View Full Version : Carrier traps in Acceleration
navychief
October 28th, 2007, 18:14
Do the arresting gear cables move in Acceleration? I know they do not in FD5, and for some reason, thought that 3 WireX was somehow connected with Acceleration. It's strange that the JBDs and flight deck personnel are animated in FD5, but not the cables. No big thing, but it sure would improve videos made of cats and traps!
NC
P-12C
October 28th, 2007, 19:04
Do the arresting gear cables move in Acceleration? I know they do not in FD5, and for some reason, thought that 3 WireX was somehow connected with Acceleration. It's strange that the JBDs and flight deck personnel are animated in FD5, but not the cables. No big thing, but it sure would improve videos made of cats and traps!
NC
We planned to use a variation of the hoist cable system to animate the cables, but we simply ran out of time. Maybe next time.
rhysa
October 28th, 2007, 19:48
Well if aces counldn't do it without additional code, we certainly could not do it with FD5 as a 3rd party addon. To be honest I thought they would since they were adding the rope dynamics. So they may not be animated, but each wire is simulated (in FD5 that is).
Antoninus
October 29th, 2007, 14:59
Has anybody tested if all aircraft with an arrestor hook can be modified to work with the new carrier or if it only works with dedicated acceleration models?
jetline09
October 29th, 2007, 15:22
also if you try using multiplayer use this following guide to make the traps available on the Red dog carrier
http://www.sim-outhouse.com/sohforums/showthread.php?t=55012
OStateFlyer
October 31st, 2007, 13:43
Has anybody tested if all aircraft with an arrestor hook can be modified to work with the new carrier or if it only works with dedicated acceleration models?
Models with defined tailhooks work beautifully from what I've played with. What I really want to know is how to get them working with the new catapult. Especially the Iris T-45!
GypsyBaron
October 31st, 2007, 13:53
Models with defined tailhooks work beautifully from what I've played with. What I really want to know is how to get them working with the new catapult. Especially the Iris T-45!
Speaking of the Iris T-45, are you experiencing any texture
problems?
If ANY lights are turned on ( in the VC mode ) I get transparent
areas around the HUD and the panel. This is running in DX9
mode, acceleration installed.
I see this effect on many other aircraft that I've imported
from FS9. In some cases, the transparent areas are negligable
but for others it makes them unusable with any lights
activated.
Paul
OStateFlyer
October 31st, 2007, 14:42
I have the same problem. For me they don't appear transparent so much as reflective. I'm running DX9 w/ Acceleration and an ancient AGP FX5600. I wonder if this is related to the shaders, as before Acceleration, I got semi-transparent polygons on the canopy that related to reflections.
GypsyBaron
October 31st, 2007, 15:02
I have the same problem. For me they don't appear transparent so much as reflective. I'm running DX9 w/ Acceleration and an ancient AGP FX5600. I wonder if this is related to the shaders, as before Acceleration, I got semi-transparent polygons on the canopy that related to reflections.
Actually I used the wrong discriptor in my original
post. The textures become reflective when any light
is turned on. Also, there is a transparent area that
is a half-circle shape just below the HUD.
I'm hoping there is something we, the users, can do to
fix this ( short of dumping Acceleration ).
I've tried playing around with DTXBmp and converting
textures but to no avail. Not being a modeler, I'm just
stabbing away in the dark I'm afraid :(
BTW, I'm running a Q6600 with a eVGA 8800GTS 640MB
card. Both overclocked 29% and 32% respectively.
Paul
OStateFlyer
October 31st, 2007, 15:24
...I'm hoping there is something we, the users, can do to fix this ( short of dumping Acceleration )...
I figure I can live with no lights in a few airplanes if that is what it takes to fly them, Acceleration is just too good to dump, IMO. Because of the shape and placement of the areas in question, they seem to be something in the model itself, and not texture-related. The up side for me and my old video card is that the polygons have disappeared from the canopy, and the frame rates are up!
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