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Everything posted by chennuts

  1. Once you get it right, I bet you'll be saying "how did I ever manage to land before?"
  2. I haven't watched the track, but based on a previous comment, you should NOT be flaring before touchdown on a carrier. Think about it.
  3. The difference between the two files is the static present in your ogg file after the transient rocket engine "woosh". If you removed the static noise, it would be identical. Let me try to put in into terms that might better explain (or worse, perhaps :)). On top of the "woosh", there's two distinct pitches with an interval of a fourth, sounds like F ascending to B-flat or thereabouts. The launch transient occurs on the lower pitch, and is gone when it ascends in the original sample. In yours, there's significant static noise once the pitch ascends. Get rid of that static noise and I'd
  4. Hitman, I'm just playing around with understanding these arguments. Merc, thanks for the info. Since I don't actually use the CBUs in that configuration, it's not the end of the world. I just like to know how things work. :D
  5. Another question: I know what the X, Y, and Z coordinates represent. What do the draw argument keys represent - namely 1, 2, and 3? I initially thought 3 was the rotational orientation, but as it seems to have no effect when I change it's value with the CBUs, I'm probably way off. Anyone?
  6. I've been toying around with this for a bit here, but I'm having one problem. Say, for instance, that I wanted to use this rack for 3 CBU-97s. If I use the coordinates etc. from the Mk-82s or Mk-20s, the CBUs overlap and the two higher/offset bombs are not rotated the approximatedly 45 degrees that they are when the same entries are used for the Mk-82s or Mk-20s, respectively. For example: <Launcher CLSID="{60CC734F-0AFA-4E2E-82B8-93B941AB11CF}" Name="MER-3*3 Mk-82" Picture="MK-82" Weight="783" WorldID="2"> <Element ShapeName="MBD-3"> <Position X="0" Y="0" Z="0"/>
  7. To answer your earlier question, Merc, I'm running XP SP2. I'll test out your second version in a bit. I'm currently getting in my YYZ finger workout. :D
  8. I'm sure it's something simple, but as for a system just screwing things up arbitrarily, I can't leave it at that. I'm an engineer! :-p There's surely a reason why some installations have issues and others do not. Let's look for a common denominator here. My fresh installation: 1.0 + 1.1 English CD from NaturalPoint + 1.12b just downloaded from lockon.ru. Previous installation: 1.0 + 1.1 English CD from NaturalPoint + 1.12a from lockon.ru. It is my understanding that 1.12a and 1.12b are identical, but 1.12b has Vista compatible Starforce libraries, so they should both have the sa
  9. Clean install of 1.0, 1.1, then patched to 1.12b. Only add-on present is the LAU-68/TER. Issue still present. meinit_for_merc.rar
  10. Well, crap! I was in the process of reinstalling. If I recreate the problem when I activate your add-on again, I will absolutely send those files your way. Once I've reinstalled and patched to 1.12b, I planned to install your add-on only to verify that it worked, then uninstall it. I'd then install Walmis' F15 Model and weapons followed by TekaTeka's tree shaders, then once again activate your add-on to see if I could re-create the issue.
  11. I figured this wasn't a common issue, but thought it worth introducing to the thread. I do have some other things installed (Walmis' F15 model and weapon pack 2.11, TekaTeka'a tree shader 1.1), but as Merc said his mod would change the required lines in the meinit.xml without buggering up others, I thought I'd introduce my issue to the thread in case it happens to anyone else. It would seem that the weapon coordinate lines didn't get modified or were modified incorrectly. I'm currently tinkering to see if I can figure out the underlying cause.
  12. Just installed and did some testing. The LAU-68 shows up perfectly with or without the TER. However, when it comes to using bombs with the TER, the locations of the weapons are all the same, as if they all shared the coordinates of the weapon when loaded as a single. So it looks like there's one bomb that directly overlaps the TER. In case that doesn't make any sense, image attached. :)
  13. This forum is geared towards 3D modeling for Lock On. I'm sure some of the forum members here could model what you're asking, but you'd have much more luck with a 3D modeling site as previously stated. Also, if someone makes a model of "top notch" quality, they'd be foolish to just give it away blindly. Wherever you go next, I'd at least explain what you'd like the model for, lest someone do you the favor of modeling it and find out later that you're using it commercially and/or passing the work off as your own. :)
  14. That reminds me of the "Skin Deep" episode of House. S02E13 if anyone's curious.
  15. BBspot is the technical equivalent of the Onion.
  16. It tells your at the beginning of the video ;) Steppenwolf - Magic Carpet Ride
  17. The no-scratch canopy issue being discussed isn't a bug. It's two different mods that aren't compatible.
  18. Perhaps you guys should be grateful they're willing to add it, period.
  19. Roger, while I understand your desire for support on this issue, I don't believe you should get on knell's case for raising a valid point. It's also not helping your cause to mock ED's work a few posts asking for their support.
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