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Showing content with the highest reputation on 05/20/12 in all areas
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2 points
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hmm. this was not in our agreement i dont think. infact OHH MY WORD i left for work at 2 within 1.5 hrs you post this. this is a backstab as far as im concerned. AND MOST DEFINETLY NOT "COOL". so you went from not knowing how to do this to master artists of light in the space of a day (1.5 hours). You sure that is all your own work ? because i think theres some of mine in there too. thanks for the appreciation but youve went about this the wrong way. and well thats a problem considering how you have betrayed my trust in you. i explained that i wanted opportunity to do a skin pack of "MY WORK" which this is isnt it, also i agreed to do this for you for a promo video for the horsemen, not for you to take this credit yourself, WTF are you doing ? i was hoping we would have a decent friendship based on trust and reliability. but i must not have seen that coming. Or we really got our wires crossed somewhere. WOW im going to have to speak to an admin about this.1 point
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I think that is the main problem with ED. They don't have the best communication with the community. I am a bit disappointed as well as I have the upgrade version, but than again, I can wait, no big deal. Some people though got quite angry in other threads, since it can be interpreted as ED not caring enough about their long term fans. Viper has mentioned something about a deal with Starforce or something. Anyway, I think an official statement in the matter would calm everyone down. The customer-developer relation can be a bit tricky to handle properly as there always will be dissatisfied customers. Also, people around here play other games, mainstream games as well, and with the current mainstream publishers' policies, it's mostly about getting the most profit not always in fair ways (day-one DLC's, overpriced products, customer-hurting DRM, you name it). As much as I am far from putting ED with the same bag as EA or Activision, without explanations conspiracy theories will grow, since thanks to the aforementioned companies (an many others) the common opinion about game devs and publishers is that of greedy corporate bastards. Again, I don't feel ED is anything like that, after all they do make quality niche products without compromise and keep improving them years after release, when they could have just been doing another Call of Duty or whatever. But, a bit more communication with the fans wouldn't hurt and it would definitely quiet all the rants. After all, we're here because we love high fidelity combat simulations and ED makes the best, so... guess who our favourite dev team is? ;)1 point
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1 point
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Yep, had to atune to family business first. Actually a "Grill-Party" 'cause this weekend is unbelievable good weather here in northern Germany. So still chewing on that Thüringer Bratwurst (typical german grill-sausage) I just did the check. The new file fixed the problem. Repeat, the problem is FIXED with the E-3.lod file of yours. :thumbup: Ta, for the brilliant work.1 point
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Delete your saved games config folder. This will remove all of your configs and you will have to do them over. C:\Users\<yourname>\Saved Games\DCS\Config\Input\P-51D Or you could try just deleting the TIR folder inside that one. The sim will recreate them and the problem will likely go away. The concern would be that the TIR lua is not the only one that is corrupt.1 point
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Holy crap, I figured out why it wasn't working for me and I would've been clueless without your help sir. I know warehouses/suppliers are not fully implemented, but I was playing with it during the mission. In the mission log, when you try to delete something, it checks for suppliers, somehow (relevant log attached). Removing all the supplier chains from the mission allows my units to be deleted again. Thank you sir. me-deleteerror.log.txt1 point
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1 point
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Small problem during test flight Have done a couple of longish test flights to get to know cruise and fuel management... & it's not going so well. This was the end of the first flt and the result of dropping tanks at 30 something thousand in the middle of no where. Somewhere just north of the Mountains a longway SW of Mineralnye Vody and a longway SSE of Maykop is it? Anyways, it seems i need to read the book again as when i drop the drop tanks, i also drop the contents of the wing tanks! This left me with only 10USG in the fus tank - I looked about for a airfield, but kind of new there weren't any in my part of the world, I know this map pretty well. Being an immersion junky I decided not to F10, and see what mood the gods were in. Knew there were several airfields on the coast so pointed her to cross the mountains making them as narrow as pos. 240ish. Throttled back & tried to turn off the hi blower, no joy, so descended instead (!!). Fiddled with the radio trying to get a heading, no joy. Levelled at 16 in the middle of the mountains when the inevitable happened. With nothing insight but mountains I resigned myself to the fact that I was going to break yet another 51. I cleaned it up as best I could and descended at just under 200mph, after a minute or two I spotted an airfield off the nose but it looked too far by far, as the scenery was getting closer. I stayed above a valley to start with as I was sure I didn't have the legs, wondered if I might find a long straight road... Anyways the vid takes it from here. The gods were in a very good mood! It looks setup but this was just amazing luck - about 10mins of glide! I couldn't believe my luck. Although some very dodgy decision making made it more marginal than it needed to be. Sorry this is so long, hope it aint too boring, was gonna post the trk but it's 10MB and only of any interest at all for the last 10mins.1 point
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PM'd Robo :) I've been working on a little something myself. See attachments. I'm using gray scale charts within the SPEC over some common colored stripes. The base coat color is from the stock Bare Metal skin. The left wing is matte. The pure black turned the wing white-ish. The right wing is using the same layout, but now inverted for shine. On both the leading edges, is a grey scale stripe, with a duplicate grey scale in the spec. I think I found a happy medium near the outer side of the .50 Cal's muzzles. You still get reflections, but the blue is not as strong.1 point
