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Everything posted by seabat
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It does work in MT By chance did you forget to delete your earlier version before installing your new version? Also check if your historical filter is on in Mission Editor. seabat
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Anyone else missing the texture or shape circled in red? Not sure if it is something I did with a lua or not. VSN_F4 v2.8.2.103 standalone is the version I am using. seabat
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
seabat replied to Admiral189's topic in Static/AI Mods for DCS World
Admiral, Sounds like a good reminder to start working on that hospital ship mod. You don't need 'em til you need em! Get better and thanks for the boat mods. seabat -
VSN F-4B and DCS Supercarrier
seabat replied to Perseus's topic in Flyable/Drivable Mods for DCS World
Perseus, I was testing out launches and traps on various carriers this weekend and also had some trouble driving around the JBD on super carrier Lincoln. Almost like there is a glitch with collision models. About 50 percent of the time I would lose my nose gear travelling over the JBD's. So at least one other person found the same challenges as you have. I did get shot off the end but unless I was quick with gear and flaps I ended up taking a bath. I got quicker. I also tried traps on the Forrestal, Lincoln, the Clemenceau, the Melbourne, Hermes, and the Illustrious. Caught a wire on all of them but speed was too high on the smaller carriers and lost all my gear landing on those. Forrestal, Lincoln, and Clem were good traps. seabat -
schmiefel, Did you also download the patch for the F-4? If not go to the first post in this topic, use the VSN link and look for the F-4 patch download. Some of what you are describing was addressed by the patch. seabat
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Catapult without Supercarrier mod
seabat replied to Lylian's topic in Flyable/Drivable Mods for DCS World
Lylian, You can use the two carriers mentioned above that are part of DCS however the Supercarrier Mod has additional features that make carrier operations more immersive. You will also need one of the carrier based aircraft mods to perform launches and landings similar to real life such as the F-18 Hornet. As you say you are new and may not want to make investments until you learn more about DCS there are a lot of user mods that are free and are also carrier operation suitable. The leading user mod is the Community A4 Skyhawk mod. There is also a T-45 trainer aircraft which is also free. Both are detailed and user flyable. VSN also has a user flyable F4B Phantom mod which is free and challenging. The list goes on from there however all are free. The list for AI only mods is even larger. For carriers that allow you to land and launch you can also download free user mods. Cuesta Brothers has two carriers, the Charles De Gaul and the Clemenceau (Eric and Patrick, sorry if I mis-spelled the ship names). I use the Clemenceau the most as there are alot of add ons that enhance it and it is a close approximation to an updated Essex class boat. You can search the forums by typing in a key word based on what I wrote above and you should be able to find links to the downloads. All are slightly different in key commands so read the READ ME file for instructions, look up the assorted manuals that others have published, and also read through the posts to find answers to bugs, challenges, updates, and tips. I am wiling to bet any questions you come up with have been asked, disected, and resolved already. seabat -
Hawkeye, I picked up the Normandy map when it came out and the B24 looks good in formation over France. seabat
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WW 1 DCS World FULL RELEASE (January 2022)
seabat replied to Dweeeeb's topic in Utility/Program Mods for DCS World
At least the SE-5 does for me over Normandy 2.0 seabat -
Another Red Nose and a Blue Nose to go with it. Still undergoing some tweaks before release. seabat
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The digital pattern is usually a missing texture. I would guess you have a texture missing which is most likely due to a lua code error. I would also guess based on the size it is most likely some kind of text layer that got changed. seabat
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There were several patches released, one which addressed the spin. If you have not used the patch see Rudel_chw post for the link to the discord. seabat
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Eddie, I had the same thing happen to me when I first tried to open the .dds files. Not sure what the problem is with either the files or the programs (I used the same ones you did). While looking through the other files I found the .psd templates and I am sure you will be happier using those for doing your skins. All the layers are separated and will save you some effort on recreating them. The bad news is I am at work and do not have access to the zip file I got them from. They are either in the updated F-4B files from VSN or in Urbi's additional livery files. Should be a link somewhere in the posts above to both. seabat PS: Just remembered there is also the VSN flyable aircraft mod topic. May want to look in that for the templates.
