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Author Topic: from 120 km/h to 0 km/h  (Read 9384 times)

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Kaboom

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Re:from 120 km/h to 0 km/h
« Reply #30 on: 23 Mar 2003, 21:12:48 »
A little bit off-topic, but if you think a C-130 can't land on an aircraft carrier, then you should have a look at

http://www.theaviationzone.com/factsheets/c130_forrestal.asp#videos

It contains a landing and a takeoff video of an US Navy experiment that shows that even a C-130 can land on and start from aircraft carriers. There's also some very interesting information on this site on that experiment as well.

Have fun,
-Kaboom

Offline Sui

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Re:from 120 km/h to 0 km/h
« Reply #31 on: 24 Mar 2003, 01:11:20 »
Well I never....

Looks like I was wrong... ;D
but I don't think they'd be able to operate it off a carrier regularly without replacing the landing gear at every 100 hour check! ;)

Plizkin

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Re:from 120 km/h to 0 km/h
« Reply #32 on: 25 Mar 2003, 15:18:23 »
you see ? I`m right. 8)

But whats with the MISSION ?
I like a MISSSSSSSIIIIIOOOOOONNNNNN !
WIIIIIIITTHHHHH THE SCRIIIIIIIPTTTT !!!
please.     :P
v1.75
« Last Edit: 25 Mar 2003, 15:19:07 by Plizkin »

Plizkin

  • Guest
Re:from 120 km/h to 0 km/h
« Reply #33 on: 25 Mar 2003, 15:23:09 »
do you know, why I won`t update my OFP ?
alsoooo:
I`ve more than 511 AddOns in my AddOns folder. If I update    
my OFP, I can delete them.
If I mustnÂ't delete them, please, please give me a link for update
1.75 to 1.85, or which version you`re ever using...  :-\

Offline Chris Death

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Re:from 120 km/h to 0 km/h
« Reply #34 on: 25 Mar 2003, 15:26:00 »
Plizkin
1) You don't need to delete your addons, when upgrading
to a higher version.

2) A link to where you can get the latest patch (1.91)
you will find on the very first page at OFPEC

www.ofpec.com

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Plizkin

  • Guest
Re:from 120 km/h to 0 km/h
« Reply #35 on: 25 Mar 2003, 15:32:25 »
I mustn`t ?  That`s fuckin coooool  ;D
But, can I use them then, yet ?
Aaand, you promise ?

Aaand, which version are you using ?
« Last Edit: 25 Mar 2003, 16:29:23 by Plizkin »

Offline Chris Death

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Re:from 120 km/h to 0 km/h
« Reply #36 on: 25 Mar 2003, 16:29:36 »
I won't promise you anything  ;)

I can only tell you what i've read and experienced for
myself: addons aren't causing problems when it comes to
patches.

I also won't promise anything because i don't know what else
you were doing with your OFP.

But what i can promise you is:

If you make a backup-copy of your actual OperationFlashopint
folder (to somewhere else on your harddisk), you can do everything you want with your OFP because you still have
a working backup beside  ;)

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Plizkin

  • Guest
Re:from 120 km/h to 0 km/h
« Reply #37 on: 25 Mar 2003, 17:18:00 »
 okay, lets try v1.91, yeeeehhaaaaaaaa   8)

Offline Sui

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Re:from 120 km/h to 0 km/h
« Reply #38 on: 26 Mar 2003, 00:41:02 »
Plizkin,

Could you please stop posting crap?

A page and a half of please's is compeltely unnecessary ::)

Plizkin

  • Guest
Re:from 120 km/h to 0 km/h
« Reply #39 on: 27 Mar 2003, 15:33:09 »
Thank you, Chris Death and toadlife ! You make me really happy !
My next problem is: (I know, thats not the right thread, but...)

i made a music addon. I saved it as a .pbo. and put it in my AddOns folder. Furthermore i put a Description.ext there. It doesn`t work. So i put a config.cpp in it.. The problem is, i cannot use it in the editor. What do i have to do to use it in the Editor?   ???
« Last Edit: 27 Mar 2003, 15:34:53 by Plizkin »

Offline CBFASI

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Re:from 120 km/h to 0 km/h
« Reply #40 on: 17 May 2003, 22:10:37 »
Well Toadlife, your Arrestor and Catapult scripting works great...

A few requests (if its possible that is!)

The Catapult
Can it be made that when you hit the catapult trigger it asks for you to lock on, then asks for you to launch??.
It coudl say when locked to the Catapult stop you from movign even if at fullpower, so like the real things your at fullpower as you take off, when released that is.
This idea would solve a problem in that anything that hits the trigger gets catapulted, looks a bit funny if you not in a plane..

Also, an idea for the Arrestor wires..
Possibly having a larger range trigger that as you to put you hook down (I know it wont visually at this time), and the arrestors would only work if a hook was down, also if the hook is still down after you land you cannot move..
This would mean that aircarft could roll over the arrestor wires without them getting 'caught'


Oh Yes... Some piccies.

These are trials on my new (older) version of HMS Hermes, using the scripts that Toadlife has created.

Take off..


Landing..
(The two guys are used as ils for long range approaches, they parrellel to landing run)


Opps.. Low speed takeoff after effect....


During these trials I used the COC swimmer to ensure that even if I ditched I could return to the carrier.

CBF Shipbuilding

Pliskin

  • Guest
Re:from 120 km/h to 0 km/h
« Reply #41 on: 19 May 2003, 15:13:33 »
its under the water, isn`t it ? Like the LSD.

I  know that and I fuckin hate it ! >:(  

Offline CBFASI

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Re:from 120 km/h to 0 km/h
« Reply #42 on: 19 May 2003, 18:13:58 »
The plane I used to take off is underwater.. yes (if thats what you mean)
CBF Shipbuilding

Offline KevBaz

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Re:from 120 km/h to 0 km/h
« Reply #43 on: 19 May 2003, 19:49:29 »

Pliskin

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Re:from 120 km/h to 0 km/h
« Reply #44 on: 20 May 2003, 15:02:33 »
KevBaz his Carrier doesn`t sink. But, is it the same carrier ?



ps.  When you`ll relase USS Hermes ?