I've not got a particular in mind yet. Although I have been working on a lot of the art work to be ready to go. Hopefully Jankees will pop on teamspeak real soon
I've not got a particular in mind yet. Although I have been working on a lot of the art work to be ready to go. Hopefully Jankees will pop on teamspeak real soon
yahh.. its almost midnight thee right now.. Best time to catch him on team speak is about midnight pacific time..
but see, Jankees is working on a bare metal texture to be used as a base layer under the main livery layer.. That will allow for some pretty spectacular paints to be made..
I just spoke to Jankees on TS for about 30 minutes. We've decided the best thing is to wait for Robert to finalize the exterior modeling. Not trying to rush you Robert. Please, take your time as your work looks excellent.
....I'll catch up on TS later
Ok, so tonight i was able to get rid of most of the negatives with the trailing fire. What i havent solved yet is the effct looking like a sun burst when viewed from the tower, but i figure i'll figure it out ev3entually.. I also found a way to stagger the rounds as they're being fired, but i'm not certain how feasable my method is for most people as it calls for multiple effects files. Doesnt look too bad though..
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looks very nice!
One question though:
it looks as if the .50 and 20 mils have the same cyclic rate and muzzle velocity? The flashes have the same distance between them (cyclic rate) and they move parallel (velocity). Isn't the cyclic rate for the 20 mil slower, and the velocity higher?
Quick internet trawl:
.50: 3050 f/sec and 500 rounds/min
20 mm: 3300 f/sec and 300 rounds/min
No idea if you can incorporate this though...
Time flies like an arrow
fruit flies like a banana
I'm sure theres a way to do that, but i havent learned enough yet.. I was able to get the 20 mm to vary the distance between each shell by playing with rates on the emitter side. I'll continue wotking with that tonight. One of the things i noticed though is that it seems that no matter where i set the rates, they are all nearly right on top of each other. and i discovered that any rate value above 100 is defaulted to 100 which i have very little clue whats represented by that rate number.. Another thing that i noticed is that like with the lights, the rates for the effects to be triggered are synchronized. In the photos above, there are eight effects files ( one for each barrel ) and the rates for each of the barrels is varied from 30 to 65, and yet all eight barrels fire off at the exact same time.. So I can slow down the speed of the bullet, but, i havent found the mechanism to change the rate that the emitter gets triggered at. Its a learning curve..
Thinking out loud here.
Could it have to do with a different emitter/xml code or file for each of the 8 effects to regulate them individually?
i gotta dumb question...how do we set up our controlers to fire these when its time?
Not a dumb question at all.. Well map them to the trigger ( which is usually also used for braking ) or some button that will allow for ease of use.
The eight files in uestion are really only two files, one for the 50 cal and the other for the 20mm, but they've been duplicated and copied to each of the barrels so that each individual gun has its own effect.. What i'm attempting to achieve is a differentiation between the guns so that its closer to realistic than having them all under the same effect.. There may be better ways of doing it, but my lack of knowledge is whats in the way of me knowing what they are.. I'm making my best guess, but admittedly, its a lot of guessing..
Our Panther - resizing, clean-up and touch-up. More to do yet
Full size
http://img843.imageshack.us/img843/7949/ourpanther.jpg
I'm wondering is theres a way we could develope a gauge that could be used to arm and disarm the guns so they only fired when you wanted them too, and not have them going off when your trying to stop??
that looks totally sweet don![]()
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Yes. You can either just have the gauge that triggers the firing check whether you're on the ground or not using (A:SIM ON GROUND, bool). Or have a master arm switch that has to be set before the guns fire using a local variable e.g. (L:MASTER ARM, bool).I'm wondering is theres a way we could develope a gauge that could be used to arm and disarm the guns so they only fired when you wanted them too, and not have them going off when your trying to stop??
Either of those variable can be Anded with the brake pedal to set your firing condition, something like this which I used to prevent dropping bombs
The & should read & amp ; without the spaces, but XML code messes up forums.Code:(A:SIM ON GROUND, bool) ! (A:BRAKE INDICATOR,bool) & (L:master_arm, bool) && if{ (>K:RELEASE_DROPPABLE_OBJECTS) } els{ 0 }
I think this checks the master arm is on and that you're not on the ground, if those two are met and the brake gets pressed it'll drop an object. If you change the bit after the if{ to the code to fire the guns it should work.
Having said that, looking at the code I think it also means if the master arm is set and you're on the ground with the brakes off it'll fire as well, but I never tried that. It was a while ago I used this...
Your awesome Skippy. thank you.. I know we'll make good use of this, even if my own xml skills are a but more than just lacking ( more like, non existent ).
tonight i'm going to be working on audio. i need to get the guns to make a noise when i fire them. i found a decent 20mm canon sound that needs to be tweaked a bit but should be pretty good, and just need to learn how to include it in the sound set.. fun fun fun ::lol;;..
The P-61 is really taking shape. Still a long way to go yet, but it's very impressive.
Full Resolution
http://img543.imageshack.us/img543/5705/moonhappy1.jpg
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