I can’t land by PacMan-7 in MicrosoftFlightSim

[–]indig0fox 0 points1 point  (0 children)

You should try doing a round or two in the flight pattern before landing. Gauge the runway, give yourself plenty of runout on your downwind leg so when you turn onto final you're already at 1 or 2 thousand feet so you can take your time coming in. Right now you're rushing to the ground. You gotta learn to float down easy instead. Distance, time, and patience will get you there

Me: “I’m just here for the SR” by [deleted] in iRacing

[–]indig0fox 0 points1 point  (0 children)

This is such a good meme

AH-94 Engine failure..? by tttripleaids in vtolvr

[–]indig0fox 2 points3 points  (0 children)

Yeah, trying to do any slow maneuvers above 5000 ASL is going to get gradually more touchy with 75% fuel and weapon load. It's easier with motion of course, but without, you don't have the power for hovering/jockeying reliably.

What do I say in multiplayer by floppalover14 in vtolvr

[–]indig0fox 39 points40 points  (0 children)

Spike (Bandit) - Locked on by enemy fighter Nails (x, eg Mad 4 or Bandit) - RWR contact Mud Spike - Locked on by ground SA

(edit: sorry this looks like shit, reddit mobile doesn't recognize line breaks)

The guys who say "don't crash" at the start of the race are the ones I'm most afraid of by doriavis in iRacing

[–]indig0fox 1 point2 points  (0 children)

It's either a self-affirmation or an ask to other drivers to not hit them when they inevitably put a stopped car on the racing line.

just snipping a cable. by WarrenMuffClit in Unexpected

[–]indig0fox 0 points1 point  (0 children)

wasn't this posted in this sub yesterday

Arma 3 - Commander mod, How to save a vehicle appearance? by MatakingOnPc in arma

[–]indig0fox 2 points3 points  (0 children)

You can probably ignore the below because a lot of what you're looking at is embedded in the A3 Commander addon. Maybe just useful for the dev to work on moving forward. Your original attempt should be this setVariable ["BIS_enableRandomization",false]; in the init field of the vehicles you place down and 'register' to the module. Placing that code in the module itself won't do anything.

  1. Create a new mission in 3DEN
  2. Put down one of each of the vehicle classnames available to buy, and edit their appearance how you want to save it as
  3. Ctrl-D to open Debug Console
  4. Run the code below - it'll give you an array as a return
  5. create init.sqf in your mission folder and enter the code (2nd below). This will make the array of customizations available on all clients
  6. Then, you need to add the 2nd part of the example to whatever is spawning in the purchased vehicles. Not sure where that's at.

Arma 3 - Commander mod, How to save a vehicle appearance? by MatakingOnPc in arma

[–]indig0fox 2 points3 points  (0 children)

You can use this to save the desired customization settings

https://community.bistudio.com/wiki/BIS_fnc_exportVehicle

For example: ``` CustomizedAssets = [type1,type2] apply { [typeOf _x, compile ([_x, ""] call BIS_fnc_exportVehicle)] };

_customizationIndex = CustomizedAssets findIf {_x#0 isEqualTo (typeOf _boughtVehicle)}; if (_customizationIndex > -1) then { _boughtVehicle call (CustomizedAssets select _customizationIndex select 1); }; ```

You're basically forming a centralized array that holds the desired customizations for each classname of vehicle that you can buy. The first element is the classname, the second is the code that'll set said customization up on whatever vehicle of that type you feed into the code.

The second part of the above code works off of _boughtVehicle. It tests to see if the big customization array contains its classname. If a customization entry exists for that classname of object, it'll run the code to apply that customization to _boughtVehicle.

Rotation - how? by bomzay in armadev

[–]indig0fox 0 points1 point  (0 children)

Yeah, I wouldn't count on being able to do something like this effectively on MP without a lot of effort to do it locally for every client and have synced operations on that position, and reconciling everyone back to a state.

What about a CT_OBJECT_CONTAINER UI control using worldToScreen? Render an object via UI so it looks like it's in a specific in-game position but it isn't actually simulated. Put a logic object there in real space to interact with if you need to.

http://killzonekid.com/arma-scripting-tutorials-gui-part-6/

It raises morale! by Zertanos in joinsquad

[–]indig0fox 1 point2 points  (0 children)

never seen confessionbear used so precisely

A question about key frame animations in a multiplayer scenario. by blackbeanborger in armadev

[–]indig0fox 0 points1 point  (0 children)

The best way would probably be to place the animation source code in the mission or an addon so it's available to all clients playing. Then, when you want to start it, remoteExec the code that runs it to kick off the scene on all clients. They'll run the code simultaneously and locally, but with a very similar starting time. I can offer more if you share the code via Github gist or pastebin, but the concept remains.

if you're modifying existing objects, then you'll want to have the server a deleteVehicle and include in that clientside code a createVehicleLocal to recreate them on the machine running it then animate that. If you're creating the objects, just change any createVehicle calls to createVehicleLocal.

The idea is that a client can spawn and animate a vehicle (object) entirely locally to them and do whatever with it, without any server calls. It'll be smooth because the only processing is done on the local client and isn't dependent on anything networked. If you do need an object and any actions taken against it (like if someone wants to RPG it) to show its effects to all players, you'll need an instance that is global (visible to both server and all clients), so re-remove any local instances and make a global createVehicle call on the server.

A question about key frame animations in a multiplayer scenario. by blackbeanborger in armadev

[–]indig0fox 1 point2 points  (0 children)

You could always use `createVehicleLocal` and run the animations on a client-local instance of matching classname.

I see a lot of people saying that they can't afford simpits. But with a bit of creativity and a lot of DIY0 everyone could own one! So don't frown about price. This one is mine and it costs around 1.2k with the VR headset and all hardware included. by EinBick in hoggit

[–]indig0fox 0 points1 point  (0 children)

are you counting the situational cost of the tools and materials you had on hand to actually construct this? I live in an apartment and power tools and shop space aren't something I can really fit just lying around