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Author
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Topic: Version 2 of you-know-what is ready. :)
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Harm Pilot
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posted 10-25- 10:22 AM
The Storch that is. See the readme for more information, there's a pic loading of it just below so if you want to see the plane for yourself and not have it spoiled for you now quickly click...........here.  Download is at Simfiles btw. Feedback welcome and enjoy. Cheers -------------- A.K.A Harman_5 [This message has been edited by Harm (edited 10-26-2001).] IP: Logged |
ArgonV JAG
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posted 10-25- 01:11 PM
I havent said much at this point about anything WW2 for a long while... But let me tell you know that Im excited about this crate! Getting her now.  Do you need version 1 for this to work? IP: Logged |
Harm Pilot
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posted 10-25- 01:20 PM
Great! And no this version is completely stand-alone.  I should prolly delete version 1.0 from simfiles... IP: Logged |
li'l bastard Pilot
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posted 10-25- 04:54 PM
hey harm, u think that it is possible to solve the nosedown thing when u land at almost the stall speed? The storch ws famous for steep angle takeoffs and landings, but when I come down slowly and touch te ground gently, the nose goes unevitably down...li'l b IP: Logged |
SteveTheDrummer Pilot
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posted 10-25- 05:23 PM
Beautiful!!! Thank You Harm!IP: Logged |
Harm Pilot
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posted 10-25- 11:51 PM
Cheers guys,lil b', well I'm not much of an FM guru so I wouldn't really know how to make the stalls less abrupt maybe somebody else with better FM skills can take a look at it, they'd be welcome to...but as I said before, if you're touching the ground and it noses down immediately then it must your brakes are engaged that's causing the problem. Usually with the missions that have the Storch start in the air, the brakes are always on initally (just as every other plane's is), and it's best hit B so it releases them to prevent nose overs...in fact I make it habit to hit B once before I land whenever to release the brakes just in case they're locked. IP: Logged |
ArgonV JAG
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posted 10-26- 12:22 AM
Just tried her out, this baby is SWEET! And simply fun as heck!!! I like those land mines too...  Yet another immersive adding piece from Harman_5. Any chance for a grasshopper? IP: Logged |
Harm Pilot
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posted 10-26- 04:11 AM
Thanks ArgonV!  Those mines were sitting on my HD for so long I had to think of a way to incorporate them somewhere before they got deleted (or my computer blew up lol). Well there's a chance for almost any plane now...I have one on my mind I want to start very soon.  Cheers IP: Logged |
Jeeves JAG
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posted 10-26- 08:03 AM
Harm---Have you tried the mines in your ground vehicles? How do they work? I tried out the last 2 trainers and those AA guns are brutal on the slow-moving Storch  IP: Logged |
Harm Pilot
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posted 10-26- 08:25 AM
I have Jeeves, but with mixed results, they work with the R75, but with some of the other vehicles, they don't always work. It's been a while since I tested the vehicles with them, but not all used to work with the mines if I remember rightly. The mines still need tweaking to work with every object out there for SDOE that runs into them, but I figured since they work with the Storch I might as well put them to good use.  If you mean how the mines themselves work? Well they're little ground unit class objects bristling with collision points and a ver low obHits value of .001 or something similar (very weak so it explodes easily) with a somewhat high obExplodes value so anything (well not anything) that dares to touch it, they'll blow up instantly. I think the collision points need some tweaking so they register with every different tyre out there in SDOE that hits them but I reckon with some more effort, they could be made 100% workable.
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Maury Markowitz Pilot
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posted 10-26- 08:51 AM
Only a couple of things so far, all minor:1) I have a slightly modified loadout for you. 2) you need to add a body point to the top of the rudder - flip it and you'll see what I mean. 3) struts don't come off if the wing does 4) you should _really_ rename the folder from Storch to something else. I know that sounds weenie, but it'll help if we ever do a different version. 5) I don't see the pilot tube. I see the landing light ok, but not the tube. By the way, I LOVE the prop effect! What does everyone else think, should this be done to all of the planes? Maury IP: Logged |
Harm Pilot
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posted 10-26- 09:50 AM
Thanks Maury, I'll go point by point...1) Great, send it over whenever you get the time, I'll make sure it gets added to any future versions. Thanks. 2) That's the thing, there already is a body point up there, but it ain't working for some reason. I noticed this too, will look into it further nevertheless... 3) Currently the struts are one piece and are attached as a child of the fuse and have no properties of their own...room for improvement I guess. 4) I was thinking of this too, but any future versions can have for example, a C-5 variant, can have a folder called "StorchC5". Other planes, for example the Lancaster from Parsoft, has a folder called simply "Lanc", and other versions simply add their 'unique' variant code to the end of the folder name...I know what you mean though. 5) My bad, I think I modelled the pitot tube not knowing it was actually the light I was doing lol. I must of missed it. Glad you like the prop! I was trying to get the best effect of a spinning prop and not have it "paper thin" when viewed from the side. I guess I got the inspiration from the props in B17 II. Not sure if I managed as good as them though.  Thanks for the feedback, I'll be taking a little break before tackling any further versions, maybe I'll get back into it in November sometime. Cheers. IP: Logged |