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Wyvern

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Everything posted by Wyvern

  1. From facebook Its that questionable IP point again What is the point of having templates and the user files? And what is the point of having moderators on the UF?' If someone uploads some low-effort cheap copy paste, then thats the moderator's job to delete and moderate (imo) But punishing the community, and especially the Livery creators, for something that ED doesnt lose anything on, is overkill. If anything, someone ripping textures or a model from DCS is practically free advertisement, as they wouldnt steal stuff if it didnt have a certain quality. Especially considering EDs practical monopoly in this Sim-niche that DCS is in, i dont particularly see what the big deal is. Im saying this as someone who has made hundreds of liveries for DCS, War Thunder, Ace Combat, and even other stuff My stuff gets stolen too, but its just part of making high-quality stuff. Again, if it wasnt good, nobody would steal it. Plus, if someone uses EDs assets to make something for DCS, then it also benefits DCS. My question is, what exactly does ED lose when someone steals a model/textures? And how hard would it be for ED, to legally pursue people re-selling models and textures illegally? I mean afterall, ED isnt selling the model or the textures, EDs product is the Flightmodel, the Avionics, and the Cockpit. While the rest is quite literally free.
  2. The Su-24 and Su-34 were added along with FC3 iirc, therefore i threw it in here too As for the values from the Jeff and F-15E Thats true, however ED can also do something similar at least Afterall, aside from the Textures, those are just simple lines of code from the the Lua files
  3. I am aware that the J-11A originally was being made by Deka, however according to Deka the J-11A is now ED's responsibility. In the game it is still using its texture set from 2018, while ED is advertising FC2024 with the new textures (literally the first image on steam) FC24 has been out for 1 year and 10 months now years now, yet the J-11A is still missing its normal maps, RoughMets, and 4k textures
  4. The changelog said it was planned for October, Since its november now, can we have an update on that? I really hope it didnt mean october 2026..
  5. I have noticed a list of issues regarding a bunch of the FC aircraft, aswell as some AI planes. Here is a list of them The Su-34s Afterburners Mesh is broken, at full throttle, in low light you will see it come through the fuselage. This is a 3D issue, that can only be fixed by ED editing the model. The FC24 planes are missing a few net_animation (sync in MP) values for things like brakechutes and such. Seeing the the brakechutes is important while performing formation landings and such I will provide the network tables below. The J-11A, Su-27, and Su-33 have incorrect flare dispenser positions, spawning the flares a considerable distance above the plane. With the new flare lock mechanic, this should probably be adressed. They also have twice as many countermeasures as they should have. I will provide the needed values for the Flankers below too. The Afterburners for all the FC planes are somewhat incorrect, The Sukhois chould use the textures below, they are custom made by me. The FC fulcrums could reuse the JF-17s Afterburners (as its the same engine) The F-15C could use the afterburner values used in the F-15E S4, aswell as the F-16C, or F-18C texture (they are all the exact same texture, just duplicated) -The Su-24s Afterburners are Asymmetric, fixable in the Su-24's lua file Su-27 and J-11A CMS: -- Countermeasures passivCounterm = { CMDS_Edit = true, SingleChargeTotal = 96, --only has 32 blocks with 3x charges per block -- PPR-26 chaff = {default = 48, increment = 3, chargeSz = 1}, -- PPI-26 flare = {default = 48, increment = 3, chargeSz = 1} }, chaff_flare_dispenser = { [1] = --right { dir = {0, 1, 0}, pos = {-5.7, 0.7, -0.4}, }, -- end of [1] [2] = --left { dir = {0, 1, 0}, pos = {-5.7, 0.7, 0.4}, }, -- end of [2] }, -- end of chaff_flare_dispenser Su-33 CMS -- Countermeasures