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Everything posted by GumidekCZ
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EDITED:CORRECTED LENGTH UNITS :) Hi, I noticed wrong size of 490 l fuel tank. Not just tiny size error, more than 1000 mm! which is allot. se the real size in picture below and compare it to the size from Leatherneck. Correct size of tank is 5300 mm length and 450 mm max diameter. Real: Now the actual size from Leatherneck: With dimension, also hindge is missaligned. In DCS is more forward position. The texture of pylon in DCS is indicating where it should be.
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No question about rasterizing layers from Photoshop. I know all of this. Yes the BG is not usable for me, beacuse the real plane have so many diferent details I need to tune. The Good are very important to me, but the work with it is very time consuming. Especialy when I need to turn all the black rivets and white crews into right colors. Two more questions: Can we get the template for landing gear and exhaust nozzle texture? And what about half resolution MiG21Bis_Misc_Dif.dds template? I still need to 2x upscale it, when Im pasting it into MiG21Bis_02_Dif.dds
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If we have no chance to change it to our fancy way. Can you please do it for us? Look at this picture, can you see the big difference? EDITED: green wrtitten "GOOD" I ment that it is not accurate to neither day or night, but It look Not terrible. What if two lights set day/night and switch them by keyboard shortcut? If not, than can you please change the small lights a bit? On main landing gear they shine in cone forwards, so the dont bright the things just on sides or back, like it is now. Fron gear light direction is fine, but the brightness of all these three lights is to much for me.
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Here is it: why some rivets are black and some don't? same as from above, plus crews are white - not grey, center pylon have details only from one side, and flaked color on hydraulic actuator cannot switched to be without ugly white and grey flakes. Same as first one. I still think, that this template how it is made, is good for bare metal. But if you try to make new painted livery with no black or dark rivets, it is difficult for me now with my present knowledge of Photoshop. My quick question, how to make rivets a screws color inside of camouflage paint? But not one after another (hundreds and thousands on surface), but change it as whole group.
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I have same proble, so I will definetly try this this evening. Thanks Cobra. But I have much bigger problem with newly released templates. When I load them into Photoshop CS6.0 I get some kind of soup of layers. Some psd are good, some are messy. In order to make very fine and nice livery, it will cost me many and many hours. More details I want to tune, more mess I found in templates. Especialy when I turn "Goods" visible, the rivets and srews looks non like original one (some are full black, some not). With more and more hours spent on my project, less and less joyable it is for me. Why the "misc"dds needs to be 2x upscaled to paste it onto 02.dds and why we are missing psd with landing gears? Friend of mine have same experience nowdays. So please Cobra, have a look inside the psd´s and tell somebody to correct it. Over all, the result quality of your liverys in DCS are very good :smilewink:
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Hi, is there LUA script file, where I can edit the exterior lights? I would like the make my NATO mod with red beacons and may be reduce or remove the small tiny lights on landing gears.
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Hi, can somebody tell me, what is exactly the mechanics and calculation of IR missile guidance. Does these points actually the affect the IR seeker guidance? If, than how much? Target aspect (visibility of hot engine nozzle to IR seeker) Temperature of engine. Temperature of aircraft body – if, than how calculated? Flares Why I ask? Because I noticed that with closing range between fired IR missile and its target, flares are less and less effective. From longer ranges it is easy to confuse seeker with just few flares. But from close range or Rmin, I can fire 15-20 flares in the very short time (till missile impact) with almost absolute no success of confusing IR seeker. When I’m in ACM fight and bandit shoot IR missile to me, I know that I’m certainly dead, no matter how hot the engine is or how many flares I release. This behavior is weird to me, and it makes our ACM training missions according to real F-16 pilot book unusable. I just simply thought (book also expect this) that if you close AB to IDLE and release number of flares, I have good chance of survival.
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How would you like to have these improvements in F-15C cockpit? edited: picture of VSD from TO 1F-15C-34-1-1 (1 July 1989) WAYPOINTS on radar screen (destination points) BULLSEYE information – SEARCH MODE : position of CURSOR – TRACK MODE : position of TARGET All these feature will improve situational awareness and valuable information about target position. Especialy for multiplayer games.
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Source from official Leatherneck site: I was searching for this "paint kit", but did found anythink. Please show me the link to this original official updated layered PSD. I would really like to make one of my favourite Czech livery. If there is non existing, than how long shall we wait, to get one?
