-35C (which I assume FastCargo made from the same model using the same techniques) are not affected.
  2. Happy to help. I'm just glad we got somewhere with this and didn't hit a brick wall. Good luck with your modding. Dels
  3. Well acctually, that would work. Shock stroke 0.04m = 0.131ft So, t = 0.131/3.335 = 0.0393sec And a = 6.667/0.0393 = 169.64ft/sec^2 So, 'g' = 169.64/32.174 = 5.27 That looks good to me...
  4. I don't think airspeed should be in the equation because that will introduce all sorts of complications.
  5. You could work out time using: v^2 = u^2 + 2as, where v, u and a are as above, but s is displacement. So, if we assume the tyre is rigid and the compression stroke of the struts is 0.3048m (1 foot to make it simple) Rearranging the formula above we can get: s = (0.5*(v+u))*t 1 = (0.5*(0+6.67))*t 1/t = 0.5*6.67 t = 1/3.335 t = 0.3 (rounded) So, a = 22.23 ft/s^2 and the 'g' would be 0.691. Still quite low, but a compression stroke of 0.3m is pretty long. Dels
  6. Ahhh, now I get it. Excuse my ignorance before. Your answer of 0.21 g is correct, but that assumes that the aicraft decelerates from 400ft/min to 0ft/min over a 1 second period. So the calculation would be rate of deceleration divided by acceleration due to gravity. (Hence a ratio between the two) The rate of deceleration requires a time period. IIRC: v = u + at Where v is final speed, u is initial speed, a is acceleration and t is time. Plugging in your figures: v=0, u=400ft/min (6.67ft/s), a=unknown and t=1 0=6.67+(a*1) a=-6.67ft/s^2 (i.e. deceleration) Therefore, 6.67/32.174=0.207 (as per you calculations above) So to get an accurate 'g', you would have to know the time period that the aircraft decelerates over. Dels
  7. FrankD, You need to multiply your answer by acceleration due to gravity (making sure you use the same units) So from your calulation: 0.207206333 x 32.1740486 ft/s^2 = 6.67 'g' That's a bit closer to the mark. Dels
  8. I'm also getting this issue with the Bf109G-10's that were released yesterday. I'm going to go through my install one aircraft at a time and post a list of all the aircraft that are affected. Dels
  9. Don't forget that the picture you have there was taken with the canopy open. When it closes there's another frame that would be visible and taking into account paralax, I imagine it would seem quite thick. Dels
  10. Another technique I use is to create a new mesh (usually a box) and set the pivot for it how I need it. Then I attach the object I want to the box I have just made. (It takes on the pivot from the box) Finally, I delete the verticies or faces for the box leaving only the object I want with the correct pivot. Long winded but works for me when Reset Pivot or Reset XForm don't. Dels
  11. Perfect for some Janes USNF reminiscing.
  12. Hmmm, now that's confusing. Is anyone else getting this problem? My main system specs are: Win 7, EXP 2 (Jan 11), DX10, ATI HD5650. Dels
  13. The 'twist' due to the torque effect of the engine is rarely noticable airborne and only slightly noticable on the ground. But in both cases, if the engine is powerful enough to produce it, you will be more concerned with the slipstream effect making you depart your heading/the runway. Dels
  14. I would use an already made EOGR, copy and rename it, then edit the _DATA.ini file as required. Dels
  15. Um, I think it would have been released by now if it wasn't going to have a pit... Dels
  16. I don't think you can. I think FastCargo got around it with the SDB's he made was by making them guided missiles without boosters or engines and so the rack was a TLR. Dels
  17. Hey, has anyone had any issues with the aircraft shadow not showing for any of the models? I'm getting shadows for the pilots, seats, weapons and some aerials but not the aircraft. TIA Dels
  18. I'm with you FC, every aircraft I've flown with an indexer was red/green/yellow from top to bottom. Dels
  19. G'Day, The "most standard" font that's used in the RAAF for its serials and stencils is Helvetica (I asked the paint shop at RAAF Richmond). But as with anything there are always exceptions to the rule. For example, when aircraft are delivered from the manufacturer they might be different (eg. Super Hornet, C-17, C-130J-30). Also, the earlier post-war birds like the Vampire will be different. Hope it helps. Dels
  20. Hi, With sounds, you can't have a sound for anything that doesn't have a sound hard coded into the sim. So no eject or chaff/flare unfortunately. As for Bombs release, IIRC you could make it into a missile (but with no engine or booster) and make the launch the sound of a bomb dropping off the aircraft. This would of course create several other issues (i.e. guidance, _DATA.ini classification etc.) This method could not be used for the fuel tank, so you're out of luck there. As far as I know, there is no system on the planet (in the real world or this sim) that can detect if you are being "tracked" by a heat seeking missile. That is one of their main advantages...being passive. As for the launch of a heat seeking missile, in real life there is a system called Missile approach warning system (MAWS) but that just detects a launch (i.e. not necessarily a launch at YOU and not necessarily a heat seeking missile). That being said, the game engine does not support such a system. So unfortunately it's all bad news, sorry. Dels
  21. If you mean you want the actual blades spinning faster, you just have to bump up the RPM value in the engine section of the _DATA.ini. Dels
  22. Be my guest! Skinning's not really my forte...
  23. Model and skin complete, working on flight testing...
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