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  1. AB-212 / AB-412 / Huey II - look-alike facelift MOD for the UH-1H, plus UH1 Cutters, Winch and Radar Attachments by rato65 UPDATE notes: 05. January 2024 - AB-412 Top texture template AB-412_TopMap_published.psd 25. August 2023 - Nose texture template (all versions) AB-412_NoseMap.zip 23. March 2023 - civil liviery (Gatari) with textured AB-212 turbine cover for download: https://www.dropbox.com/s/zm6lkqk1jmwic5f/AB-212_Gatari.zip?dl=0 - detailed AB-212 turbin cover template texture AB-212_topMap.dds AB-212_topMap.psd 10. March 2023 version: 1.02 - added Huey II variant with payloads - added red nose texture file NOTE: To install update, delete all Mod files from previous releases, including /MissionEditor/UnitPayloads/UH-1H.lua before installation. - corrected UH-1H.lua (missing Huey II cutters_pads configuration, corrected WTS and Powerline loadouts, added cutters to WTS and powerline loadoutsn thanks Neo47) - now included in 1.02, or as separate file here: UH-1H.lua 9. March 2023 version: 1.01 - updated UH-1H.lua for MissionEditor/UnitPayloads with all currently active payloads listed (thanks Neo47) Thanks to EightBall, we now have - a new organization of textures to be used in liveries rather than copying after fixed color scheme - according setup of the sample liveries - all textures saved as dds instead of png 08. March 2023 version: 0.2 - initial release DOWNLOAD: https://www.dropbox.com/s/hfgv036jeow5poz/UH-1H_AB-212_AB-412_Mod v1.02.zip?dl=0 INTRODUCTION: The package contains cutters, a winch, a front radar and pads to mount as loadouts onto the UH-1H. In addition it mounts a new nose and top to make the UH-1 appear like a Huey II, AB-212 or AB-412. Obviuosly, this is just cosmetic and does not provide 4 blades or a new cockpit. So, in the end it is for eye candy and enthusiasm... I made this for myself to gain/improve some skills in 3D modelling, texturing and lua scripting, and because cutters were missing for the civil version of the Huey. Tested with DCS 2.8.0.3. USE AT YOUR OWN RISK! INSTALL: Unzip the package. 1. Copy the content of "tech" into your "Saved Games/DCS/Mods/tech" folder 2. Copy the content of the "/tech/UnitPayloads" into your "Saved Games/DCS/MissionEditor/UnitPayloads" folder. > CAUTION: if you already use attachments for the UH-1H module, make a backup of the "UnitPayloads/Uh-1H.lua" file before you overwrite. I needed to delete it before copying the one in this package, otherwise the game would not recognize. > NOTE: I included EightBalls attachments from https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/ into my "UnitPayloads/Uh-1H.lua" file, so the should be still available after you install this package, if you had used them previously. 3. Copy the example UH-1 liveries into your "Saved Games/DCS/Liveries/UH-1H" folder 4. Use JSGME to install the folder "UH-1H Spec Map Mod" to remove the UH-1H unrealistic shiny effect. USAGE: 1. Loadouts: The Mission Editor Loadout menu offers you to choose from different new payloads attached to Pylon 2 (AB-412, cutters, winch, and radar, pads and their combinations). You cannot change the Pylon, and you need to load the complete payload pack listed. To hide the gun pylons, I strongly recommend to make use of EightBalls "PylonsOff" Livery method: https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/ In ME: - first load the payload - second load EightBalls PylonOff Livery - third load your desired UH-1H Livery 2. Attachment colors (updated): All textures are now in one folder without subfolders, and named after color. They can be chosen by the Livery description.lua you like to use (see below) 3. Liveries: The appearance of the AB-212/AB-412 should be constistent on the complete fuselage. I include 2 real live AB-212/AB-412 liveries which are tuned with spec maps so they match the AB-212/AB-412 attachments relatively well. It was the best I can do, others may have more knowledge to make it even better. See the description.lua how the different colors of the attachments are configured according to the UH-1H livery. 4. JSGME Specular Map value replacement: In order to make the AB-212/AB-412 reflections and metal surfaces look consistent between fuselage and fuselage attachments (see screenshots provided), you need to tweak the games original AB-212.json file. Most of the people have done that long time ago already to remove the unrealistic reflection appearance. I recommend strongly to use JSGME to install the MOD-folder "UH-1H Spec Map Mod" to remove the UH-1H unrealistic shiny effect. With JSGME you can restore the original setting anytime with one click. CREDITS: This mod was inspired through the work from Upuat, EightBall and some chat with Lvergara. I used some snippets of lua-scripts from each of these authors and modified them for this project. The Assets were modelled by me, the AB-212/AB-412 parts were taken from a basic royalty free cad model and modified by me. The example liveries included were published by AWACS_Bandog and tango down565. EightBall proveded some immediate improvement regarding texture organisation and livery configuration. Have fun! cheers, rato65
    9 points
  2. Hello, i was wondering if there was any progress for the whitepaper which is mentioned in the now closed topic "DCS F-16CM APG-68v5 look-down issues and also weird AIM-120C behavior". Kind regards and thank you
    9 points
  3. Here is an example of wake turbulence, I am on a constant right turn, and when I get into the wake of the plane in front it moves me to the left even when my stick is to the right, and these planes weight half of what a 109 weights and this chase was at half the speed of what we fly WWII warbirds, DCS wake turbulence is spot ON, I would not change a thing, they have done a great job, hope we can have it in servers when MT arrives. [5:30 AM]
    8 points
  4. We are still updating and tuning some aspects of our radar, once that is complete I will again bug them about the whitepaper. The good news is the discussion and starting of the whitepaper seemed to have led to some improvements which should be coming soon. Thanks all!
