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Tanuki44

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Everything posted by Tanuki44

  1. The realization of the articulated pilot is difficult because there is no way to check if the movements correspond well to the material ... At present, the head, feet and legs (rudder & brakes) are functional. It also remains to be seen whether integration will be possible to Kinkkujuustovoileipä
  2. It's just a repositioning of the Eyepoint compared to 3D models and a height adjustment of the co-pilot head, it is not required to change it, to everyone to see what suits him.
  3. Update for the v1.3 (UH-60L.lua) Integration of Urbi liveries https://www.digitalcombatsimulator.com/en/files/3321772/
  4. As long as the 3D model is not compatible with the Mod UH-60L, there is no possibility. We must wait until it is, then Kinkkujuustovoileipä will decide if he integrates it in his mod
  5. This suit is nice WIP, but the transition between Blender to 3DSMax does not work well for the moment.
  6. The only solution would be to put the head without the body, but it will do weird when you turn your head and see your binomial without a body or outside seen in the side. For deliveries, they are linked to those of the H60-L, they are not refreshed in the ME, unless you remove one of the two pilots and you put it back ... But even without that, they will appear correctly in the mission. Test it with the US Coast Guard livery
  7. Ok, I don't think the method used in the mod to 'hook' the pilot can be done on the fly via a keyboard shortcut. In the A-E4 mod, the keyboard shortcut has been disabled because it is not functional.
  8. Thank you for these explanations, I advanced and watched your tutorial concerning the animation Then, once the arguments are OK and functional under ModelViewer2, is there a tuto to exploit the arguments and how to make an automatic animation under DCS, like a spinning radar, a human moving his head etc ...
  9. No worries, this allowed me to discover another method to link an object to a aircraft
  10. You can also simply copy the png of the copilot Now, I understand why the pilot's body is not visible inside, in a jet everything is much tighter, you don't have access to the interstages and controls. and seen from the outside, it comes in superposition of the existing ...
  11. Yes, I modeled the controls under SolidWorks and printed all non-metallic parts. I started with potentiometers, but they are sometimes defined to integrate and accuracy and stability decreases with wear, I replaced them with Hall (SS495A) sensors. I use Pro Micro board, Windows only supports 8 axes per board, I have a board for cyclic or stick with rudder and another for the collective or quadrant.
  12. You fly without a pilot? I'll try to insert the pilot in the F14, but nothing is sure
  13. Indeed , I made a helico set : collective, cyclic, rudder and also a set based on the Spitfire and warbird compatible : rudder with brakes, stick, quadrant and this utility :
  14. Personally, I use OvGME to insert the mods files in the base directory.
  15. Of course, I will already look if the F14 file is editable ... I'll download it with the test period
  16. I don't know about the Tomcat, I don't have this module. All you need is a hook point defined in the EDM file and, above all, access to the (unprotected) Payload definition file. This is generally the case for MODs
  17. New crew for UH-60L https://www.digitalcombatsimulator.com/en/files/3321772/
  18. My controllers all work with MMJOY2 and that's how the switches are set up and that gives a lot of possibilities...
  19. On my controls, an ON/OFF switch is recognized as 2 buttons, I only found a solution using AutoHotKey by testing both buttons that send the same code defined in the CMS. The disadvantage is the lack of synchronization, you have to position the switch correctly before starting a mission. Depending on some controllers that send a pulse too short to be well detected by the software (also visible in the Windows controller) while DCS handles it without any problem.
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