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Post by trystanv on Sept 23, 2010 15:56:41 GMT
Hello,
me and a friend were trying to do some air refueling with the KC-135R, but because the Boom is set to operate using the tailhook, my buddy couldn't see it move, because that particular variable is not transmitted in the FSX multiplayer.
However Door movements are mostly communicated, so I was wondering if there was a way to modify the Boom and even drogues and assign them as a door animation rather then the tailhook. e.g. you hit shift-E + 3 rather then shift+Q?
Regards,
Trystan
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Post by Dan K. Hansen on Sept 23, 2010 20:06:06 GMT
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Post by trystanv on Sept 24, 2010 0:00:14 GMT
I understand what is being said in the post, but its not exactly what I'm trying to get across. its the way the animation is assigned in the model itself. Right now the boom in the .mdl, correct me if I'm wrong, is assigned as a tailhook animation thus it will work if you use the tailhook position variable. What I want to know is if it is at all possible the modify the .mdl so that the boom and perhaps even the drogues are assigned to a door variable rather then the tailhook variable like it right now.
Basically after doing some testing with the KC-135 in fsx multiplayer, is that other people will see the doors animation, because it obviously is assigned as a Door variable in the MDL, however they will not see the Boom or drogues extendb because the tailhook position variable is not transmitted in FSX multiplayer according to the FSX SDK. So our reasoning was that if the Boom animation is set to a door variable other players in the session will be able to see the boom extend.
Hope this clears up the point I'm trying to make, because I love the HJG model, its just a Bummer that when we try to conduct AAR operations the reciever can't see the Boom down.
Trystan
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Post by Dan K. Hansen on Sept 24, 2010 7:12:40 GMT
I get you point now ... thought it was the extending of the drogues you meant ... sorry! Yes it sounds like a feasable idea, however, as I still haven't got the source files, I'm as able to do it as you are .... it would be a good and valid idea to have multiplayer in mind, when assigning variables to animations and then use some of those that are transmitted ...
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Post by trystanv on Sept 24, 2010 18:30:39 GMT
Another thing I noticed is that the gauges from the panel, don't seem to all work in FSX multiplayer, in singleplayer, but for some reason 95% of them don't work in the multiplayer, any thoughts on this?
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Post by Dan K. Hansen on Sept 25, 2010 9:46:56 GMT
No, not other than these are genuine FS9 models not FSX models, so they port over to FSX, beu may specific FSX issues will obviously not work.
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Post by trystanv on Oct 25, 2010 3:40:28 GMT
Any News on those source files?
Trystan
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Post by aerofoto - HJG Admin on Oct 25, 2010 4:18:31 GMT
Not at the moment my friend .... and .... we're not hurrying things either .... considering our B707 projects manager is both in the throws of a move/relocation, and also, prioritising the raising of his very young family.
Please understand that this's one of those things that will happen .... when it's ready to happen !
Mark C AKL/NZ
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Post by Dan K. Hansen on May 22, 2011 21:48:19 GMT
May I suggest that you took a look on thes fine aircraft: kc-135_x.zip over at flightsim.com by Premier Aircraft Design....
FSX Boeing KC-135R Stratotanker. The Boeing KC-135 Stratotanker is an aerial refueling military aircraft. It was the US Air Force's first jet powered refueling tanker. Similar in design to the later and enlarged Boeing 707 airliner, it was initially tasked to refuel strategic bombers, but was used extensively in the Vietnam war and later conflicts such as Desert Storm to extend the range and endurance of both Air Force and Navy tactical fighters and bombers. Complete package for FSX/SP2 with custom 2D and VC panels, sound package by Aaron Swindle, animated fuel transfer probe. By Jean-Pierre Brisard and Bob May - Premier Aircraft Design.
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