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With introducing more and more A/C with basket/hose A/A refueling capability, I suggest to rework refuel planes and its system to high level of DCS accuracy. For example hose system, refuel lights inside refuel door on every DCS A/C refueled by boom and much more. ALL ACCORDING TO DOCUMENTS available on this NATO web page: https://www.japcc.org/aar/ Drogue Lighting. Most drogues are illuminated to assist night AAR. Some drogues are lit internally by lights at the coupling; alternatively, the drogue periphery may be highlighted by a series of luminescent tritium light sources. On some tankers, reflective paint is applied to the inside of the drogue. Tanker Reference Markings. Most tankers have some form of reference markings, providing enhanced cues for formation and/or AAR station keeping. These markings may be painted lines, fluorescent stripes, or electroluminescent panels. Boom tankers have a fluorescent yellow stripe on the bottom centerline of the fuselage to provide an azimuth reference. Some probe and drogue tankers have reference markings providing alignment cues for the approach to contact. Tanker Lighting. Most tankers have floodlighting which make them readily visible to receivers. The lighting is designed to highlight parts of the tanker which may be used as formation visual references, to illuminate the AAR equipment and to light any reference markings provided for AAR. This lighting is usually dimmable. Some small combat aircraft with an alternate tanker role do not have floodlighting for AAR. Please Improve or add these features on every single refuel A/C in sim. It would much more easier to refuel, especially at night. Please rebuild KC-135 boom tanker with following feature (Mirage2000C and similar A/C can than refuel from same tanker): Wingtip Mounted MRPS AAR Pods. Some KC-135 aircraft are fitted with two FRL Mk32B-753 wing tip mounted MPRS AAR pods. The pods trail a 22.5 m (74 ft) retractable hose with MA-4 coupling and collapsible paradrogue. The black hose is marked with a series of 0.3 m (1 ft) long white markings and two 0.6 m (2 ft) wide orange bands. The range between the orange bands corresponds with the green pod status lights indicating the fuel transfer position (see Lighting paragraph for description of the pod status lights). To start fuel flowing, the hose must be pushed in at least 1.5 m (5 ft), indicated by the first orange band, and green pod status lights coming on. Receiver pilots should remain within the ideal refueling position between the two orange bands; inner limit 16.4 m (54 ft), and outer limit 21 m (69 ft), thus providing a fore and aft range of movement of 4.6 m (15 ft). If the hose is pushed in too far, the amber pod status lights flash, fuel ceases after the hose is pushed in to less than 15.2 m (50 ft). Fuel flow will start again as the hose is pulled back out past 15.8 m (52 ft). Thus the receiver has a fore and aft range of movement of 5.8 m (19 ft) during which fuel will flow. Added 29.2.2016 ----------------------------------------------------------------------- Also we would like to have new tanker communitaction options, such as: Tanker will inform pilot in precontact or contact position about the TURNS of the tanker. Option to confirm, how much fuel I requrie to recieve would be nice to have. And at last, information from tanker, how much fuel is left in the tanker. (what a waste of time and enegry when finaly connected to almost dry tanker).
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I ment such a hard landing, without strut damage and tires blown.
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I hope, that F-5 will be able to do this, as it the Mig-21 and L-39 and many other AC in DCS should be able to do. [ame] [/ame]
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Because admin denied to write in DCS world toppic, Im writing here. Please, why we have to stay stucked in mud every time we stop on grass out of the runway?? Is it possible to change it for planes with bigger front wheel? mostly the RU planes. See this: [ame]https://www.youtube.com/watch?v=6A9EalSGq1E[/ame] ps: I also want to ask, how is it now with landing gear durability of Mig-21 in DCS. Can we achieve landing like on video? If not, than why? [ame] [/ame]
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Can anybody help me with my recent post???
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Can somebody explain me what these sound represent in Bf109K module: Mods\aircraft\Bf-109K-4\Sounds\Effects\Aircrafts\Engines\DB605\Cockpit\ ExIn*.wav ExRIn*.wav Sounds\Effects\Aircrafts\Engines\DB605\ ExR*.wav and is there a way to increase the gain level of other cockpit sounds? like extended flaps noise, ... I know only one way, and its thru the \Config\sound.lua ['Bf-109K'] = { gain = 0.30, lowpass = 3000 }, but this setting only lowers the engine noise in cockpit, not increasing the other sounds in cockpit.
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inverse cone? what is it? if i take cone in space and inverted, than I have whole space except the original cone. Which is not the DCS result. Also if I make cone symetrical around plane (somthink like mirroring) you can get many shapes but again not the one you get here in DCS. After DCS reading _example.sdef confusing me very much. I finaly know the result, but only after one hour of mine testing. So for future sound modders here is it: search what is toroid shape, you will find that it is circle rotated around axis 360°. Now switch the circle for cone with the tip of that cone right on the axis. Also you can imagine this as a space defined as a possible volume of helicopters main rotor movement, if you move with cyclic stick. I hope it helped little bit.
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If yes, I still cant imagine the cones. So please can somebody draw a simple picture with also inverted cone depicted? Im still confused how it should look like and how it works.
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Is this still true?
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Happy New Year from Leatherneck Simulations!
GumidekCZ replied to Cobra847's topic in Heatblur Simulations
From point of Leatherneck fan view, happy new year 2015 and 2016 still doesn’t matter. Nothing important really happened, although it should. So if Frisco wants to make joke of some unnamed single person, he can easily do. But yeah, "HE" have still time to make surprise for us till the end of this year. Let’s be patient! :megalol: -
Improved API sound support ? new sound engine?
GumidekCZ replied to GumidekCZ's topic in DCS World 1.x (read only)
Still no answer from ED team?? -
Improved API sound support ? new sound engine?
GumidekCZ posted a topic in DCS World 1.x (read only)
Please somebody explain me what is: Improved API sound support which should be part of 1.5 open beta and will be part of 2.0 also. I was praying for new DCS sound engine, which will simulate sound more accurately and realistically, especially for piston engines. Im sorry if I missed some similar topic, or if this topic is wrong placed. -
Same here
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Hurrey! after so many years,..strobe lights on F-15C are fixed. Good job :thumbup: Now the lights visibility distance at night dusk and dawn.
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PLS move this toppic into DCS World 1.5 Open Beta » Bugs and Problems » General Questions
