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Everything posted by Gepard
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Strange thing, the CollisionMesh does not work. And i don't know why. Here one of the entries in the types.ini: [TargetType116] Name=Hochhaus1_100m FullName=Skyscraper ModelName=Hochhaus1.lod TargetType=CITY_BUILDING ActiveYear=0 TargetValue=-100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.050 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=0 CollisionMesh=Hochhaus1.lod <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< the same lod as in ModelName MaxVisibleDist=18000.0 DamagedModel= DestroyedEffect=LargeOilFire DestroyedModel=Hochhaus1.lod SecondaryEffect=LargeExplosionEffect SecondaryChance=10 And the result is, that i still can fly through the building without damaging the plane. Screenshot shows, that the right wing of the plane is scratching the skyscraper Second screenshot shows, that the plane is not damaged. Strange thing.
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I have a strange problem with the skyscraper buildings. I can destroy them by bombing them, but when i use unguided rockets or gunfire, i'm shooting through the building. I also can fly trough the building without damaging the plane or the building. Has someone an idea, how i can salve this problem?
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MiG-23FA MiG-23FA is a dogfight optimized version of the Flogger. It has no swing wings, but swept wings with a sweep of 38° leading edge. By omitting the swing wing the plane was made one ton lighter. By selecting the 38° wing sweep, the danger of flat spinning that occurs with the 45° sweep was avoided. Two additional hardpoints under the wings were installed. Negative points were the lower top speed of Mach 1.7 and the higher landing speed compared with the swing wing Floggers. Positive were better agility, bigger weapon load and easier handling behaviour. The MiG-23FA was made for the soviet Frontline Aviation (FA) and was comparable with the latest Mirage F.1 versions.
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At the moment i use the building LOD as destroyed model too. The big fire, i think, is a good indicator for destruction of a skyscraper. For a completly destroyed skyscraper i would need a completly new destroyed model, in the shape like the debris of the Twin Towers of NY on 9/11. On the other hand, if you look at the Ukraine, how stable modern buildings are and how difficult to destroy them completly. Sometimes they look so, as a short cleaning, new windows and a little bit paint would be enough that people could live again in this buildings. Thatswhy i will use the Hochhaus.LOD file as destroyed model.
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Yes. They can be destroyed. As destroyed effect i use LargeOilFire effect. Because since 9/11 we know, that a skyscraper will not fall into debris immediately, but is burning for a long while. The screenshot is showing 2 skyscrapers burning after hit by 3 bombs M117 each.
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For the downtown tile i used amixture between skyscraper TOD objects and a target area with skyscraper LOD objects. This gives me the chance to change the skyline of different cities. The TOD obejcts will be the same in every city, the LOD buildings can be set by free. The bluish buildings are LOD objects, the greyish buildings are made by TOD.
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Test with the 8 skyscraper LOD's, which i made years ago during a period, when i had a test version of 3d tool. But after this 30 days i realized, that 3d creation is not my cup of tea.
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Sitrep: I made a sea to city tile especially for the inner city with the skyscrapers. (I dont know, how you call such an area in America.) I placed 2 tiles side by side on the map. Closer look. Dont worry about the different sea colors. It is still a JPG file without water layer. When i will make it to a TGA file this difference will disappear. At the moment i'm not really happy with this tile. Perhaps this will change when i have placed the skyscrapers on it.
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The nose cone of the radom has not the correct shape. The nose of the Su-34 is flat, like a platypus beak. The nose of the Su-27, 30, 35 has a round cross-section. If i see it correctly on your svreenshots the nose of your Su-34 has a round cross-section and not a flat one.
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In a not to far future, when Canada has become a member of the EU, the Canadian Air Force will use Eurofighters instead F-35.
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One carrier is to few for a Navy. The rule says you have one carrier at sea, one in the harbour and one for repair and upgrades in the wharf.
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Sitrep: Only one sea to city tiles still has to be done. That's how it looks at the moment: I was experimenting with TOD houses. It would be nice if i could put as many small houses as necessary on the map. But this would overload the game engine and only 500 per tile would appear in game. So i thought, that i could place only bigger houses, as shopping centers and skyscrapers. But skyscrapers should be visible from far distances and should not disappear from 10 km or so. So i think i will make the skyscrapers as normal target objects in a seperate target area. But for the inner city with the skyscrapers i still must create a new tile. It is still a long way.
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Ups, small problem. I forgot to save the last changes in the TOD file. So half of the newly planted trees disappeared. Shit happens. Tomorrow i will try it again.
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