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Author Topic: Loudspeaker, chocks and airfield bits and pieces  (Read 13521 times)

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tomoose

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #12 on: November 09, 2013, 01:22:01 PM »

I sent the wrong file, it shouldn't be that big.  Apologies.
I'll re=scale and re-post. :-[
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Gumpy

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #13 on: November 09, 2013, 07:26:43 PM »

Please let us know when you've updated it tomoose won't you,also let us know which one it is if you'd be so kind.
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Fresco23

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #14 on: November 09, 2013, 10:10:02 PM »

oh...! these do look nice!
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RooMan296

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #15 on: November 10, 2013, 06:03:39 PM »

I love the airfield light cones! They look great and add so much to the look of an airfield at night.
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benitomuso

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #16 on: November 11, 2013, 08:23:28 AM »

Very nice!!!

I'm really thinking about several things.

After my Chock MOD, that now works quite well and uses tomoose's model, when I saw this new post, I think that dynamically several sorts of objects could be displayed in airfields.

But not as statics that must be set in mission or in map airfields: created by code if you start a misision on ground, with people aparting from your plane, and eventually, when you come back to an airfield, people receiving you, etc.

The standing maps, the caution signs you created can be interesting too to be shown.

What else can be shown in land?

It would make it much more alive.

Regards,
                       Pablo

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tomoose

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #17 on: November 11, 2013, 10:52:40 AM »

Pablo;
I like the way you think.  Cool chock mod BTW.
Little additions to takeoff and/or landing would be a nice touch.  I'm still busy trying to figure out why I can't get my stationary vehicle object into the game, LOL but I was also trying to think of more airfield "stuff".  Here's some ideas;
1.  A groundcrew figure waving his arms (similar to the LSO in Ranwers Carrier Crew mod) and standing in front of a hangar.  That's where you park after landing.  The figure remains until you park in front of it and you engage chocks then it disappears.
2.  A takeoff flare from the tower.(or a figure at the tower "firing" a flare).
3.  I have a siren object I'm working on which could be placed next to the original siren box object although it would be more practical if the siren 'box' was replaced by a siren-looking object.
4.  Windsocks that actually move with the 'wind'??  If not "flap" in the wind then at least point in the right direction based on what the mission weather parameters state.
5.  Ambulance/firetruck (I have a firetruck model WIP) which heads to the scene of a crash at the airfield (I know that would be a tricky one, maybe it could just appear beside your plane when you crashland at the airfield.)

That's just some ideas of the top of my head.  I'll give it some more thought.

cheers and thanks for your work.


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benitomuso

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #18 on: November 11, 2013, 11:40:20 AM »

Tomoose,
                         I love the ambulance idea!!! It would be just great. V2 can include nurses, etc. (this last part is pure fantasy).

  The guy waving his arms is good too. But the model of the Carrier Crew MOD just alternates textures to generate that effect and he is kind of "too robotic".

  The typical animation of the pilot running away from his plane when you eject on land is kind of decent. I mean: it isn't Arma 2 obviously, but it is not a robot either. Just that guy walking instead of runnning can be used for many things.

  Regards,
                          Pablo

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tomoose

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #19 on: November 11, 2013, 12:23:23 PM »

Pablo;
agreed.  Pilot and crew walking away (preferably altogether) after successful landing would be cool.  I'd use "chocks in" as the trigger for that as you'd need to have some control over when it would happen.  You wouldn't want everybody to get out just because you shut off the engines, for example.
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tomoose

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #20 on: November 11, 2013, 12:38:00 PM »

Gents;
here's the re-scaled "chock".  Apologies for any annoyance this caused.
https://www.mediafire.com/download/30jl0vjve0kjqof/Chock.rar
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benitomuso

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #21 on: November 11, 2013, 12:53:44 PM »

Tomoose,
                    is there any chance you can create these two chocks in a single mesh?


  The ones of the pair you published before is not aligned and have the cords crossed up.

  For the Chock MOD two specimens of the same single object you submitted me before placed to the distance appropriate for a wheel (where they cross a circumference) will be perfect. If you can add the cord tying one to the other to the side, it would just be gorgeous!

  Regards,
                           Pablo

 
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tomoose

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #22 on: November 11, 2013, 01:16:01 PM »

Pablo;
no problem.  I'm not sure about distance between the chocks so I'll use a P51 wheel for one set and a B17 for a second set.  How's that?
T
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tomoose

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Re: Loudspeaker, chocks and airfield bits and pieces
« Reply #23 on: November 11, 2013, 01:53:19 PM »

Pablo;
how's this?

View 1


View 2


The gap between the two connected chocks is a bit bigger than the tire (i.e. if you put the lead chock against the tire there will be a slight space between the back of the tire and the rear chock).  I hope that makes sense.  I left it that way due to the various sizes of fighter wheels.  I can adjust it if you prefer.
If this is OK let me know and I'll put up a link for DL.
cheers,
T
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