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Sorry dude, I've missed this post - see PM. :smilewink: -Rudel- cool stuff! It is my understanding that the 3 channels define simple parameters of the specular colour map. I've been checking the extremes to see what is doing what (spec maps of 255,0,0, 0,255,0 and 0,0,255). The more green, the less reflection you get. 255 is fully matt surface, see the left wing on the screen below: Flat texture, no reflection at all (that's 0 / 255 /0), this can be obviously tweaked by getting slightly less green and adding some R and B (that's your cyan actually), green is your SPECULAR COLOUR channel. Right wing is fully blue iirc (0/0/255) and it's pure mirror. The problem is that in game it is mainly reflecting the sky which is blue, hence the blueish tint. It's not that visible in the model viewer and becomes more obvious in the game. Depends on the weather settings and ligt condition (like in real life). Red channel (255/0/0) is taking care of the highlights and it seems to be adding some gloss and / or white colour into the reflections, that is your shininess channel. Some spec maps are grayscale, some are using alpha channel (RGBA), this seems to be 3-channel colour specular mapping where each channel, red, green and blue, are creating their bit, you can combine them as needed, e.g. your cyan would be no green but lots of blue and red and I don't think it would get rid of the blueish tint. The background diffuse colour has also got big impact on the display in the game's engine. You need to use some shade of ligth grey if you want to depict polished aluminium, the problem is that on brighter diffuse colour, the blue reflection will be more visible. This is OK in real life in a bright day, but looks a bit odd (unnatural) in game. I am presonally using green for matt aluminuim, e.g. tom surfaces of the Mustang wings as they were manufacturet that way - dull, filled and sanded: RGB 68 / 195 /52 For shiny stuff, e.g. mirror polished aluminium, I use 162 / 155 / 172 with a wee bit more red on the highlights. That looks, in my opinion, pretty good in the game's engine.1 point
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1 point
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Goodbye I've enjoyed watching you perform with the team over the past few years. You and Lawndart helped show the everyone that Lockon is not a game. It's a simulation. You will be missed1 point
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1 point
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ThePhobius, вот что из тебя за желчь лезет? Ты внимательно читай слова, Бот предложил попробовать посадить самолёт с выключенными двигателями, что бы лучше прочувствовать поведения планера при посадке, с таким опытом садить самолёт с работающей силовой установкой будет легче, всё же мы летаем в симуляторе и можем позволить себе такие опасные для реальной жизни манипуляции.1 point
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Это кто там умудряется подгазовывать? :megalol: При правильной посадке парашютировать должны и те и другие.1 point
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No bother. Yes you're right, all you need to do in order to create a new 'livery' is have a folder with 'description.lua' file in it. That one shows the path to all textures used. Say you want to have same aircraft with different noseart - you simply add new textures of the nose (p51D_DIF_Fuz_Front_YOURAIRCRAFT.dds + corresponding SPEC file if necessary) and add the path to the existing folders with textures to be used on the rear part of the fuselage and wings. There is no need to have identical textures duplicated. Normally though, if you want to create a brand new aicraft with unique 4 textures, you need to create them (obvioulsy), then you need to create a folder (use same structure as default skins, e.g. C:\Program Files\Eagle Dynamics\DCS World\Bazar\Liveries\P-51D\YOURAIRCRAFT, place the textures in it (should be 8 *.dds files). Your description.lua file should look like this: Use notepad and REPLACE function (Ctrl+H) to replace all _youraircraft with appropriate name and save. The above example is for a custom skin with all markings on it. Many lines are obviously for generic skins as the game is able to add specific squadron letters on same skin for various aircraft in the same flight. If you paint your letters on the fuselage, you don't want the game to put anything on top of that. You can edit decals, pilot skin, pilot patch (unit badge etc) for each skin. Pretty cool. So Leafer feel free to copy any description.lua into your folder, open it with notepad (you can associate the *.lua file extension woth notepad) and copy and paste the example above. Save. Then use the 'replace' function to change YOURAICRAFT to anything you need. Make sure the names of the files match with the texture names. So basically yes, you need to edit the lua file for every skin you create. Don't worry, it's pretty straightforward. Modelviewer is pretty useful for finding and tweaking this pesky little details. It works alright for me, I used the latest version from the above FTP, installed OK. I am able to open the *.emd files and I am seeing the a/c I am painting in the game's engine. All I had to do was finding the P-51 emd file and copying all textures to C:\Program Files (x86)\edModelViewer\Bazar\TempTextures so the thingy can see them. You can reload the model to see the effect of the tweaks you're doing and you can see how the SPECular reflection work (green / violet).1 point
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Thanks people for all the help! I found a guide specific to my motherboard. I am following it strictly, hoping to gain either a stable oced system, or at least some insight into how oc works.1 point
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Just a thought: Your prop is wind-milling the engine and therefore the pistons are still moving and sucking air. Opening and closing the throttle still changes the amount air going through the system and therefore results in a change of MP. The supercharger is still working since the engine is still turning. The only difference is, that the prop drives the engine and not the other way around. Also keep in mind that the prop angle is controlled automatically as is the MP to a certain extend. so long Mathias1 point
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