Balkans Objects Features
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@Nuno:
Amazing work, Nove!!
Think you could make something similar to Monte Real Airbase 5 for POH?
Congratulations on a beautiful job
Cheers,
Nuno
Haha, +1 here then…
Nikos. -
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now i’m “working” to complete security
balkans airports need security too -
Thanks Nove! Your work is really fantastic!
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Nove, I have no words to thank you the effort you are making to support the Falcon world… Incredible work my friend, INCREDIBLE!!!
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BALKANS SECURITY DONE !
( lod … now a’m adding new features in all balkans airports )
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OK !
136 DONE !
if you like or “need” my work ( all it’s free to use )
and want to help mePM me
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Hi Nove,
Your work is absolutly fantastic. Where can i find the download link.have a nice weekend
BAZI (Wolfgang)
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today , fliyng across the map very low to find some bugs …
over Venice i think " it’s VERY DANGEROUS !!! FORBIDDEN !!! "
so…to AVOID some low-level fun , i decide to add some FLYING SEWER pigeon over monuments !
VERY VERY DANGEROUS !!!
:D:D:D
near airports … can be a challange !
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Curious… Would GUs move around, through or be blocked by additional models occupying the area?
Can paths be defined through the cities to allow traffic on streets?
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Curious… Would GUs move around, through or be blocked by additional models occupying the area?
Can paths be defined through the cities to allow traffic on streets?
just static feature ( for now )
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It won’t be a problem if you use the new pathing technique that was developed in Guam. With this type of pathing, only a single path dot is placed on the tile. This allows ground units to advance in the manner the see fit across the tile, thus avoiding 3D objects. In order to make sure units will cross water bodies at the approriate point, bridges are linked in the cam files. Usuing these two techniques, there are no impedences for ground units.
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It won’t be a problem if you use the new pathing technique that was developed in Guam. With this type of pathing, only a single path dot is placed on the tile. This allows ground units to advance in the manner the see fit across the tile, thus avoiding 3D objects. In order to make sure units will cross water bodies at the approriate point, bridges are linked in the cam files. Usuing these two techniques, there are no impedences for ground units.
Really interesting! Only a single dot for each tile and no more lines?
D. -
Yes, that is the way. This dot technique pf pathing works quite well in Guam. I have redone Panama’s paths using this technique. The ground units now properly across tiles. They take and hold political targets in the same manner as Korea. If you want more information, pm and we can talk.
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It won’t be a problem if you use the new pathing technique that was developed in Guam. With this type of pathing, only a single path dot is placed on the tile. This allows ground units to advance in the manner the see fit across the tile, thus avoiding 3D objects. In order to make sure units will cross water bodies at the approriate point, bridges are linked in the cam files. Usuing these two techniques, there are no impedences for ground units.
Just want to correct some Syntax.
It was not developed in Guam. It is utilized in the theater. The original idea was Fred “Baldeagle” Balding’s….;)
We had developed on an idea back then to introduce NE\SW\EW\SE diagonal entry points\paths for the GU’s on a tile without having to draw them on the wireframe . This worked in FF and does work as a Proof of Concept in Guam\BMS. You will still need to define a bridge path anywhere you have a river path crossing the tile. But I don’t believe we need to draw said path that far out. What I am stating for the bridge path is that the bridge feature may occupy\span (coded) more than one tile. So we have to take that Span into account.
@Khronik……no collidables as I’ve seen yet. That piece is still undone.Have fun,
demer -
i decide to add some FLYING SEWER pigeon over monuments
How exactly you can do that?
We (16th) have in our Ops detailed maps of bird concentrations and migrations paths across Greece and we use them to avoid such low flights in these areas… Having a solution to actually have collidable 3d bird models moving around would be the ultimate goal.
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u can do it… I think.
U can lift them x meters from ground and use a like pilot head moving switch …
If they don’t stay x meters above ground u can put a small area on the ground. -
today , fliyng across the map very low to find some bugs …
over Venice i think " it’s VERY DANGEROUS !!! FORBIDDEN !!! "
so…to AVOID some low-level fun , i decide to add some FLYING SEWER pigeon over monuments !
VERY VERY DANGEROUS !!!
:D:D:D
near airports … can be a challange !
Very nice cathedral church mate.
And sweet the little flying fellow
Nikos. -
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Just want to correct some Syntax.
It was not developed in Guam. It is utilized in the theater. The original idea was Fred “Baldeagle” Balding’s….;)
We had developed on an idea back then to introduce NE\SW\EW\SE diagonal entry points\paths for the GU’s on a tile without having to draw them on the wireframe . This worked in FF and does work as a Proof of Concept in Guam\BMS. You will still need to define a bridge path anywhere you have a river path crossing the tile. But I don’t believe we need to draw said path that far out. What I am stating for the bridge path is that the bridge feature may occupy\span (coded) more than one tile. So we have to take that Span into account.
@Khronik……no collidables as I’ve seen yet. That piece is still undone.Have fun,
demerI’m sorry guys but after this latest post i’m little bit confused:
a) Chuckless described a procedure based on use of “dot phats” one dot for every single tile.b) Demer spoked about the usage of NE\SW\EW\SE diagonal.
I’m sorry but i think (for your different versions) it’s not the same kind of work. For me, and i think for other developers too, it would be important to have a better understanding, if you are talking about the same thing or two diferent methods. I still to have the same idea: a screenshot on Monster’s Tool is batter then any description.
Sorry Nove for the OT, we can change location on the forum for to discuss about this, because for me it’s more important then a discussion on pigeons who deposit their excrement on monuments :D.
By the way Nove back on topic you’re making a really nice work with new features and thank you very much for your PMs with links, my interest it’s only for the object folder and the others file are obviously food for my garbage collector (trash folder) :p. Just for curiosity, did you test if your airfields, made someone from scratch, are perfectly working? I mean for the correct placement of point data, PAPI, landings lights etc? Did you try to make an approach procedure to check if everything works good?
Nove, very close to Capodichino Airport entrance it’s a pastry shop that’s is really famous for a tipical Neapolitan cake: “la sfogliatella”, if you remember Neaples is my town :D. It would be nice if the pilots between a mission and another could eat a sweet “sfogliatella”.
For the not Italian guys that’s “sfogliatella”:
Regards
D.