Hello.
Well, it depends on a few things. I’m not sure if the Su-27 cockpit is modeled to be clickable(or even modeled in BMS or not). If it does, you can try looking around in FalconBMS\Data\Art\ckptart and look for instructions on how to use different cockpits for different planes on the forums. Though i think cockpits on electronic battlefield sites are already integrated into BMS.
Posts made by yuri12301
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RE: How to choose which cockpit
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RE: Eurofighter Typhoon
From my time messing with the typhoon, it would be nice if you can make a new model for the air to air missile rack(on the wings). Using the f16 pylons for bombs is probably fine since they look close enough. Making separate models is better imo, so later on others can make changes if they want without running into the problem of having everything in a bulk(plane and pylons)
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RE: Eurofighter Typhoon
Hey!
Awesome work for the typhoon sire, but can you explain about the IRST? How does it work? I thought IRST isn’t modeled in bms? -
RE: Eurofighter Typhoon
@Scorpion: yes, editing the location is easy, but finding the correct coordinates for the correct location to replace the current one is eeeeh….not so easy(From my experience of changing the countermeasure buttons location for the mirage cockpit). Well if you throw enough time into it, it’ll work out in the end.
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RE: British Brimstone missile tack(AGML3)
Hey!
I exported the typhoon model from BALTIC and got the skin from bloodhound’s thread https://www.benchmarksims.org/forum/showthread.php?32828-Downloadlink-Typhoon-Skins -
RE: Eurofighter Typhoon
Hi Scorpion,
That sounds super awesome!
Though, the chaff/flare dispenser location looks like a tough nut to crack since getting the coordinates for the location of the dispenser on the model…well, let’s just say LODEditor doesnt help a lot… -
Steerpoints 81 to 99 for rippling JDAMs
Hello,
For some reason, i can’t set the targets at steerpoint 81 to 99 into the DED page for jdams(f16I sufa). Is this normal? Why is it then??? The manual doesn’t seem to mention this -
RE: YAME64 suite
so i guess for now, i can only use it as a display, not as a touch screen? :(. And it would be nice if i can turn a gauge on or off too! And is whether the program run or not RNG dependent? Cause that’s what it feels like to me. More than half of the time, i double click on the exe and it crashes before loading any kind of menu. Then there are times where it opens properly
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RE: YAME64 suite
Hello, i need some help with the block 60 pedestal. I’m using spacedesk to make my galaxy s8 an extended monitor. In spacedesk app settings, i have touchscreen input enabled as absolute touch. Problem is whenever i click a button on the thing, it gives a ton of rapid input, making controlling the zoom level for example, almost impossible since i just touch it once and it zooms all the way in immediately. For some reason, the buttons on the MFDs bezel works just fine.
p/s: Is there any way to make these displays appear and disappear by a button or something? i want to make it like if i press F9, the 2 MFD will appear on my phone, if i press F10, the MFDs goes away and is replaced with the block 60 pedestal. I’m achieving it somewhat with having 2 windows and a toggle button for them, but it seems like yame64 will make my computer render 2 1440p screens + my main 1080p at the same time, murdering my frame rate.
Update: if i turn off the “Use with a touchscreen” option of YAME64, things work properly, but there’s still the problem of sometimes there’s an unintentional clicking when tapping on the phone screen and somehow bms registers a click from the mouse in game. I had one disastrous unintentional click when it clicked the airsource button, and there goes my electronics
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RE: Mirage 2000D cockpit fix
Well, i followed standard procedure, if i can’t find a button, RTFM if a manual exists, and the manual failed me
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RE: Mirage 2000D cockpit fix
That’s when you must understand why I’m hiding under my sofa every time you mention modding something I should feel concerned about.
I blame the manual. Since shouldn’t the manual be where “working as intended” is defined, and RTFM is the way of the simmer?
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RE: Mirage 2000D cockpit fix
Oh my, then it seemed like most of my work was going backwards RIP my effort, but then they haven’t updated the manual at all!
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RE: Rafale wing model
I just took a look at the F-5 model. The same technique can be used, though it’s still tedious. Use LODEditor and the block selection mode + isolate to filter the model to only the polygons you selected. You would want to delete the canopy and the cockpit interior of the exterior model. after that, move then center of the model to where the pilot head used to be(sometimes, for some reason, there are a few parts of the plane that just wont move when you move the entire model to change its center point, in that case, look for them and use the move selected nodes option to move them. Again, this is tedious)
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After that, you have yourself a usable wing model. Create a new parent and append the model in, check the exterior model to see how many slots does it have. Slots is the number of slot nodes, and slot nodes defines where ordinances is mounted on the model. -
RE: Rafale wing model
Hi Thanks,
Is it possible to do the same trick for the f-111 ?
