Is this thread still being updated?
Latest posts made by Hawk_UK
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RE: Thrustmaster Hotas x
Thanks for the response guys…… I’ll Google the vJoy and UCR and see what I can find. In the meantime I would hope that the BMS Team would consider including a universal controller axis curve editing tool in similar lines to the one in DCS World, it would make such a big difference to the users. Thank you.
Hawk.
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RE: Thrustmaster Hotas x
I 've just installed Falcon 4 BMS myself and I had the very same problem using my Thrustmaster T-Flight Hotas X. What was happening was that the throttle is default mapped onto the wrong axis; you need to remap your throttle axis(Z-axis if I remember rightly) for the throttle in the controller settings page.
Me being totally new to Falcon 4 BMS, does anyone know how to adjust the roll/pitch reaction to the joystick? I want to have precise gentle Roll/pitch movement close to joystick centre, and then bigger dramatic roll/pitch movements when I make larger movements of my joystick. Is there a way to map this? Thanks.
Hawk.
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RE: Modelling Organisation
Hi guys.
Just joined the forum yesterday and I’m interested in doing some modelling but noticed that the 1st post hasn’t been edited since Nov 2015…… Just wondering if the information in the 1st post up to date with the latest version of Falcon 4 BMS 4.33 U3?
I noticed the quoted model triangle limit seems very low for modern game models: 30,000 tri’s = 15,000 poly’s: does that include any cockpit model too?
Also I work with Maya 2016; are there any F4BMS exporters and tools specifically designed for Maya too anywhere(I haven’t found any in my search)? Although I presume I could export any work in Maya via FBX to 3dsMax and export into F4BMS that way.
The 3dsMax version I would have available to me for F4BMS model export procedures would be “3dsMax 2010X64”, would there be any problems with the exporters using this version?
As a new member here I’m just trying to get a feel for what works for the current F4BMS modding procedures and what doesn’t as there is a lot of old, I presume outdated, information(and maybe certain mod-tools) on the forum that won’t be relevant anymore?
Thanks guys!:D
Hawk.
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RE: Modelling Organisation
Hi guys.
Just joined the forum yesterday and I’m interested in doing some modelling but noticed that the 1st post in this thread hasn’t been edited since Nov 2015…… Is the information in the 1st post up to date with the latest version of Falcon 4 BMS 4.33 U3?
The quoted model triangle limit seems very low for modern game models: 30,000 tri’s = 15,000 poly’s: does that include any cockpit model too?
Also I work with Maya 2016; are there any F4BMS exporters and tools specifically designed for Maya(I haven’t found any in my search)? Although I presume I could export any work in Maya via FBX to 3dsMax and export into F4BMS that way.
The 3dsMax version I would have available to me for F4BMS model export procedures would be “3dsMax 2010X64”, would there be any problems with the exporters using this version?
As a new member here I’m just trying to get a feel for what works for the current F4BMS modding procedures and what doesn’t as there is a lot of old, I presume outdated, information(and maybe some outdated mod-tools too?) on the forum that won’t be relevant anymore?
Thanks guys!:D
Hawk.