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Wyvern

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About Wyvern

  • Birthday 06/21/2003

Personal Information

  • Flight Simulators
    DCS World, Lock On (but i was like 6 or 7), FSX and FS2004 (also as a kid)
  • Location
    Germany
  • Interests
    A lot, in DCS: F-14, F-16, F-15E, Flankers, MiGs, Modding, Making Skins

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  1. Not if they do the same questionable encryption stuff they did with the F-5E
  2. The problem is that there is nothing being said about the modelviewer by ED. It wouldnt surprise me if they ran the competition, without actually modifying the Modelviewer to use EDCE files.
  3. Of course ED has the right to protect their assets. However the question is, at what point will it start taking away the communities ability to create content for DCS. Just to put it into perspective, there is a total of 23046 files uploaded to the user files as of this moment. 13172 out of those are skins, although some uploads will have multiple skins in them, so its probably closer to 15.000 skins. It probably is fair to say that encrypting the models without giving us a tool to actually make skins is going to slowly kill off that part of the community. Especially if future models are going to be treated the same way.
  4. The issue is that the modelviewer problem already existed when the new B-52, B-1B, and S-3 came out. There has been 3d model theft in the past. There is websites where you can casually buy DCS models, that have been accquired illegally. Almost every game has that problem, and now ED tries to counter it, while also taking away the communities ability to actually make high quality liveries.
  5. What is the point of a template if you cant load EDCE files into the model viewer to view the model while making a skin. Because without it, you have to launch the game, load into mission editor and then select the aircraft to view each little change, and if for some angles you have to load the mission, then depending on your PC, thats a process that takes up to 5 minutes, which in itself might not be much, but will stack up, and is just something you cant ask of a skin-creator. Making a good skin takes time, and this will just make it take arguably twice if not 3 times longer, especially since now you have to open the game and wait 5 minutes, just to see that you need to move a layer by a few pixels. And im not even talking about making camos work across texture seams. Same goes for the upgraded AI models for the S-3, B-1B, and B-52. I get that this may be a kind-of niche problem, but its something that shouldnt be hard to implement from what i can tell, since the game already can load EDCE models.
  6. the JF-17 left EA a year ago roughly
  7. alternatively, i made a mod here. It does break Integrity Check https://www.digitalcombatsimulator.com/en/files/3327498/
  8. never happened, the Server owners are using this method in the video when making the mission. The J-11A never had PL-12, and will never officially have PL-12 what you are talking about, is a test for the JF-17, to test the new code for the missile.
  9. Not possible without modding. Some servers use custom preset loadouts, but aside from that you wont get them without breaking integrity check. The J-11A doesn't carry PL-12s irl, ive spent a lot of time trying to find proof that it does, and i can assure you that none of the A models carry it. I did make a mod for it, but thats likely all there will ever be. https://www.digitalcombatsimulator.com/en/files/3327498/
  10. Its 21.3 nm Pod wont stabilize above Sent from my SM-N960F using Tapatalk Due to range Sent from my SM-N960F using Tapatalk
  11. Create an empty mission in ME. Place a single JF-17, switch to unit payload screen, place one of the following on pylons 6 and 2: Bombs / GDJ-II19 - 2 x GBU-12 Bombs / GDJ-II19 - 2 x Mk-20 Bombs / GDJ-II19 - 2 x Mk-82 Bombs / GDJ-II19 - 2 x Mk-82 SnakeEye Switch out from the payload screen, then switch back to the payload screen - UI freezes with the screenshot provided. Log file dumps MissionEditor/modules/me_loadoututils.lua error indexing a nil value at line 1476 Sample mission file provided (Aerial-1 group is a blank JF-17, others are loaded up with the rack that causes problems) No problems while loading up any already loaded airframe that has other dual options (as far as I could trace). Full traceback from the log: 2024-10-08 16:38:05.245 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_loadoututils.lua"]:1476: attempt to index a nil value GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_loadoututils.lua"]:1476: in function 'getIncompatiblePylonsStr' [string "./MissionEditor/modules/me_loadout.lua"]:598: in function 'checkSettComp' [string "./MissionEditor/modules/me_loadout.lua"]:1375: in function 'updateGrid' [string "./MissionEditor/modules/me_loadout.lua"]:1860: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> me_freeze_test.miz Issue was originally reported in discord
  12. Yes, thats because the Multicrew FF planes are set up to work this way. But FC3/24 is different, the system is not made for that. You would have to remake the FC3 systems from scratch. The way I understood it, is that the each mode is a component that occupies a slot. If you add a second player to it, you would have lets say Player 1 TWS mode, which then conflicts with player 2 TWS mode, since the two player's systems are sending different signals/inputs, causing the plane to be confused, since its being told to do 2 different things at the same time
  13. wont happen, you cant run two instances of FC in the same plance, thats why we cant add proper Multicrew to the Su-30 mod currently. I believe its due to how the system is set up, and making it multicrew is going to be way too complicated for a FC type plane
  14. Guess we'll have to wait to see what ED says/does
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