passivCounterm = { CMDS_Edit = true, SingleChargeTotal = 48, --only has 16 blocks with 3x charges per block -- PPR-26 chaff = {default = 24, increment = 3, chargeSz = 1}, -- PPI-26 flare = {default = 24, increment = 3, chargeSz = 1} }, chaff_flare_dispenser = { [1] = --right { dir = {0, 1, 0}, pos = {-2.15, 0.7, -0.46}, }, -- end of [1] [2] = --left { dir = {0, 1, 0}, pos = {-2.15, 0.7, 0.46}, }, -- end of [2] }, -- end of chaff_flare_dispenser Network sync for animations. Values have to be ADDED to the `net_animation` tables within each plane's lua Su-27: 35, 36, 37,-- drag chute MiG-29A, MiG-29G, MiG-29S 35, 36, 37,-- drag chute Afterburner Effects: values have to be ADDED each plane's `engines_nozzles` table, for both engines for Su-27, Su-33, J-11A, Su-34 afterburner_effect_texture = "afterburner_J-11", **REQUIRES FOLLOWING TWO TEXTURES** afterburner_J-11.dds afterburner_J-11_circle.dds MiG-29A, MiG-29G, MiG-29S (JF-17 values) diameter = 1.1, -- AFB cone diameter exhaust_length_ab = 7.8, -- lenght in m exhaust_length_ab_K = 0.5, -- AB animation smokiness_level = 0.6, afterburner_circles_count = 8, afterburner_circles_pos = {0.15, 0.85}, afterburner_circles_scale = 1.0, afterburner_effect_texture = "afterburner_JF-17", F-15C (F-15E SE values) diameter = 1.076, exhaust_length_ab = 11.0, exhaust_length_ab_K = 0.76, afterburner_circles_count = 11, afterburner_circles_pos = {0.2, 0.8}, afterburner_circles_scale = 1.0, afterburner_effect_texture = "afterburner_f-16c", smokiness_level = 0.1,
  6. The Su-33s materials for the Tailnumbers are missing their Normalmap support Very noticable when making liveries, aswell as in various lighting conditions.
  7. That has nothing to do with DCS Modelviewer is a seperate application outside of DCS and I know very well to use, as I have been for the past few years. I am simply reporting the issue, so that ED is aware that it occaisonally fails to clear unused textures from memory. i was simply suggesting that ED could update MV to purge ALL unused textures after 5min or to simply do a full reload of all skin textures when hitting the "Reload Textures" button
  8. Hey there, i just ran into a new issue, The ModelViewer doesn't seem to clear RAM properly, I never had any performance problems, so it looks like this might be a new issue. Basically, I was showing a few liveries to a friend, and noticed something I wanted to look at on a few of my older liveries. I was clicking through a bunch of my flankers until it crashed, along with my discord. I restarted, thought maybe it just threw an exception in the log and had a seizure, so i began clicking through the list again, when it crashed my spotify, discord, and itself. I opened task manager to see my stats and noticed that MV puts all the textures into RAM, but doesnt clear them. I tried to just not open many skins, i went to the livery i use as a WIP skin and went to GIMP, and suddenly it crashed itself AND GIMP. After that i clicked through it again, and it looks like the MV DOES actually purge skins out of RAM, but not entirely. I racked it up to ~11GB of textures in RAM by clicking through again, after ~2min it purged about 2gb, now about 15min later it purged another GB of textures. It took about 1h for the RAM usage to go back to normal values Reloading the model, aswell as reloading the textures doesnt help. I would add a log, but as far as I know, the modelviewer doesnt actually produce a saved one like DCS does. Is it possible to make it so MV purges ALL unused textures after 5min OR fully reloads the skin textures when hitting the "Reload Textures" button? As right now its a problem, since it crashed OTHER apps, especially GIMP
  9. lmao no Its the same 3d model as the old one, just with a few minor changes. The liveries are compatible, but you have to slightly edit them. I would know as I have already ported the old liveries and posted it, https://www.digitalcombatsimulator.com/en/files/3346966/ only the nose and engines are majorly changed, and a piece on Ext01 has been moved to a more comfortable to use position. If you like, throw me a DM, i can help porting a skin to the new one.
