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simonmiller416

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Everything posted by simonmiller416

  1. In WIP thread, I showed a bunch of pilots with AVS-6/9. I actually thought it would be cool to put a few Operators on the left and right doors and set them all as gunners. We can't switch whether they use NODs, maybe it would be better if I set up a separate MH-60L for NIGHT_ONLY? Oh and, I have got permission from guuruu to for the well designed helicopter FM, great work!
  2. I didn't want to participate, I am just curious. In many terrains, I don't see much high-rise buildings, most of them are low-rise bungalows. It's not that there are none, but it's rare. Is there anything that limits this? I have a few guesses: 1. Game performance issues; 2. They don't make sense because they have no collision; 3. This is correct based on the design era and background story of the terrain; 4. The community lacks available resources. Again, I'm just curious,after all I am not a terrain modder, so don't take it too seriously. If it's because of guess 4, maybe I'd be interested in that.
  3. Yeah well A3 is much better way to fly a heli
  4. lol that's where my thought came from, I fly over Persian Gulf for a long time. This is a terrain I like very much. I can see some cross-sea bridges and other things (yeah many tall buildings) in the distance.
  5. Actually I used to do search on www.joebaugher.com,but that is good too,thanks
  6. That pit would be cool. I mean, since I'd rather have them(whole series) be AI controlled units, I'd probably look for a similar pit, not make one.They will be flyable by the player, but that's not the point.
  7. So yeah,SOAR's hawk, still need to investigate their correct number, other aspects, so far so good... Following SUDNAVY's suggestion, I'm trying to add a "static" aircraft, named "Gunner Target", that is completely invisible, but the AI gunner will recognize and fire at it. I imagine it could be used in pre-made missions, placed next to ground targets like troops, so that the AI gunner would appear to be strafing the ground, and maybe even hit these "real targets".
  8. Yeah, so basically I will leave them to AI, as kind of "Atmosphere Group".
  9. I thought this was a thread for updating stock aircraft...I just realized it actually targets all old mods
  10. But from a development perspective, perhaps some "commercial" resources are more suitable for completing such a project. After all, we will be facing different game engines, and many methods may be completely different. Even only for the appearance, for example in SF2, the number of polygons/vertices of a single part is limited. If it exceeds the limit, even if it can be exported as LOD, there will be problems in the game. Therefore, some high-quality resource, for example, may have 1 million vertices, so we have to split it into 333 parts. If you use something like it directly in other game engines, it may look very weird. If it were me, I would probably take a commercial resource and convert it from scratch into a usable form for your game.
  11. Now 3 new crew mods, 1 for pilots, 2 for gunners(left and right), I found a free low poly model looks similar to HGU-56,so I port to the game, enough for the looking I guess. Of course I still need to remove this weird glossiness. Besides, "The external features of the UH-60L model were essentially unchanged from the “A” model", and as far as I know, only very very early 60As dosent hava HIRSS, so personally I don't want one more standalone variant unless someone really need one.I would probably just differentiate them(A/L) by different values in DATA.ini. My next step is MH-60L/60L DAP, with or without refueling probe.I do like later MH-60Ms but to many modeling work to do.
  12. It's a pity gunner can't engage ground targets
  13. I'd like to, and actually have some idea about it. But maybe not all the details are as simple as 4 rotor blade to 5 rotor blade, I'll see what I can do
  14. So start from UH-60A, a free source from FAB. I'll probably do some expand modelling based on it to include flare/chaff dispensers, A2A refueling tube, terrain-following/terrain avoidance radar balabala. So far,I referenced a data.ini for a UH-60, I can't remember where I got it from as it was so long ago, but it has a USN skin, I think you guys will have a clue. Anyway, it works fine, even if it's still pretty crappy to operate(it's bcuz of the game, not mod itself). I think I'd rather let the AI fly it ,and I could fly F-15E or in COIN missions the MH-60 DAP (maybe AH-60 which already there) and escort them to the mission objectives. btw , I am a fan of US Special Operation Forces,so I also plan to make a 160th SOAR pilot mod when I make the MH-60L/M (if I can), you know,black helmet and gleaming AVS-6/9...
  15. Some War Thunder situation...
  16. Maybe I will fix a missile model on each launcher rack and not use Showmissile=True as a temporary solution at this stage. Yeah, after all, we usually don't stare at these ground units unless we are testing them.
  17. I don't know why, but when I assign missiles to ground objects (including ships), they often fail to move with the YAW axis. As shown in the picture, on this IFV, the Pitch axis is good, but the YAW axis does not work. There is another project, a warship around 2000, has the same problem on its SA-N-20 launcher. I refer to the DATA.ini of some warships (such as the Perry ), and even if I use the same values, I can only get the same results. So I guess there is something I need to pay attention to during the modeling stage? Can you give me some tips? (Another thing that confuses me even more is that on the HIMARS I made earlier, rockets and missiles were apparently fully at right yaw and pitch angle)
  18. I understand. I know the axis thing and I can tell I can set them right. key point behind is those “fake component” yeah, I did use them often, a single canard has 3 more axis etc etc. Its hard to talk more because I know its some logic thing.So I wont blame anything or been upset. But any example like bmp you mention is great, thanks! I will check that out. I cant let those missile “yaw” correctly, but it could be a way start
  19. or cgtrader yeah,and make sure the sources are legal,I can modelling some detail objects,so that I can save thousands of 2 weeks on B-Team.
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