Test low-poly toys in BMS4..
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the AI ac tasked with TASMO can drop iron bombs on a fixed waypoint near a carrier group, like hitting a fixed ground target( of course ships already moving far away)…means iron bombs armed AI cannot hit moving target… they need dive-bombing mode.
in contrast AI torpedo bombers with fake torpedo/harpoon can attack ships effectively… in one TE I saw several white trails heading ships and hit them badly.
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more test report…
after changing some AAA ammo parameters, or switching to use KS12/19 100mm/85mm shell directly, I made ship AAA generate explosion puffs in BMS4.33U2! the flash effect in 3d pit is cool.
I’ve tried to increase the fire rate to generate more puffs, the result is fair, not dense enough.
I realize each ship in a carrier group can fire one AA weapon at one time, so the max number of puffs is up to the ship quantity in naval unit (in a KS19 battalion you have many KS19 vehicles = more puffs). I’ll test 40 or 30mm AAA with puff explosions later. -
Make a KS-19 Batt w/ a DDAA .lod?
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Hey 3C: the MiG-35 mesh in the “All models” download is a singe-crew model with a two-pcrew nose texture. Do you happen to have a single-crew texture that would fit this model?
no. the pic looks ok, what’s wrong with it? longer radome texture?
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Pilot/Pit not fully textured (mostly white).
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I’m itching to base an F-14D Sqdn on that Akagi and play the first five minutes of Macross Zero… : P
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Pilot/Pit not fully textured (mostly white).
That part is directed to texture # 1999. An old pilot skin since ff3.
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I’m itching to base an F-14D Sqdn on that Akagi and play the first five minutes of Macross Zero… : P
The one from here? https://www.benchmarksims.org/forum/showthread.php?7316-Test-low-poly-toys-in-BMS4&p=399746&viewfull=1#post399746
That’s Kaga, not Akagi.
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The one from here? https://www.benchmarksims.org/forum/showthread.php?7316-Test-low-poly-toys-in-BMS4&p=399746&viewfull=1#post399746
That’s Kaga, not Akagi.
You get the idea…
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That part is directed to texture # 1999. An old pilot skin since ff3.
Changes to 1999.dds do not appear on the model. Figured it out: replace nose-texture (unused on mesh) with 1477/8/9 (any Fulcrum pilot skin version).dds in 4th slot.
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Hi ccc, there is some strange behaviour with the etendard. It looks and flies ok in game, although the rotate point for the refulling probe DOF seems off (when you extend the probe it seems to just slightly move). When I tried to open the Etendard in LOD Editor to see what was going on, it crashes.
Also, while we’re talking about refuelling, I’m sure I’ve seen a LOD replacement that turns the refuelling arm into a drogue basket. Is that one of yours?
cheers
Skipper
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Hi ccc, there is some strange behaviour with the etendard. It looks and flies ok in game, although the rotate point for the refulling probe DOF seems off (when you extend the probe it seems to just slightly move). When I tried to open the Etendard in LOD Editor to see what was going on, it crashes.
lod should be ok.
the refueling probe DOF data is in se.dat.
go to Sim>acdata>se.datedit the two lines…
animRefuelAngle 30.0
animRefuelRate 10.0Also, while we’re talking about refuelling, I’m sure I’ve seen a LOD replacement that turns the refuelling arm into a drogue basket. Is that one of yours?
cheers
Skipper
the basket refueling test has been done in old FF versions… not in BMS.
old pic here…
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Is that last pic a Sea Fury? Nice! If anyone’s interested: the LP MiG-29SE/SMT.zip contains the same mesh as the MiG-35 with the correct texset: 225, 226, 227, 1999, 2000, 1584, 1582 (from memory but that should be correct). Also, better built gear. I’d use either of those rather than the MiG-35.lod.
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Not sure if the right thread to ask the question but seems close enough. I wanted to modify the flag/symbol on the Mirage 2000-D aircraft (Tail and wings insignia/patch). Was able to replace the texture via loadedit and from the loadedit 3d viewer it shows up well. However when I launch BMS 4.33 campaign or TE, it is still showing the old tail and wing insignia in game (ammunition loader screen)- Is there an update or commit some where even after replacing in loadedit maybe that I am overlooking?
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if you have added new skin to DB, then…
in TE weapon loading screen - hit [change skin]. -
Did not add a new skin, just exported an old skin/current skin form LE, made small modificaitons and imported it back in via LE. It shows the changes in LE 3D viewer but not in the game it self
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Check camp .tdf files make sure drawing from same folder as you have saved the mod’d skin to?
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The updated dds file was on my desktop, in LE i used Replace Texture button to replace the particular texture with the updated markings. It shows up replaced in LE as I mentioned but not in the game