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Bongodriver

+MODDER
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Everything posted by Bongodriver

  1. Laser boy gets zapped by law

    happened to me a couple of weeks ago, 6 miles out on approach to Stanstead, luckily it didn't actually beam me in the eyes, I did report it to ATC but don't know if any action was taken, can only imagine that even if the little B***ard was caught they would get no more than a telling off......gotta love the UK and it's liberal madness.
  2. heres my bit of 'what iffery' still very WIP so ignore some of the ugly parts of the texture, I just couldn't resist dressing the Typhoon in a tiger suit
  3. Happy Birthday Spectre_USA

    have a good one
  4. I see what has been done there, but it is purely a visual effect? or do missiles home in on the decoy? sadly I have used up all my animation slots (it's getting to the point where we might need to ask TK for an increase in available slots)
  5. OK, I am close to deleting the Typhoon and everything relating to it because I am going mental trying to sort out the FM, I am defeated. :suicide2: I know I am close to a sollution but there is something hiding that I just can't find (because it is hiding in a mass of numbers and figures I don't undestand probably) my problem sounds simple to fix, all I wan't to do is to get a secondary control input to work. so iof there are any benevolent FM gurus out there willing to help......PLEASE PLEASE PLEASE!!!:helpme:
  6. I didn't just get help, I got an education too, FM modelling has become less of a mystery and I almost understand whats going on.....even that gibberish tabular data is making sense. further testing and tweaking is giving very positive results, the Typhoon is incredibly manouverable now at all speeds, I am really making an effort to get this thing have some sort of similarity to the 'carefree handling' in the real thing.
  7. Ok I'm finally on track again, thanks to Fubar for some invaluable tuition, and thanks Fastcargo for the link, that is extremely useful (I may even be able to add to the thread by the end) as a result of perseverance I am able to get the satisfactory responses without using dummy links and surfaces, everything works with secondary inputs. Thanks again to everyone that pitched in to try to help Craig
  8. yeah I tried that, the problem goes a bit deeper than that, there is something just plain wrong with my controls, I already have an .ini that sort of works, the plane reacts correctly and all surfaces move correctly but I am aware that there is a conflict with the controls, thats what got me investigating and I mentioned the results, I have had a second oppinion on this now and it is agreed that there is 'something' wrong
  9. pretty sure, like I said I have been testing each surface individually by disabling all others in the .ini (at least I'm getting some benefit from the start in the air bug with the latest patch:grin: ) and the results were as I explained.
  10. Where to begin......... basic story.....at first everything seemed ok, I had controls working in correct sense and animations were fine too, but I had a feeling that some of the controls were fighting each other, so I disabled all controls in the .ini and set about testing each surface individually.....heres where the trouble begins canards......pitch works ok but the roll effect is reversed, i.e. if I test just the right canard I get a roll right with pitch up, this should roll left because the canard is creating lift on the right side, I guess it may be because the game doesn't understand canards and is making the same effect as an elevator , I did have roll set as secondary function on these too and that also presents problems, same story.......everything just doesn't work min the correct sense. elevons......they all work correctly individually i.e. if a surface is deflected either by a roll or pitch input it will roll the aircraft accordingly, roll is the primary function with pitch set up as secondary, but when I have them all active they roll ok but there is absolutely no pitch effect happening:blink: , have no idea why they dont work in both senses as they are cut and pasted from other aircraft with the same function. I am at my wits end trying to sort this out, I guess I could just put everything back to where it sort of worked but I am bugged by knowing it isn't right.
  11. I am intrigued.....care to give an insight how it is done....that would be awesome to have.
  12. dont worry I have got this right now, I know it's been bugging you from the original Almost certainly not, TK makes it no secret that this is a 'sim lite' and 'fancy shmancy' stuff like that is not in his budget.
  13. The feature is implemented in a different way, TK only makes the canopies openable for static aircraft so they look good parked on the ramp. I imagine TK would suggest manually opening canopies is an unnecessary feature to a 'sim lite'
  14. Home Cockpit Sim.

    In that case check out these sites......... http://www.viperpits.org http://www.f15sim.com/ http://blogg.novelair.com/ some others related to pit building http://www.cockpitbuilders.com/community/index.php http://www.mycockpit.org/forums/content.php for the rotorheads......... http://www.heliflightsim.com/ this ones got my interest as I am flying this hardware in real life.......... http://www.hangar45.net/index.php
  15. I have been doing a little testing on my EF-2000 and noticed some bugs that don't seem to be repeated on any threads........I think, so has anyone else noticed any weirdness with some animations on 3rd party A/C? particularily jet nozzles.........although I can't say mine are totally screwed up I have noticed that they don't move through the full range of motion, it seems I get about 50% of the range before AB kicks in and they open again. I have made my Typhoon nozzles very complex with a combination of scale and rotation animations. secondly flare and chaff effects seem a bit screwy....the smoke trails from flares seem to intertwine....so if I deploy a string of flares the smoke makes a sort of cross braced frame effect, and chaff seems a bit 'orange' like it is on fire? there are also some weird things happening to shadow effects but I think I read something about similar problems on other threads. Craig
  16. So at least I'm not imagining things with the nozzle, I tought it was subtle but I was positive something was up, did you launch a stick of chaff and flare together? if you do you will see some of the chaff texture being used in the flare effect if you know what I mean. what on earth did TK do to mess up tailpipe animations? effects shaders I can understand.
  17. True...by comparison it's not the big showstopper but we wouldn't want it overlooked on the next 'fix'
  18. Home Cockpit Sim.

    Oddly enough I have been looking at alot of websites dedicated to simpit building recently, it is quite stunning what some folks are building from scratch, but it is still in the realms of a lottery win to make anything decent.
  19. OK........calibration is a wonderfull thing, the Throttle thing is ok now , but I'm still convinced the animation has been affected somehow, also managed to narrow down the weird shadowy thing to the bottom beacon lense, it is making weird artefacts that that shoot out in all directions, but the flare and chaff thing is probably as pureblue says.
  20. I just looked at the nozzles again, noticed that full range on my hardware doesn't give me full range in game....i.e. lever back is 23% thrust and lever full forward is 80% thrust, both me and Ant are using Logitech G940's, but I have to say the animation is still stoofed despite this finding.
  21. I'm 99.9% certain the gfx card is ok, the drivers are current and I have stress tested it to the limit with benchmarks, the green stripe effect only shows up in flashes when the view is rotated around the A/C it's not a constant thing, I can hear the fan on the card working at a moderate pace so it's not cooking, the FPS is smoother than my pickup lines, other very GFX intensive games cause no ill effects and run very smooth.
  22. Hope not, it's a brand new gtx470, would be the first case of Exp 2 breaking a gfx card, AFAIK Ant has the latest version so well see what he can find.......wondering if I have buggered up my install maybe? I have combo pack with patches to Dec C.
  23. Some screens......anybody seen anything like this?
  24. Somebody remind me to put a special entry in the readme on this
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