Test low-poly toys in BMS4..
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Flying the AH64 with the AV-8B FM? Cool
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yeah thanks for the comments and vids.
just want to refresh memories back in microprose longbow 1/2/2000, LHX, AvH, and CvH days.TBH, to have chopper fun in falcon world, you need 100% air dominance…or you’ll soon be shot down on the way to targets…i’ve done the test in modded campaigns.
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A cockpit right now, pleaseee…!!!
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A cockpit right now, pleaseee…!!!
With the terrain and object detail of BMS a human driven helo is pointless. You do not have any cover by terrain and objects. Even trees are transparent for AI eyeball as well as for any weapons…
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bummer
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the pit is just a test for fun.
if you guys scroll back several pages, you’ll find i’ve done many chopper-related tests in falcon4 or BMS enviornment… and i think i’ve got what i want - “what fun if a flyable, armed chopper available in falcon war/campaign”.in short, chopper fans should fly serious helo sims!
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the pit is just a test for fun.
if you guys scroll back several pages, you’ll find i’ve done many chopper-related tests in falcon4 or BMS enviornment… and i think i’ve got what i want - “what fun if a flyable, armed chopper available in falcon war/campaign”.in short, chopper fans should fly serious helo sims!
No other SIM has a nice campaign / battlefield like Falcon.
The option to do combined ops with other AC is amazing in FalconGr Falcas
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Indeed… people offer themselves to fly slow movers, (and if available, I´m sure they will fly Helos), IOT let the rest of their vSQN to build a complex mission around them…
Having Helos will be fun for those situations…
Keep it up!
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Thanks Falcas for the tip, now i understand how to add a new GUN POD in 4.34 DB.
A gun pod weapon needs…(in falcon editor)
1. in weapon section -
-one [gun pod] CT entry for fire rate, kill power. ammo quantity.
-one CT entry for linking it to a parent#/3d model. R = whole pod as a Rack.
2. in SimWeaponData secton -
-one gun pod entry for showing weapon name in MFD and set gun muzzle/tracer location(X.Y.Z value on pod model).so, total TWO CT entries and one SWD entry for a gun pod weapon to work!
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it’s a pleasure to learn the magic in 4.34 DB…the code opens a lot of possibilities - and i’ve some low-poly gunpods at hand! -
I wonder if that procedure could provide resolution to the rocket pod bug?
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I wonder if that procedure could provide resolution to the rocket pod bug?
huh? rocket pods have no bug, they have their own rocket section in falcon editor.
gun pod has its own new code. -
There (used to be, at least) a bug where rockets didn’t cause any damage recorded by the game: you’d destroy something but you wouldn’t get credit for it in debrief. I wondered if it might be because they weren’t properly setup in the db (though I suspect it’s a source-code issue)…
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Again thanks Falcas for the tip - Hex Editor!
New 4.34 models are all built in 3ds max and converted into lod directly. so modelers can assign new scripts to lod.
for old models and LE users, the last available script is 18. you cannot assign 19 or higher number in LE.
to make old lods working with new scripts, use Hex Editor to find the location of script number and edit it. done.
you can assign script 17 and save the model as 17.lod. then assign script 18 and save as 18.lod. use Hex editor to compare the two lods - their difference is 17.lod > 11, 18.lod >12.
so, change that value to 13 (that’s 19, 16(1)+3 ). save and done… it works in sim!The script 19 and DOF 14 are widely used in ground vehicle/ship/awacs radar.
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There (used to be, at least) a bug where rockets didn’t cause any damage recorded by the game: you’d destroy something but you wouldn’t get credit for it in debrief. I wondered if it might be because they weren’t properly setup in the db (though I suspect it’s a source-code issue)…
This is no more the case in 4.34
BTW, there is another bug in 4.34 when rockets do not have pod…. but this is another story -
This is no more the case in 4.34
hmm… i just set up a TE to attack ground vehicles with rocket pods… no credit in debriefing.
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Thoughts about Two new 4.34 features could make old-style cat launch come true…
-Launch bar [Ctl-Shft-Alt-L]
-take off trim [ Ctl-Shft-Alt-T]For Bridle-cat launch, add Bridle cord part on ac, set as SDOF/very high angle rate, under a Switch 1(or 2/3). => when lower launch bar, the bridle cord will be extended immediately. once ac launched off deck, the bridle part will be shortened into fuselage immediately and switched off once gear switch off.
edit - SDOF is better for this case.of course a new switch code can do it in a much easier way, but this combination should serve for the time being.
As for Take off Trim, it may be applied to whole ac pitching-up using XDOF-taildragger, to help increase AOA for underpowered ac takeoff.
examples like Buccanner, Scimitar, RN phantom, and F-5 series.edit - rotate the whole body around CG will cause maingear sink into ground… it needs more work to relocate pivot at mainwheel-ground spot.
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a test shot done in 2016. the launch bridle uses switch 60.
today’s test in 4.34
1. please ignore the odd-looking test ac, it’s Radium’s A-4.
the model is a high-poly, once touched in LE, all normals/shaders gone!!2. As my previous post, i add a bridle part as launch bar(XDOF/SDOF 98 )
each Bridle cord use a short cylinder under:
Switch 1+XDOF 98(zero angle limit)+SDOF 98(angle mulitplier 1000)3. since launch bar function needs AFM? or fm.dat edit, i use F/A-18C for test - just replace its LOD1 with this A-4 LOD1.
4. the first pic shows AI ac use Bridle properly - and they set Bridle retracted once on the cat.
the second pic shows AI ac right off the deck, the bridle SDOF shorten the bridle cord immediately.to sum up - the tweak is ok for Bridle-launch ac (before a dedicated bridle switch/code available).
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Is there any chance to see A-6E and EA-6B from your LOD pack? They are available ages and the skinmaker of the FF gave permission to use his skin. This is why they are in Korea '80s MOD. They are available.