Sea Harrier FA.2 and Harrier GR.7 form up over the Adriatic.
Best posts made by Skipper
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RE: 4.37 Screenshots
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Harrier GR7/FA.2 in Balkans
Hello there, Skip again back in Falcon BMS. You can check out, but you can never leave… I came back for basket refuelling, so thank you for that
I’m in the process of editing my Balkans DB to add the Harrier GR7 (in place of the GR3 in the current DB) and also fixing the FA.2 to use the AV8B model/cockpit and radar, as historically these were based both at Gioia del Colle (1(F) Squadron on the GR7) and 899 NAS flying FA.2s based in the Adriatic (might pull Invincible in as well if it isn’t already there) and adding their squadrons and stores (BL-755s)
As these shouldn’t affect any existing stuff (the Gr3 and the FA2 are in a state) is there any pathway for including these changes in the Balkans Theatre for everyone, or would anyone else be interested in having these changes in their Theatre as well? (once they have been tested of course :P)
Latest posts made by Skipper
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RE: 4.37 Screenshots
@JTnero said in 4.37 Screenshots:
@Skipper where’s that Sea Harrier from? I’ve been hunting for a British Harrier skin.
I just edited the AV8 one mate.
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RE: 4.37 Screenshots
Sea Harrier FA.2 and Harrier GR.7 form up over the Adriatic.
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Harrier GR7/FA.2 in Balkans
Hello there, Skip again back in Falcon BMS. You can check out, but you can never leave… I came back for basket refuelling, so thank you for that
I’m in the process of editing my Balkans DB to add the Harrier GR7 (in place of the GR3 in the current DB) and also fixing the FA.2 to use the AV8B model/cockpit and radar, as historically these were based both at Gioia del Colle (1(F) Squadron on the GR7) and 899 NAS flying FA.2s based in the Adriatic (might pull Invincible in as well if it isn’t already there) and adding their squadrons and stores (BL-755s)
As these shouldn’t affect any existing stuff (the Gr3 and the FA2 are in a state) is there any pathway for including these changes in the Balkans Theatre for everyone, or would anyone else be interested in having these changes in their Theatre as well? (once they have been tested of course :P)
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RE: Test low-poly toys in BMS4..
Yes I was hoping to see how the new carrier ski jump worked, and maybe get more time working on the terrain tiles
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RE: Test low-poly toys in BMS4..
In order to test this thoroughly I’ve ran through it again on a fresh Israeli theatre DB, and it’s worked. I must have borked the DB previously! Carry on
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RE: Test low-poly toys in BMS4..
cc1tw I’m trying to add your FRS1 model from the Falklands LOD models to a 4.34 DB, but the editor crashes when I try and view the 3d model… I’m adding it as a new model in the DB, creating a new aircraft from a copy then assigning the model in the CT record as per the ‘adding new jets’ tutorial here https://www.benchmarksims.org/forum/showthread.php?39584-Adding-model-planes-to-dB-tutorial&p=544411&viewfull=1#post544411
but then when I click on ‘View 3d’ the editor crashes.
Is it the FRS1 LOD thats failing? I’m using the downloads from the ccc lowpoly 20-0606 zip file
the error in the log is
“Object at RCX(00000000000493BD)
Data inaccessible” -
RE: Make an easy test please
I’ll run this test tonight as well.
not sure if it helps or hinders, but I’ve noticed creating a TE to attack an airfield, the waypoint is a significant distance away from the actual target, even when I use the ‘Assign Target’ option in the waypoint editor in BMS.
Also, then when locking up a ground target on the AF in the radar, when I look at where the TD box is through the hud that is offset by a slight (2 or 3 hundred metres distance as well.
Interestingly dropping a bomb in CCRP with the offset TD box, it still lands on the object targeted with the Radar. Most of the time.
I’m not sure how the 2d coordinates in the radar interact with the 3d coordinates of the world, but could be indicative of a difference.
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RE: Adding switches to 3dbuttons.dat?
Ahh, good shout to test that.
I changed the Cockpit ref in the DB to F16, no change. I was sure there was another field somewhere, so went back into the editor, picked the Tornado, clicked on CT record - and there it was, the Graphics > Normal tab said 1710.
Sure enough, in the ckptart folder there is a 1710 folder, , and in that folder is the two tornado files and putting the callbacks in there worked fine.
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Adding switches to 3dbuttons.dat?
I’ve been flying Tornados in the Israel theatre, and noticed at some point that the Tornado GR4 cockpit doesn’t have an altimeter setting knob.
Not a problem, I think, I bet I could just get the callback from the F16 3dbuttons.dat and copy it in to the one in the TORN folder in ckptart!
I used the location of the HSI Inc/Dec button in that file and rem-ed out the HSI lines, but it doesn’t appear to make a difference - in fact any change I make to 3dbuttons.dat in that TORN folder has no effect on the clickable cockpit in the Tornado.
did this change at some point, or am I missing a schoolboy step somewhere?
there is no ckptart folder in the theatre ‘art’ folder, so it must be getting it from the main art/ckptart folder.
Looking in the editor I can see that the GR4 has ‘TORN’ set as it’s cockpit, but I’ve got a nagging feeling that that reference is no longer used.
Any pointers as to where to go with that? I can use the keyboard functions to set my alt, but I’d like to be able to do it in the cockpit.
cheers
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RE: Mission Commander beta release
Hi Falcas,
is it possible to use MC to edit the individual positions of vehicles within a unit? I’ve searched and searched for this information, I assumed it was a db edit but can’t find it anywhere.
The reason is, for an AAA battalion stuck on a thin peninsular piece of terrain, some of the AAA guns are out on the water and I just wanted to squeeze them together a bit.
If not, does anyone know how it can be edited?
cheers in advance
Skip