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Try DCSWorld Open Beta/Bazar/World/textures/navy.zip for Ticonderoga and others DCSWorld Open Beta/CoreMods/tech/USS_Nimitz/TextureArchives/Arleigh_Burke.zip for Burke Obviously this is based on my computer set up and Open Beta but it should give you a guide on where to look. seabat
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I just purchased the Map and was checking out scenery using a two ship flight of VSN's F4B mod. I set the flight to land at Stanley and watched the landing in F2 view. Both aircraft aligned to do a formation landing. Both landed, deployed chutes and slowed as would be expected. The wingman slowed down enough so the lead reached the end of the runway first, did a 180 to evidently return to the taxi ramp. The lead turned around and aligned with the center of the runway for taxi. The wingman while approaching the end of the runway also moved to the center of the runway. Both aircraft proceeded to taxi head on into each other. All 4 crew ejected, planes were total write offs. Sorry but only have one screen shot. I hit the wrong exit button, did not get a track and the wife ack kicked in and did not have time to repeat. Have not tested with other aircraft, or tried individual flights, or player controlled yet. May be on my end but posting a heads up for the developers anyways. seabat
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chgr, I believe you have to add two folders to the livery folder in your saved games. One folder would be corsair_2 and the other would be corsair_2_folded_wing. Add your livery files to those. I did not create a main A-7 Corsair II Static folder in the saved games. Hope that works for you. I am playing around with panel lines and when I am satisfied and get Hawkeye's permission I will let you know. Nice liveries you made. seabat
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Hawkeye, I believe a couple of textures for the folded wing are causing some conflicts. {"fuselage_1", NORMAL_MAP , "corsair2_fuse_t_b", false}; {"fuselage_2", NORMAL_MAP , "corsair2_fuse_t_b", false}; The dds files are causing both sides of the folded wing fuselage to darken. I did a quick adjustment and the liveries seem to look better. seabat Corsair2_FUSE_T_b.dds
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If I had a livery that was presenting a digital type of camo I was usually missing a texture. Urbi's downloads include an updated texture folder that also needs to be loaded. May want to review his responses above and verify you have loaded all the needed files. seabat
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Urbi, Do I see your VF-96 markings on a J (or later) model Phantom? seabat
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cdpkobra, My apologies, I was typing too quick. What I meant was the star on the side shown has a bar that droops droops down and is not straight when the layer is placed over that section of the model. I am guessing the wire frame of the model may be distorted a little. It is a minor thing and as someone else made some liveries I was wondering if they came up with a solution to straighten the bar on that side. The port side is fine and the star lines up properly. The livery that came with the mod show the same thing. Still a great mod and a lot of fun to use in DCS. seabat
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VSN F/A-18D Hornet with F/A-18C Cockpit
seabat replied to josh-109's topic in Flyable/Drivable Mods for DCS World
Chewman, Check your PM. seabat -
Geschirre, Were you able to "fix" the droopy bar on the starbord intake? seabat
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VSN Team, I was checking out the F105 and F4b after this weeks OB update and noticed that the player controls seem to have been affected. While taxiing I implemented a left turn and was suprised that with minimal input I did a quick 180 before I caught it. Of course I went right rudder and went about 270 in that direction. Then I started laughing and I did a whole bunch of doughnuts until the wingman taxied into me. I use OVGME and disabled the modules before installing the update. I looked at the settings for rudder input and noticed that left input only went up to about 80%. Right was a full movement to 100%. I cancelled that setting and then reset but it still kept the same values. Slider, curves, deadzone parameters were all tried with same results. I then tried the F4b and basically the same. AI planes did not exhibit any changes. Last I looked at the ED FA-18 and that worked fine. Have not had a chance to look at the other VSN mods I have. Player controlled Thud and Rhino is still doable but need a really light touch. Still great mods but thought you might like to know. seabat
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Most likely not as the wireframes for the models will be different and therefore the skins will not match up (be positioned correctly). seabat
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PeeJott, No more box for me. Again, thanks to the VSN team.