    8 points
  5. Whatever comes with this patch better be relatively bug free and with important changes (ok the two things are practically impossible together). I cannot fathom the community's reaction to: "Here's the patch you've been waiting for nearly two months: fixes the second and third rivets' shadow on the right aileron of the JF-17. Enjoy!"
    8 points
  6. What do you mean by list? Like a script? That's not how that works. During my theatre time I developed a special technique that creates a play in only a few days through improvisation. With this technique I was able to bring a play to the stage in only 3 days, from nothing. You know the direction, but you write it together with the actors, as well as stage it at the same time. In a way, you let the actors live out the story while it is written. This technique has been applied to Jester, which is what makes him so lively, moody, etc. I have ofc everything written down, too, because one of the rules of this technique is "write everything down" - but in Jester's case (and contrary to a theatre play) you cannot just use that as transcriptions, because when you do the variations, you also need to divert from what is written down. This is what helps to keep his language alive. What you cannot do in Jester's case is write out a script that has all combinations either, because I had to focus on the single parts beeing peeled out to a level that they are all compatible with each other, while still delivering a diversity in mood and emotion. This is the most difficult part and takes all the focus. Curating a script for that is just a horrible distraction, which isn't needed, because I keep that all in my head, more readily available and with a far better overview than any script could ever give me. So in the end, you have a result coming from thousands of notes, dozens of word documents, the freedom to improvise and the organic combination of thousands of voice calls. Hence it is easier to transcribe it from the end result, which is best taken from a combination of the single calls and the sdefs (which basically are a script, just broken down in 11k parts). Art may be a form of engineering, and engineering is a form of art, but they also work vastly different at times. You can't just engineer Jester's language and write up a script beforehand - you have to live it out.
    6 points
  7. ARA 25 de Mayo Aircraft Carrier by Razbam fly around
    6 points
  8. I am sorry, but not only is this wrong, it is also misplaced. And shows that you have little idea of the matter at hand. We know exactly what, where and how long. And we are talking precisely about game audio recordings, not the Jester code. But hey, feel free to create your own Jester-language that has thousands of voice call snippets that are not only compatible with each other, but also deliver a diverse range of emotions, personality/character, cultural background, distinct humor, mood and provide functionality at the same time, without jarring each other. Move fast and break things? You have no idea how long it took to create this and how many decates of acting and directing experience went into creating it. Even if you gave your best, you wouldn't get anywhere close this result, not even remotely, I can tell you that. And apologies if that sounds harsh, but with comments like that I have to facepalm myself really hard. Neither do you seem to understand the underlying endeavor and what I was precisely talking about, nor do you seem to appreciate what you actually got with it. That's fine, but please don't tell me how to do my job, if you don't even understand it fully in the first place.
