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  • 9062a8 owl

    @zafrinsky I change that from vehicle's handling using Open IV:
    vehicle/dlc.rpf/common/data/handling.meta
    I highly suggest using mod's folder feature from Open IV to avoid possible irreversible mistakes.
    The fields that are associated with turbulence are:
    <fTurublenceMagnitudeMax />
    <fTurublenceForceMulti />
    <fTurublenceRollTorqueMulti />
    <fTurublencePitchTorqueMulti />
    Setting <fTurublenceMagnitudeMax /> value to 0 should remove turbulance.
    This script does nothing regarding to turbulance.

    6 days ago
  • 9062a8 owl

    @Aittza thank you! Suggestions are always welcome.

    April 10, 2021
  • 9062a8 owl

    Beta v1.5 released, also starting tutorial videos explaining how to setup the script, takes a lot of time doing it >:/
    For now Chapter 1 is ready, it's about the basics of setting up a model.

    April 08, 2021
  • 9062a8 owl

    @Rambosmother glad you are enjoying, if you have trouble with anything let me know.

    April 08, 2021
  • 9062a8 owl

    @Rambosmother you can create stop points as gates (airports.xml file*), and use the Action event to set commands in memory.xml file, like the following example:
    <reachedgate>
    <action value="engine off; refuel" />
    </reachedgate>
    Once the aircraft reaches the gate and fully stops it will shutdown the engine and refuel (while your script does whatever it needs).
    Now the gate itself is chosen randomly among all gates belonging to the airport in range. So if the airport has more than one gate (LSIA for example) you would need to issue the "request gate" command until the gate you want is selected.
    For future update I can make it possible to assign an exclusive repair location (user defined) on every airport, so it can somewhat integrate to your mod.

    *The location of every gate is written in airports.xml
    <airports>
    <airport value="airport 1">
    <gates>
    <gate alias="A1">
    <position x="" y="" z="" \>
    </gate>
    <gate alias="B1">
    <position x="" y="" z="" \>
    </gate>
    </gates>
    </airport>
    <airport value="airport 2">
    <gates>
    <gate alias="A2">
    <position x="" y="" z="" \>
    </gate>
    <gate alias="B2">
    <position x="" y="" z="" \>
    </gate>
    </gates>
    </airport>
    </airports>
    You can make your script run through the nodes and collect those positions (can be troublesome if the path is not the default "Data" folder), so whichever gate is selected your mod will have that position set as stop. I'm thinking about changing *.ini file to *.xml so the path issue can be easily dealt with, while no significant impact to this mod will be made.

    Expand to read the full comment
    April 05, 2021
  • 9062a8 owl

    @Avia_Historia standard key is ctrl + B, but you can change in config.xml at <key> node, <controlChange> element. The switch follows this sequence:
    manual => semi-auto => auto => manual => semi-auto => ...

    March 27, 2021
  • 9062a8 owl

    @ResasukePlayer Unfortunately that's is not going to happen any time soon as it would demand a long time to set it up and refine, and time is the one thing I don't have at the moment.

    March 21, 2021
  • 9062a8 owl

    @Timshels this mod works only for planes, so the moment you leave the aircraft it halts all it's functions and displays, so cars, boats, helicopters, bike, motocicles do not benefit from this mod.

    March 18, 2021
  • 9062a8 owl

    New update and video displaying it! There are changes on models.xml and config.xml files.

    March 15, 2021
  • 9062a8 owl

    @Simaoelis Sempre me perguntava por que o canal EMBRAER tinha sumido, que pena. O Embraer 145 e 190 tem um lugar especial no coração, foram os primeiros modelos os quais fiquei mexendo no handling e saiu um resultado bacana.

    March 15, 2021