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Messages - kez

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Add-Ons / Re: [Vehicles] Extremely advanced Cessna 172 and King Air 250
« on: October 10, 2019, 01:19:12 AM »
Wow, the detail on these is incredible. Love the extra features with the gauges and control surfaces. Any chance you'll be releasing other aircraft like these? I'd love to see more, they're so well done.

Suggestions & Requests / Increased playername visibility
« on: July 23, 2019, 03:13:14 PM »
Wondering if someone could possibly increase the distance player's names are visible, with a distance counter at the end of their name? like: kez (582.4m)
Also, prefs to change the visible distance and if the distance counter is displayed. Maybe be able to change the color of names too?

Creativity / Re: The new and improved 3D model topic!
« on: July 06, 2019, 10:06:18 PM »
F/A-18 Hornet

(click for 3D view)

EDIT: foldable wings

Creativity / Re: The new and improved 3D model topic!
« on: June 29, 2019, 10:46:41 AM »
[Muffled Danger Zone in the distance]

(click for 3D view)

Creativity / Re: The new and improved 3D model topic!
« on: May 13, 2019, 09:37:34 AM »

Creativity / Re: The new and improved 3D model topic!
« on: May 09, 2019, 05:09:54 PM »
MiG-29A with 3D view

Modification Help / RE: Vehicle mount/emitter limit?
« on: March 17, 2019, 04:30:34 AM »
My other topic was too old to bump.

I started this project in '16 and ran into some issues and stopped, then picked it up again. I did this a few times over the last few years since then. I still haven't fixed the problem.

I had another user send me code to fix this issue but I could not figure out how to implement it into my script without syntax errors, and when it did work without said errors, the code did nothing.

Basically I modeled an F-22 Raptor with one mountpount for the driver, two mounts for the engines, and another two for the contrails at the wing tips. All the emitters show up except for one of the contrails, so instead of two theres just just one showing up.

I can post the scripts if anyone asks for it. I might need more in-depth explanation on implementing this code because I am still a novice and have absolutely no experience with torquescript as I just model.

General Discussion / Re: Modding discord
« on: August 04, 2018, 07:48:02 PM »
Thanks guys.

General Discussion / Modding discord
« on: August 04, 2018, 04:55:32 AM »
I recall someone posting a link to a discord specifically for modding. Does this server still exist, or by chance is there another server like that available?

Creativity / Re: The new and improved 3D model topic!
« on: July 19, 2018, 06:43:23 PM »
I made a super low-poly plane yesterday. based off the Hughes H1 Racer

would anyone be interested in a release?

Modification Help / Re: [dll] Ghost Update limit bypass
« on: April 14, 2018, 07:56:32 PM »
I hate to bump this, but is it possible for you to remove the speed limit on both projectiles and vehicles?

The mount points for the wheels are suppose to be inside the collision box, once you do that you can adjust the ride height in the spring length.

Usually when they're outside the collision box like that they tend to just fall through the ground.
Alright thank you, that fixed it perfectly... but I also have another problem. The aircraft starts rolling away slowly once spawned. I know it's the masscenter but I can't find a value that seems to fix it.

If I don't center the model it starts wobbling when rolling/banking

What does your collision mesh look like?
it's just a simple box

My vehicle keeps spawning with its wheels in the ground and I can't figure out how to fix it. The model is centered in milkshape and with masscenter values, but it spawns with the wheels underground every time. Can anyone help me figure out whats going on here?

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