    5 points
  9. In three individual downloads, here are three different schemes, in two different variations each. Totaling 6 liveries, collectively. If concerned about disk space, see the bottom of this post. -305Sqn 1944 -Standard RAF 1944 -Standard w/ White Spinner RAF 1944 Each comes in two variations, depending on time period: -June, 1944: invasion bands wrap completely around the aircrafts' wing and tail -July, 1944: invasion bands eliminated from the top surfaces of the wings and tail These liveries are oringinally intended to fully emcompass the 138 and 140 Wing of the RAF, which were highly active over France in 1944, prior to and during the invasion. Each Wing has three squadrons. -138 Wing --107Sqn (Bort code: OM) (Standard RAF 1944) --305Sqn (Bort code: SM) (305Sqn 1944) --613Sqn (Bort code: SY) (Standard w/ White Spinner RAF 1944) -140 Wing --21Sqn (Bort code: YH) (Standard w/ White Spinner RAF 1944) --464Sqn (Bort code: SB) (Standard RAF 1944) --487Sqn (Bort code: EG) (Standard RAF 1944) Included in the liveries: -Two variations: June (top and bottom stripes), and July (bottom stripes only) -Highly detailed invasion stripe textures, replicating the sloppy and rushed nature that stripes were applied. -Full workable bort codes for all liveries DOWNLOADS: 305Sqn Polish RAF/Spring+Summer 1944: 305 Polish RAF Squadron / Spring+Summer 1944 (digitalcombatsimulator.com) null RAF Standard/Spring+Summer 1944: RAF Standard / Spring+Summer 1944 (digitalcombatsimulator.com) RAF Standard with White Spinner/Spring+Summer 1944: RAF Standard White Spinner / Spring+Summer 1944 (digitalcombatsimulator.com) BORT NUMBERS: Each and every livery has fully workable bort numbers for the best mission flexibility. Realistically, the RAF rushed the painting of their stripes so fast, that bort codes were painted over by the stripes. This can be replicated by entering a '-' (dash) in the first two positions of a bort code, in the Mission Editor or Rearm Window. If you do not want to have the invasion bands paint over your bort codes, you may enter your bort code as regular, and it will be visible. Regarding the July versions, the RAF still left the remaining paint or new paint to often (though not always) paint over their old squadron ID codes/bort numbers. This only makes the top half of the letters visible. This is replicated in these liveries, while still being adjustable in DCS. Here's some photos of what can be expected: DISK SPACE CONSIDERATIONS: All six of these liveries are made with the ability to function independently of each other. This means that between the six of them, there are a lot of repeated textures. If all six of these liveries are installed, this takes up nearly 1GB of storage: However, through the description.lua of each livery, it is possible to have liveries borrow textures from one another. Using this, I've also made a version of the RAF White and Polish liveries that borrow up to 7 textures from the RAF Standard liveries. This lowers the disk space consumed from 1GB to only 437MB. These versions of the liveries can be downloaded from HERE. (Update: 13Mar2023, in this link above, also added two new liveries in the same variation, to cover night fighting squadrons with their red bort numbers. File size only increased to 442MB)
    5 points
  10. Hallo liebe Mitstreiter, ich bin gerade auf meinen ersten Thread hier gestoßen und musste ein wenig schmunzeln. Da fing alles an, und jetzt, 9 Jahre weiter, fliege ich DCS immer noch ohne Motivationsverlust. Ich habe zwar das Flugmodell gewechselt (A-10C --> F/A-18C) und wird sind nun 5 Leute in unserer Flugtruppe, die Flugbegeisterung ist aber noch die Gleiche. Wer das hier liest und gerade am Anfang steht, dem sei gesagt: Achtung, das Ding hier hat Suchtpotenzial und bedeutet sehr viel Freude, sowohl beim Fliegen selbst, aber auch beim Erlernen neuer Funktionen und Taktiken, upgraden des PCs, basteln an der Peripherie. Nach wie vor bin ich nur 1-2x die Woche unterwegs, aber die Zwischenzeit füllt DCS auch gedanklich ganz gut aus. Und ich bin noch lange nicht am Ende. Wird es zu langweilig, stürze ich mich auf die F-16C. Neue Maps gibt es auch immer wieder. Es wird also nie langweilig und und bin sehr froh, ein Teil der tollen Community zu sein. Das wollte ich mal gesagt haben
    5 points
  11. In current HB manual I would like more info on what is actually simulated in DCS. Stuff like SP PD is nonfunctional, what PRGM RESTRT does or behavior of 54C in PD STT...
    5 points
  12. Not really. more like november 2021 (october actually). Salsa: Well lock the thread then. Patch is zeitgeist at the moment, I'm sure the discussion will pop up somewhere else.
