Some more nick-nacks

jaycee

Charter Member 2014
Hi Guys here is some stuff to be uploaded soon, Grizzly is testing this for me now,And a grand job he is doing, First off. Some nightfighter Beau's these will be uploaded as skins plus the thimble nose as a loadout.
 
Next some loadouts for the FW190, There are panzerblitz rockets, a etc 501 rack, plus an er 4 adapter shoe,This is for the schlacht arm,these will be uploaded as standalones plus weapons/pylons as they are stock.it should be minus the outer cannon but i can only add stuff to the aircraft,
 
Next comes a loadout as floats, to turn your zero into a rufe,this has its limitations as its only a loadout,IE. you cant fight against it in QC. in dogfight mode as the floats dont show up, however if you choose intercept, and choose the rufe as fighter, the floats are present and you can dogfight, With some tweaking of files, it can be made to land and take off from water, it aint easy, but can be done, this will be uploaded as a skin, plus floats as loadout, i will also do a clean skin as well as the chipped one
 
Next some skins, these will be uploaded as standalones, except for the spit which is AV History,
 
And last is a railwagon, This will take a bit longer to upload, as it took me several days to work out how to do LOD's, Now i have to spend several more days trying to work out how to do the damage part.
 
Well Chaps these took me a month, i done them while away at sea, at work, could of done more, but i had to do some work, BUGGAH!!!
 
You is the very best of the busy bees....:applause::medals::icon29:

...and the new master Knick-Knacker ...as it were!

The James Durante shnozz on the Beau is an all time triumph!!! Have a :guinness: or :icon29: (depending on yer
preference, 'a course!)
 
Nice work Jaycee. Only one observation, to make a complete Rufe you could export the floats as pylons, so you can include them even in the clean configuration just altering the xdp and they won't be dropped once the AI enters in a dogfight. And to prevent the gear from opening up, you hex edit the model to change the name of the triggered animations. (l_gear for example may become l_roar lol and the part will not move anymore).

It will work!:icon_lol:
 
Nice work Jaycee. Only one observation, to make a complete Rufe you could export the floats as pylons, so you can include them even in the clean configuration just altering the xdp and they won't be dropped once the AI enters in a dogfight. And to prevent the gear from opening up, you hex edit the model to change the name of the triggered animations. (l_gear for example may become l_roar lol and the part will not move anymore).

It will work!:icon_lol:

Hi S. That would be cool:jump:, But i am not sure i undestand what to do, could you manage this, if so what would you need, Then there is the problem of uploading, as its an AV History Zero. i am sure i cant upload altered files,
 
Sixghost, What you said about the gear sounded good, i have just altered the M3D, changed every gear to coar and tire to xire, and the landing gear is just the same as before, its down when i start at sea base, press E for engine then G to raise gear and the gear retracts, very very strange dont you think,
 
Yep...that's strange! It should work if you erased any trace of *_gear...have you deleted the .bdp? That might be a possible cure!
Other than that, I can have a look at the file and hex edit it, but I cannot test as I no more got CFS3 installed.

Of course, they would be altered files and you need permission from AvH and Steve Seybolt to upload!
 
Nice work jaycee, keep em coming!

Hey Luca, really nice to see you here matey, hope your keeping well?:wavey:
 
I really love the Ruffe, great job!!

IE. you cant fight against it in QC.
in the xdp file, if you place all mission type in MissionType="" section of the loadout with the float, this should work.
Or you can try to put the floats for all loadouts.
 
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