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Monty CZ

+MODDER
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Everything posted by Monty CZ

  1. Hello all, I spent some time to write basic flight manual for L-39 and because english is not my first language I would like to ask you to check it and if there are any mistakes just let me know please. Here it is: technical manual.pdf I tried to achieve the same look as it is on original flight manual (except cockpit images which were originally line drawings :-) ) Monty CZ
  2. It seems like I could answer...it will take some time ...is flap animation reversed on those Yaks? Monty CZ
  3. After yesterdays tests I have to skip this thing :-( Yes I can set it as flaps and make it to deploy at 735kmph, but when I deploy the real airbrakes at that speed it opens further (angle is 100° instead of 50°) so there is light in the cockpit yelling "you are too fast" and its enough :-) Monty CZ
  4. Thanx that seems like the only way to achieve that, but then I would have no speedbrake release sound and no speedbrake light in the cockpit, but what the hell. I have a lot of lights modeled and no game system contected to it that I can use some of them :-) Thank you Monty CZ
  5. Question of the day: How to create installer? Can you suggest something easy to use, virus free etc etc I want to release whole package and let the people choose if they want typical instal (all) or custom instal and they could remove some parts (airfield files, missions) is it possible? Thanx Monty CZ BTW Brain I tried that but no luck...dont know why, maybe same mesh cannot be set with 2 systems but even without meshname it didnt work
  6. Last thing I have to set, to get the propper and realistic behavior: On real plane the airbrakes were automaticaly extended wher speed of 735kmph was exceeded. How the setting supposed to be to achieve that in game? Pls.
  7. Hey EricJ by the photos I suppose it was keg of the finest czech lager beer Pilsner Urquell and I cant even think about dropping it on enemies!!! :-)
  8. So the question is, should I define the keg as a fuel tank or different class? Monty CZ
  9. hm it looks like I need to solve two things: 1) collision meshes for the hangars - I want to park aircraft in those shelters and I did collision mesh which is wery simple - it is only the rounded "grass" mesh without front (so it has hole where it supposed to be). But when I arrive to the front my wings fell off and engine start to smoke... 2) my buildings has no shadows and from the distance they looks like they dive under the terrain... Anybody knows something about that? Thanx Monty CZ
  10. I was manually populating and placing some objects - really time consuming Monty CZ
  11. Hey it is not so easy :-( there are 3 different things you have to do 1) object placement - the easy part, when you add the new objects into "type.ini" and then add new airbase via "targets.ini" and if you are building new airbase which wasnt present on map before you have to flatten the terrain (dont know how, maybe in terrain editor) 2) add lights - there are usualy more lights than objects which has to be placed!!! 3) in airbase ini specify routes for planes, take off points, landing points...everything that the game needs to know so AI can use the airbase...I am scared of it!! :-( so maybe I did the first step but I dont know if I can walk all the way... Monty CZ
  12. Thanx to Steve this is not true :-) http://combatace.com/topic/34895-wov-target-object-placement-interface-tool-wip/page__st__80 ok this was easy..wrong file destination Monty CZ
  13. Hello all fellow modders, I simply wanted to add historicaly correct airbase to GermanyCE map and use it in one of my mod. I can do 3D models of RWY, buildings, hangars, lights, blastshields etc etc but I can´t make them show in the game. Where are supposed to be the targets and types ini (saved games mod folder or terrain folder?) Or I can provide all models for free use and trade it with somebody who would make me the basic ini I can populate :-) (it is LKPD Pardubice Airbase map here) Thanx in advance MontyCZ
  14. I set the Tracker source as Face API (then press START) and Game protocol as Fake Trackir and if you run SF2 everything works Monty CZ
  15. Yes, all you need is a webcam and some light in your face
  16. So I tested that Facetracknoir and can say that its nice software I can look around with my build in webcam in SF2 with no problem If you dont wantr to spend 100 or so bucks it is an option. Monty CZ
  17. you can try skids, because there is specification of the "touch" point added via inis (you can see it in FE2 models or my avia B-534) monty CZ
  18. there has to be real mesh part in gear "role" otherways the game dont know where the gear is
  19. Hello all, I found this http://facetracknoir.sourceforge.net/information_links/download.htm could anybody try it and compare with TrackIR? Or anybody even tried it? Is it worth of try? I can check it in two days, just now I dont have laptop with webcam. Monty CZ (link was deleted, dont know why)
  20. Funny thing is that it is the default jet engine sound ;-) Ok this time I tested DDS textures, wow the file size looks great (49MB vs 8MB for texture) But for bumpmaps it is not the best solution Monty CZ
  21. Soulfreak pls be patient I need to add another layer to original PSD file (i will send it to you at the end of the week) Thank you Monty CZ
  22. So I think that after today I am 98% finished here :-) need to focus on the ini work now Monty CZ
  23. I am no physicist but by my experience with RC models the ruder cause Roll moment and Yaw moment. The Roll moment I can eliminate with ailerons so there could be still the missing Yaw moment so by my opinion the path of plane flying under those condition should be curved not straight. Monty CZ I can check it only in SF2
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