    5 points
  13. Kneeboard for Mirage F1. It includes startup procidure, in-flight emergency procidures, fuel cuontity and depression tables for A/G weapon. I hope, this kneeboard can help some peoples with learning Mirage F1 and add comfort to the flight. Enjoy! Many thanks to Aerges Engineering for the Mirage F1 module! By Raiden team (Garrett) Mirage F1 EE Kneeboard.rar
    4 points
  14. They are probably waiting 9 weeks as that's when Huldra is expecting Puppies and I'll be too busy to test out the patch (if it has anything worth testing out) A DCS patch is never late, nor is it early, it arrives exactly when it means to.
    4 points
  15. The single-rail launcher was there on release in error. It should have never released with it in the first place.
    4 points
  16. Now try that in real life , first time I experienced it I thought my controls did not worked, scared the crap out of me
    4 points
  17. There is the trial and there is tons of epicly done mods that are on par with paid modules. Anyway, enjoying DCS is "not a free thing" even if the game itself can be download for free. You neet a stick, a throttle, rudders, trackIR, etc...
    3 points
  18. Hope multi-threading gives a good enough boost, so I can turn it back on, right now it takes to much computing power on larger missions.
    3 points
  19. +1000 There are a lot of issues with the current radar simulation that are completely unrealistic and goes against the fundamentals of how radar works in real life. The white paper would really clarify what level of fidelity we should expect from the AN/APG-68v(5) in DCS and which kind of inaccuracies we should and shouldn't report as bugs.
    3 points
  20. IRL, a RIO can command a turn rate. From CNATRA-P825 (unclassified manual): "left/right standard" - a standard rate turn. "easy left/right" - a half rate turn. "left/right hard" - a turn at mil power using G to maintain airspeed. "break left/right" - max performance turn, like in ACM. Would be nice if we could give those and other standard commands when manning the backseat. Would be even better if Jester could run an intercept from the back seat, after the pilot decides which tactic to use.
    3 points
  21. Mission I'm working on(and Can't get to work)
    3 points
  22. Vi ho rotto le scatole con la mia disavventura e mi sembrava giusto chiudere con il lieto fine della storia. Ho contattato il supporto TM che con cortesia mi ha spedito il ricambio completo per 20€ totali di spesa, compresa la spedizione. La sostituzione è abbastanza semplice e non necessita di saldature ma le istruzioni non sono state chiarissime è ciò ha fatto si che nel tentativo di sfilare il vecchio CMS ho graffiato un po' la scocca di metallo e staccato inavvertitamente un filo del TMS (e mi è toccato mettere mano al saldatore). Devo dire che questa disavventura mi ha dato modo di vedere la costruzione interna di questi prodotti e devo dire che sono molto ben fatti con cablaggi ordinati e ben fissati.
    3 points
  23. I know its coming next Wednesday..why you ask? its my first day of rotation again and I get to watch you happy people fly the update for 17 days until Im back home....
    3 points
  24. Our performance high up as it is, is already too high. In fact, we GAIN performance as we gain altitude up to about 8000ft density altitude right now, which is not what is supposed to happen. Anything over 5000ft density altitude sees our huey currently performing over spec. If it were realistic we would have worse performance higher up than we currently do. Also saying "we'll load more stuff into it and be power limited again" Load WHAT into it. We are underperforming by an amount equal to what our useful load should be. Our huey at 6500lbs is currently performing like its at 9500lbs. So if you load our current huey to 9000lbs, it's basically performing like it's at 12000lbs Fix the power issue, and it would then correctly perform like it's at 9000lbs, what else are you going to throw into the helicopter that will add another 3000lbs that would cause it to perform like it previously did. What are you going to load full fuel, all the miniguns, the rocket pods, 2400lbs of troops AND a slingload onto it? You being power limited at that point is YOUR fault. And it's not "getting more power" it's "using the correct amount of power" We are currently using TOO MUCH power, that's the problem. Which INCIDENTALLY, also means we are generating too much torque. If the power usage gets fixed, we will be generating less torque, which will mean an increase in stability. If this gets fixed, the huey will be more stable and shake less, because currently, with our overdraw of power and thus overproduction of torque, we have to jam the pedals to the left to combat the torque which causes axial instability from the tail rotor. Lower the torque, lower the required amount of left pedal, lower the axial instability, lessen the shakes, gyrations, and wobbles.
    3 points
  25. We will have some nice surprises of long awaited items, but temper your expectations please: in the discord I was indeed referring to the fuel pylons. We shall see what else we might have put into the patch. To avoid disappointment though: - it is not the -D. - it is not a clean cockpit. - it is not the early A (yet). - it is not glove vanes.
