O did not understand “Rhode textures”
I meant “these textures”, but I was typing over the phone… so I think I messed up hehe
O did not understand “Rhode textures”
I meant “these textures”, but I was typing over the phone… so I think I messed up hehe
New texture a little bit smoth, hope you like it.
The file will be available tomorrow, in the skydrive
great Job with Rhode textures metalhead!! Are they up in the SkyDrive?
Good tutorial…
just one question…
What was that tone sound that we can hear just after you set the MFD’s in the end of the video? It never happened here.
mmm… I’m not pretty sure which sound you are referring to
Maybe you refer to the datalink?
If you can post me the minute and second of the video where the sound appears I’ll check it out
How about to create a new squadron that flies the F22?
We could make the squadron emblem, choosing a real squadron…
I do not understand very much about multiplayer game, so, it`s just an idea…
If you guys make a squad, count me in!!! Sounds like a great idea… the first BMS Raptor squad
Metalhead You did a great job, too bad for the missile bay That REMAIN open, but the model and the pit is a joy for the eyes, I just put in the Forum VIAF to know the work you have done, and I wont to thank for this model , sorry for my english but I feel obliged to thank you :eek:
I think I’ve found a solution for the wingman having their bay doors opened from the start and being unable to close them. First let me explain what causes the issue, so that you can understand the solution.
Issue: As Metalhead explained in one of his posts before, bay doors animations are executed when the weapon hardpoints 2, 3 or 4 are selected. Therefore if you have a weapon selected in any of those hardpoints you will have your bay doors opened (you can manually change hardpoints by using keys shift + / ) . As hardpoints 2, 3 and 4 are the first ones (hardpoint 1 is not usable), they are selected by default and that is why you and your wingman have the bay doors opened as soon as you enter the aircraft. However, as the wingman does not change hardpoints manually he will remain with the bay doors opened until he uses all the weapons in hardpoints 2, 3 and 4. The command “Drop Stores” can be used for the wingman to close his bay doors, however if he later engages in combat he will open them again and you won’t be able to issue command “Drop Stores” for a second time in the same flight, so he might again get stuck with the opened bay doors animation for the rest of the flight (unless he uses all weapons in hardpoint 2, 3 and 4 during the fight). So, the “Drop Stores” is not really a solution.
Solution: What I did is using the Falcon BMS editor (which can be executed from the Falcon BMS launcher and it is very easy to use) to add extra hardpoints to the aircraft, so that I am able to load weapons to my wingman (in the mission planning/briefing screen) to hardpoints different than 2, 3 or 4 and I am able to load my weapons to hardpoints 2, 3 and 4 so I’m able to open and close my bay doors at will. An example of how I configured the hardpoints for the F-22 in the Falcon BMS editor is below. Please note that I edited both the F-22 vehicle and the F-22 weapon hardpoints F-22 Center Out, F-22 Center Side and F-22 Center In (names are aproximately as I can’t remember the exact names).
Hardpoint 1: F-22 Outbrd - Unavailable - yes visible and yes rack - do not touch it
Hardpoint 2: F-22 Center Out - 5 AIM-120 C (bay doors open) - no visible and no rack - for player use
Hardpoint 3: F-22 Side - 2 AIM-9M or 2 AIM-9X (bay doors open) - no visible and no rack - for player use
Hardpoint 4: F-22 Center In - 2 GBU 32 or 2 GBU 35 (bay doors open) - no visible and no rack - for player use
Hardpoint 5: F-22 Inbrd - 1 AIM-120 C (bay doors close) - no visible and no rack - for player and AI use
Hardpoint 6: F-22 Center Out - 5 AIM-120C (bay doors close) - no visible and no rack - for AI use
Hardpoint 7: F-22 Side - 2 AIM-9M or 2 AIM-9X (bay doors close) - no visible and no rack - for AI use
Hardpoint 8: F-22 Center In - 2 GBU 32 or 2 GBU 35 (bay doors close) - no visible and no rack - for AI use
Hardpoint 9: F-22 Outbrd - Unavailable - yes visible and yes rack - do not touch it
Based in the above example, I load my weapons to hardpoints 2, 3, 4 and 5 (allowing me to have my bay doors open or closed depending on the hardpoints I use) and I load my wingman’s weapons to hardpoints 5, 6, 7 and 8 (preventing him to open the bay doors).
Unfortunately this solution has 2 downsides (everything has a price):
1. Wingman can’t open his bay doors and therefore he will shoot missiles with them closed. This is unrealistic only when he is firing a missile, which is better than having him flying with the bay doors opened unrealistically all the time (as having bay doors open during normal flight would severly affect the F-22 stealth capabilites).
2. You can load your plane with unreallistic weapon quantities, as you can load up to 11 AIM-120C, 4 AIM-9 and 4 GBUs simultaneously if you use all the available hardpoints at the same time. Solution for this is to restrict yourself and only select a realistic loadout without cheating. Realistic loadouts limits for the F-22 are as follow:
a) Air to Air realistic max loadout parameters - 6 AIM-120C, 2 AIM-9
b) Air to Ground realistic max loadout parameters - 2 AIM-120C, 2 AIM-9 and 2 GBUs
Using the Falcon BMS editor to implement this solution is very easy. I didn’t know how to use it when I first opened it but it is very intuitive. If anyone is having trouble using it send me a PM
Remember to backup your files before using Falcon BMS Editor
I hope this helps you!
Has anyone posted any videos of how this looks? Maybe even a ramp-start video too. Would love to see it in action at the hands of a skilled raptor pilot.
I’ve uploaded a ramp-start video using Metalhead’s F-22 cockpit. It should finish uploading in some more minutes. Sorry for the poor quality and enjoy!
Edit: video is now up!!
Well, to help a little with the wingman missile doors issue, I’ve found a funny work around.
If you instruct him to “Drop Stores” (Menu W, W, 8 ) he will not drop his stores but instead just close the missile doors. The downside is that the “Drop Stores” command can only be isntructed once per flight. If he later opens the doors (due to combat or something) and he is not able to close them by himself he wont be able to “Drop Stores” again and will continue with the doors open for the rest of the flight. Not a real solution, but a workaround.
As soon as we take off I usually instruct him to rejoin formation, fence out (for him to turn on his navigation lights), close in and drop stores… this way we can do some nice formation flying
Its a shame that the TrackIR issue is unfixable still, the cockpit is great!
Obrigada Metalhead! This cockpit is a great job, I’ll follow it closely
Tell me what you think that need to be done. I appreciate “criticism”, advices, and suggestions. Fell free to say.
I will try to do everything that I can with the “tools I have”. ( I can’t make miracles) Keep it in mind…
Best regards
Metalhead
Thanks for hearing us out Metalhead!
Well, one detail about the cockpit is that if you are using TrackIR, the hud gets out of the glass if you move sideways (like the hud being projected over the air, instead over the glass).
It could be helpful if the hud crystal had a slightly green texture or something, because sometimes when it is sunny the hud projection gets lost with the clear skies.
Also I think there are some buttons that work, but doesnt animate (like the volume controls).
One last detail is the AI, that always flies with their missle doors open as they don’t seem to know how to close them. I don’t know if this is fixable though, as it has more to do with the AI than your work
Still, this cockpit is a masterwork! Great great job.
This is a very good work. I’ve been using it for the last weeks and it works very neat for a WIP.
You can rampstart and completely fly in it. There are just details the one remaining to be done.
Thumb up to you Metalhead, thank you!