Perhaps it could be a nice next project if you like.Cheers Obi1
Depends, not very likely since the F-111 just doesn’t “click” for me. And this is pretty tedius and frustrating, scrolling through about >10000 polygons one by one to look for the ones that needs to be deleted is anything but fun(LODEditor have some tools, but they’re just simply too outdated to be useful, things would’ve been a lot easier if i could just click on the model and delete it, but nope)
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Rafale wing model
Hello guys, it’s Yuri again~
The Rafale has a pretty nice exterior model, and i wanted to fly it so much i ripped out the canopy, the exterior pit and pilot model, some unnecessary stuffs like the tgp and afterburner model by just block selecting and scrolling through the LODEditor. Currently i’m too tired to rip off the belly of the plane, so it’s not as optimized as other wing models, but testing in NTO polar vortex doesnt any significant fps drop, so it’ll probably work fine. The F-22 pit by Metalhead fits this plane the best due to the unobstructed view towards the back, however, the viggen pit is a good candidate too. The F-16 pit doesn’t fit the wing model as nicely though, it’s not deep enough(?) so there’ll be some see through space.
Anyways, enough talking, here’s some pics and the download link.
Download link: https://1drv.ms/u/s!Au64lQ02PI53h0IwCrlDIG-yZsLA
Instructions:
1. In LODEditor, append the model and take note of the model ID#.
2. Append a new parent and plug the numbers in the red boxes in, click Update and input the model ID# and click update again.
3. Create a folder called RAFL in Art/ckpart
4. Copy the 3dckpit.dat and 3dbuttons.dat of any pit you want to use with the wing model in there.
5. Open 3dckpit.dat with any text editor and change the parent number on these lines to the parent number of the parent we appended just nowcockpitwingsmodel cockpitwingsdfmodel ```Thank you, Hayab, for your awesome Rafale exterior model! ;)
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RE: F-4 "Short Nosed" Phantoms
Hey! Fun fact, i’m a vietnamese currently living in vietnam, feel free to ask me if you need any help
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Mirage 2000D cockpit fix
Update: this will make the buttons behave as stated in the manual(which is currently…wrong)
Hello guys, it’s Yuri again. For guys that just want the fix, put the file into Data/Art/ckpart/1950 for stock KTO and <theatre folder=“”>/Art/ckpart/1950 for any other theatre.
Download link: https://1drv.ms/u/s!Au64lQ02PI53h0GkwaKuV4ta6uQhHere’s the story:
Oirien, Woody from UOAF and me was flying Lorik’s Balkan Campaign this afternoon in the Mirage2000D. And we all couldn’t find any way to change the countermeasure programs of the plane. So after the flight, i took a look at the manual and test it. Turns out, the coordinates for those buttons and a few others in the pit was completely wrong, and thus no one could click them. I made a band-aid fix for it by using the coordinates for the text on the display, taken from LODEditor(notice the location of my mouse on the screen)But then, my OCD triggered, it’s awkward when i click on the screen to change the cmds programs and modes, while handoff and everything else is pressed on the buttons at the edges of the display. Problem is, LODEditor is a really poor tool when it comes to getting coordinates from your cursor, if your view isn’t aligned to either a x, y or z plane, it won’t give you cursor coordinates. And whoever created this pit didn’t make it easy for me either. The plate for those buttons, despite looking flat in the game(and probably is flat irl too), actually has a very strange curvy shape and the “buttons” are just textures painted on top of it. This means LODEditor had pretty much 0 way to get a good coordinate on where the buttons on the texture are. Half an our of guesstimating the coordinates later, no real progress, the plate just curves in such a strange way and also seems to be slanted, the coordinates is just everywhere, you get your z and y correct, but the moment you change the view to a… top down to get the x, nope, it’s curves in another way.
Then, an idea came. I do have the coordinates for the vertices of the polygons creating that plate, why not just model it in 3dsmax, apply texture on it and get the coordinates that way. An hour of modelling and crashing 3dsmax(yes, this thing curves in such a weird way even 3dsmax doesn’t want to render it). After the modelling is done, next comes squeezing the UV of the model so it matches with the original model UV, bake the texture in and it’s pretty much smooth sailing.
Luckily, the top and bottom plate of the display is just a flat polygon, so getting the coordinates for the buttons can be done pretty easily with LODEditor. The VH/VAH switch had outdated callback “OTWToggleScale”, so i changed it to the proper SimHUDScalesUp and SimHUDScalesDown for left and right click respectively.
TL;DR: Today i modeled a piece of the cockpit with 3dsmax from vertices data extracted with LODEditor just to properly fix 2 buttons in the mirage-2000D pit.</theatre>
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RE: British Brimstone missile tack(AGML3)
Stranger things happened, it showed up correctly in the OGLLOD from 3ds exporter, but it still breaks when i replace the rafale brimstone rack 1st LOD with it and use the view it. I followed what the exporter manual said, smoothing groups for every faces, alpha channel to none. Though i use a multi material since i want to have the rails to have another texture file.
Exported:
After replacing:
Material Editor:
Update: And the weirder thing is the model wont even show up in bms. Before this, it still shows in bms, just with some weird texture issues