    3 points
  26. You guys can never be pleased, can you ? They said repeatedly on their Discord that they are actively working on the project, that they are making good progress. The module appeared in the "2023 and beyond video"; their SME released 3 videos of an hour each on preflight walkaround 2 months ago; now you get a 10 min video showcasing alignment of the grease-pencil gun marker and the gun (not seen before) ... And yet you are still debating whether or not the module will eventually release ?! Keep in mind that they are planning for a release without early access; for comparison, the F-16 is still in early access; so yes, the development takes some time, but they are still well within the timeframe of any other module in DCS. And that's without considering the horrendous circumstances that they had to face a couple of years ago that lead to their radio silence. Yes it was frustrating but you need to keep in mind that they are actual human beings, they could not foresee one of their team member having to fight for his life and couldn't predict the impact on the project. And you can only understand how communication or the project itself was not on the top of their priority list when it happened. Yes, we don't have any estimate for the release date. And that's for the best. They will announce it when they are 100% certain that they can achieve it and I don't see anything wrong with that.
    3 points
  27. Dear all, A little update on DCS: AH-64D development. We understand that some of you are concerned about the lack of new features. No resources have been taken off the AH-64D, and work continues ahead steadily. Much of this work has focused on bug fixes and tunning. Before we add too many new features, it is very important that we first have a solid foundation to build upon. Additionally, a big push on bug fixes and tuning has been required to avoid player confusion and frustration. Some of the larger bug fixes and tuning that have been underway include: Tuning how George calculates target range. Corrected TEDAC video errors. Adjusted HUD only views. Tuning damage model like flying sans-tail. Adjusted gun fire shake. Fix multi-crew ASE sync. Removed HDU glare. Fix some engine start issues. Tuning LMC. Further improvements to the PERF page. Better IR texture maps. Lesson, input, and tool tip improvements. Fixes to the CMWS flare system. Tuning of SAS collective channel issues and altitude/attitude holds. Fix SAS tones and hold behaviors. Tuning yaw offset. Fix PNVS stutter. More accurate weight calculations. Trim tuning. Multi-crew hold modes sync. Fix hold modes disengagement logic. SAS fixes. Better SAS Collective altitude hold. More realistic slip ball behavior. APU not requiring fuel fix. Fixed various warnings and advisories. Fixed standby indicators. Tuning TADS and NVS relationship. This is to name a few. A great deal of work on this front is ongoing. Although bug fixing and tuning has been our priority, we have certainly been working on new features that are not gated by existing bugs. Some of these include: Option to remove the auxiliary fuel tank for more cannon rounds. Adding the AGM-114L radar-guided Hellfire. Adding the Improved Datalink Modem (IDM) and LB Net. Adding the Fire Control Radar (FCR). Adding the Laser Spot Tracker (LST). Adding animated engine nacelle cooling doors. Wipers removing rain drops. Many of these items are rather complex and take time. Please be patient. Kind regards, Wags
    3 points
  28. What about a real Gripen simulator? I like this better than the MFD(?) on F-35, but I am pretty sure this is no touch screen.
    2 points
  29. the A-4E certainly does meet and exceed requirements for inclusion and is better than some of the 3rd party official modules. If ED was to include a new free module, it would likely be a trainer, T-38 or T-7 etc.
    2 points
  30. May drop only shortly after the patch still, my apologies, but the AI is giving us some serious trouble currently by not playing along.
    2 points
  31. F-15E multiplayer radar sync, WIP https://youtu.be/UgCiPi9WTpE
    2 points
  32. It is planned, you can check the roadmap here:
    2 points
  33. Hallo zusammen! Kurzes Update von meiner Seite. Gerade von DHL die Nachricht bekommen, dass meine Bestellung wohl morgen (10.03.23) eintrifft.
    2 points
  34. Ist bei mir ein Überbleibsel aus der G/RTx 10xx,20xx Zeit. Ingame PD fraß einfach weniger Ressourcen und neigte weniger zu Ghosting als Steam SS. Jetzt mit den neuen Generationen müsst man nochmal gucken... Bin da aber wie Überall inzwischen zu faul
    2 points
  35. this will end up being a lengthy and quite opinionated topic. so let me be one. AI has been reworked. There are several YT videos concerning it. each level does get progressively better. and sometimes the better levels do strange things. but that is really no different than before the rework. my take is that all of them can be defeated. start low and work your way up. even do guns only if you wish.
