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Author Topic: The motion of objects.  (Read 14894 times)

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Verhängnis

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Re: The motion of objects.
« Reply #12 on: November 09, 2010, 07:11:01 PM »

Let me see if I get this straight? This can be used to put motion to any static object, right?? If so this is bloody fantastic, I remember people wanting planes taxing around the airfield, this is awesome if I am understanding right......

I hope so. That would be great. :D
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SAS~Skipper

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Re: The motion of objects.
« Reply #13 on: November 10, 2010, 12:19:19 AM »

Let me see if I get this straight? This can be used to put motion to any static object, right?? If so this is bloody fantastic, I remember people wanting planes taxing around the airfield, this is awesome if I am understanding right......
This issue should be explored. The aircraft is kept in the game a different way than other objects.
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_AUS_Salmo

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Re: The motion of objects.
« Reply #14 on: November 10, 2010, 12:34:48 AM »

Let me see if I get this straight? This can be used to put motion to any static object, right?? If so this is bloody fantastic, I remember people wanting planes taxing around the airfield, this is awesome if I am understanding right......
Am I right in thinking that I could place one of the new Ambient sound (siren) objects into the slot & have it move along with, say a carrier, making carrier sounds like footsteps on metal stairways etc?
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SAS~Skipper

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Re: The motion of objects.
« Reply #15 on: November 10, 2010, 01:02:35 AM »

Am I right in thinking that I could place one of the new Ambient sound (siren) objects into the slot & have it move along with, say a carrier, making carrier sounds like footsteps on metal stairways etc?
I think no, it applies only to the 3do object (may be will move the box, but no sound)
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asheshouse

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Re: The motion of objects.
« Reply #16 on: November 10, 2010, 02:12:00 AM »

I think MachineGunWWI_303 might be good to use in the Whippet MkA tank for the Hotchkiss 8mm

In the class file    bulletproperties.kalibr = 0.0127F;
should this be  bulletproperties.kalibr = 0.008F;

What is the source of information for the gun characteristics?

Ashe
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SAS~Skipper

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Re: The motion of objects.
« Reply #17 on: November 10, 2010, 02:47:21 AM »

I think MachineGunWWI_303 might be good to use in the Whippet MkA tank for the Hotchkiss 8mm

In the class file    bulletproperties.kalibr = 0.0127F;
should this be  bulletproperties.kalibr = 0.008F;

What is the source of information for the gun characteristics?

Ashe

Practical Application in the game.
First there was a mistake.
Then I decided that it would be better for the destruction ((((.
The practice of machine guns Spandau and Vickers on DeHev
showed weakness arms with a low rate of fire.
This issue we raise with Beo, but he has not yet been resolved.
I am ready to accept any option that will solve community.
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asheshouse

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Re: The motion of objects.
« Reply #18 on: November 10, 2010, 03:02:33 AM »

Ref: http://en.wikipedia.org/wiki/.303_British
http://en.wikipedia.org/wiki/Hotchkiss_M1909_Benet-Mercie_machine_gun

Seems the common bullet was the Mark 7

        gunproperties.shotFreq = 6.7F;    // is this rate of fire shot per second?

        bulletproperties.kalibr = 0.0077F;  //calibre in metres
        bulletproperties.massa = 0.012F;  //mass in kg
        bulletproperties.speed = 740F;     //muzzle velocity speed in metres per second

The other figures for rate of fire etc might also need to be looked at.
Hotchkiss Mk1 max range 3800 metres 400 rounds per minute, 30 round magazine (mag change every 7.5sec)
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tedeschene

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Re: The motion of objects.
« Reply #19 on: November 11, 2010, 02:38:33 PM »

I hope the weapons issue is solved.I use DCG and the Scouts toned down armament address
is to long to fit in the window,it chops off the "o" in "Normal Vickers ammo" so it won't load.Flying against cannon armed scouts is a little uneven.Granted, dead astern rifle calibre shots are a waste of time on a scout,80% of kills are pilot kills.You have to deliberately go for deflection shots to set the engine afire which without chutes isn't exactly merciful.This is my experience anyway.
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MR_G

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Re: The motion of objects.
« Reply #20 on: November 14, 2010, 12:47:13 PM »

Let me see if I get this straight? This can be used to put motion to any static object, right?? If so this is bloody fantastic, I remember people wanting planes taxing around the airfield, this is awesome if I am understanding right......