    2 points
  36. Genau das: So nutze ich es mit der RiftS (in Kombi mit mittlerweile einer 3090) genauso. DCS PD 1.0 und im OTT stell ich den Upsampling-Multiplikator auf 1.4. Der Haupteffekt davon sollte ein insgesamt schärferes Bild sein und teilweise das schlechte Anti-Aliasing von DCS kompensieren. Bei anderen VR-Systemen wird über Steam z.B. meist eine höhere Auflösung als 100% nötig um den Kisseneffekt der Display-Linsen-Kombi zu kompensieren - bei Oculus ist das m.W.n. bereits default über deren Software/Treiber kompensiert, so dass das Upsampling eben eine höhere Bildauflösung berechnet, die dann in der Brille wieder auf die Native Auflösung reduziert wird (zumindest habe ich bislang das Konzept so verstanden).
    2 points
  37. @currenthilla bit of feedback if I may... can you please put the README & VERSION in with each mod under the tech folder so that when I check your mods I know they're the latest. Thanks! This is what I'm doing:
    2 points
  38. Iran is a big user of the AB-214, using it heavily during the war with Iraq, some armed, but specially as transport, insertion/extraction and as CSAR helicopter. Any chance of getting it?
    2 points
  39. I have it on good authority the Ford shall make a appearance on the forums. With a added surprise! I will finish the @6, and Catobar carrier soon. But first, a big up-date is coming for the Drones. With corrections and additions! Just re-checking each one and making them the best they can be. Thanks for the kind words! I DO appreciate it! Know what this is? So new, it is still in testing! And we can help! Model leaves a lot to be desired. I will do the best I can with it. Stay tuned!
    2 points
  40. Poor choice. It tells you "how" without explaining "why". The current materials suffice for that. The F-14 is straightforward for the pilot (there's not even a whole lot of testing, just instruments and hydraulics), but for the RIO seat there's a lot to learn, and the manual might be lacking in those areas.
    2 points
  41. So das Problem mit Rot ist gelöst ---- im quest setup gibt es verschiedene Farbfilter,die hab ich der Reihe nach durch probiert und siehe da, denn richtigen gefunden. Jetzt muss ich nur noch heraus finden wie ich das openxr toolkit zum laufen bringe - installiert ist es aber inDCS seh ich es nicht - irgend jemand eine Idee Das lese ich mir alles mal durch und folge dem ganzen step by step - PS danke für den post
    2 points
  42. I don't believe there is much 'feel' from aerodynamic loads based on what I've read. The flight manual mentions that stick forces and positions for a given g load are essentially linear throughout the flight envelope, but that's about all the detail I've heard about, so I might be interpreting that wrong FYI the trim tabs function as servo tabs in normal flight (not MRFCS), so they also help to reduce aerodynamic loads proportionally. There is actually an 'artificial feel' mechanism that provides spring force to the stick. The trim control just adjusts its center point under normal conditions. This suggests that the expected aerodynamic loads are almost entirely cancelled out by the hydraulic and servo tab systems, but, again, that's just a guess on my part. AFAIK, the pitch SAS has limited authority so it probably doesn't contribute much to big control forces.
    2 points
  43. Testing USS Constellation, USS Congress, and USS Chesapeake defenses against Admiral Kasatanov, Type55, and Type52D. The FFGXs are ready for War.
    2 points
  44. IR.Clutch. All weapons have been upgraded and corrected. They're more accurate now. I've added MK23 Nulka decoys, RIM-116, RIM162 & RIM174 defense along with Naval Strike Missiles.
    2 points
  45. Some new screenshots from the second phase. - Cairo International Airport - Ben Gurion Airport - places for SAM systems (Egypt) - Ashalim Power Station - Cairo
    2 points
  46. Apologies for being sloppy. No, rummaging around in shader code of course requires quite precise changes. I've changed the line as follows to preserve the previous editing to this: finalColor = 0.0; //= float4(ShadeTransparent(input.Position.xy, atm.sunColor, mp.diffuse.rgb, mp.diffuse.a, mp.normal, mp.aorms.y, mp.aorms.z, mp.emissive, shadow, cloudShadowAO, mp.toCamera, mp.pos, true, Flags & F_IN_COCKPIT), mp.diffuse.a) *0.2; and you can of course shorten that to finalColor = 0.0; The semicolon is essential. Also, to not cause undue stress to to the compiler, use '0.0' instead of '0'
    2 points
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