Wouldn't you have to make a new vehicle that looks like an aircraft, but with a spinning prop, to get that effect? It seems like you would have to make a new vehicle for every type if aircraft.
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Whiskey_Sierra_972

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Re: The motion of objects.
« Reply #21 on: January 10, 2012, 04:58:28 PM »

Just worked a bit around this great mod (I take also the occasion to ask for update about!)

I have change those values in technics.ini for both cavalerie entries to make horses act more natural:

SpeedBack        1.0
RotSpeedMax     90.0
RotInvisAng     90.0
BestSpace          5.0
AfterCollisionDist  0.5
CommandInterval     1.0
StayInterval        1.0

Also added them as single vehicle and convoy!

If you like to test also this here the instruction:

Code: [Select]
1) make backup and delete all chief.ini cavalerie entry you have;

2) add those lines above GAZ67                  ai.ground.ChiefGround 1 icons/car.mat:

 Cavalerie1             ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie2             ai.ground.ChiefGround 1 icons/car.mat

3) add those lines below  JapanCarsColumnC   ai.ground.ChiefGround 2 icons/car.mat or below the last column name if you have make some modification:

 Cavalerie1_10      ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie1_20      ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie1_30      ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie1_40      ai.ground.ChiefGround 1 icons/car.mat
 
 Cavalerie2_10      ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie2_20      ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie2_30      ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie2_40      ai.ground.ChiefGround 1 icons/car.mat

4) add those lines above [Vehicles.GAZ67]

[Vehicles.Cavalerie1]
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
[Vehicles.Cavalerie2]
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2

5) add those lines below the last line of the [Vehicles.USACarsColumnP] entries or below the bottom column composition if you have changed the columns order

[Vehicles.Cavalerie1_10]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1

[Vehicles.Cavalerie1_20]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1

[Vehicles.Cavalerie1_30]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1

[Vehicles.Cavalerie1_40]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1

[Vehicles.Cavalerie2_10]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2

[Vehicles.Cavalerie2_20]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2

[Vehicles.Cavalerie2_30]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2

[Vehicles.Cavalerie2_40]

 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2

Hope you like my settings!

All the best and a GREAT THANKS for this great mod that give life to our beloved cavalry!!

walter
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Gromm

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Re: The motion of objects.
« Reply #22 on: January 10, 2012, 06:51:24 PM »

Quite Good,walter_solito!) It looks like a tartar squadrons capturing modern cities 8) ;D
But, I have some mmm questions about it:
1) They fire and explode lkie a cars/tanks with a flame like  a cars or tanks. Surelly, they wrote and included as a vehicle, but is it possible to disable this?
2) When they (40 riders formation) run on a road, they built in a column by one, it becomes long-looking colimn like a traffic of riders to get a portion of  oats ;D :-[ Is it depend on standard type of columns?

Sorry for my English - it's not my native) I try to post clearly) It's my fist post here)
Regards, Andrei)
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Whiskey_Sierra_972

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Re: The motion of objects.
« Reply #23 on: January 11, 2012, 03:07:01 AM »

Quite Good,walter_solito!) It looks like a tartar squadrons capturing modern cities 8) ;D
But, I have some mmm questions about it:
1) They fire and explode lkie a cars/tanks with a flame like  a cars or tanks. Surelly, they wrote and included as a vehicle, but is it possible to disable this?

Thanks mate for your kind comment!

We all must thanks the author of the mod for it's great realization!!!

I'll look at the explosion....perhaps a simple change in the technic.ini section can solve it.

2) When they (40 riders formation) run on a road, they built in a column by one, it becomes long-looking colimn like a traffic of riders to get a portion of  oats ;D :-[ Is it depend on standard type of columns?

Yes , it should be caused by the game columns management....try to use two columns moving at the opposite side of the road....if it work it can be tricky to build when placing their waypoints but if this give the desired result....no fatigue 'll be more well expended! :)

All the best!

walter
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