  10. Yes we are aware, We are just giving you the feedback. Just try to make sure we get those features without having to load the Mission Editor, and youll have nobody complaining: I agree, lets hope this is not the case
  11. My thinking is that the DRM is checking for a lot of files within the game, as in ALL the modules, since almost everything in DCS is a module.
  12. DCS has a DRM that load via a DLL at start up Funny enough, its second DLL, with the first one being edsound.dll, which is how most people bypass stuff to mess with the game, as they just make the game load a dll before the DRM dll gets loaded afaik i think it could be implemented, i dont see why it wouldnt work, though idk how that all works in detail either
  13. as a suggestion/guide on what most creators are asking for, here a small list of stuff we basically ask for: -Weather and Time Sliders -Generating Description.lua files -Ability to add stores to planes and select the livery for them (done through the "Scene tab" in MV) -FOV Tool -Ability to load multiple models at once -Viewing modes for: ->Diffuse ->Roughness ->Metallic ->Normals/DiffuseLight (normal filter has colors, diff light is greyscale) ->AO ->Cavity ->Self Illumination -Ability to load cockpits Used together with the next point: -ability to manipulate args This is mostly used by tutorial mission creators to trigger the next step of the tutorial after the correct switch has been flipped Livery Creators use it to extend the gear, move Control Surfaces, move engine nozzles, etc The one thing regarding the encryption that we would ask for, is to have the Livery folders, and the Texture folders de-encrypted, should encyption be implemented Everyone knows that it is extremely easy to rip textures out of a game, even if its all encrypted. The model is another story, but as for the Livery folders and Textures, it only punishes the Community, and doesnt change anything for people actually stealing assets. as for running it seperately, DCS doesnt really use much in the menu/encyclopedia, so i do believe that could be an option. Just as long as its not Mission editor. But the modelviewer is indeed is lighter, which is important for specifically heavy templates (tomcat, 8k hornets, my flanker temps) However, the modelviewer is also missing the entire anti piracy components, so i see why ED doesnt want to keep that. Overall, i think the main ask from the community in this regard is that Modelviewer doesnt get replaced or made obsolete, UNTIL it can can be replaced and/or gets added to the game with all its important functions. I personally would prefer if it simply becomes part of the game, maybe as a seperate menu called "Scene Viewer" or "Livery Creator" seperate from ME as Mission editor loads extra assets (like terrain textures for the map view) which can be too heavy.
  14. Yeah youre correct, that is not what i tried to say, I was thinking about it while moving horizontally
  15. its your true speed Airspeed usally gets displayed in either indicated or true Indicated is how fast the air is flowing past your plane and that can change depending on your altitude. Its useful for maneuvering and such. True is how fast you are actually moving. so at around 30000ft your Indicated vs True speed is something like 500I vs 800T, The reason for that is because the air at higher altitude is generally thinner, meaning when your plane is measuring how much air is flowing past your plane, it will pick up less air and think youre going slower. (its a bit more complicated, but that is enough to understand the concept) Most planes do have the ability to calculate the actual speed (which also is why mach is not bound to your altitude) NOW, the reason why the Su-27 is showing your airspeed in True is because youre in BVR mode. You dont need to know how fast the air is moving around you, since youre likely moving rather fast already, and you need to know what your actual speed is, as that is also important for a missile launch (it also plays into closure rate to your enemy and and and) When you go into Nav, Vertical Scan, HMD, or HUD BFM, or ground mode, it will change to Indicated speed (123I), as you need to know how well you can maneuver.
  16. I would be interested in helping Hit me up on discord, either through the link below, or just add me: @Wyvern613 Sent from my SM-N960F using Tapatalk
  17. It might not I dont have the steam version installed anymore, but a friend might. Ill let you know if i find something out Sent from my SM-N960F using Tapatalk
  18. did you install both the bin and the manifest?
  19. @uboatsdo you think you can take a look at this?? fix the alt view and maybe add sat view option
  20. Did you have fun playing oblivion? Haha xD Sent from my SM-N960F using Tapatalk
  21. If you use the taptalk app to use the forums on your phone, it adds that to your posts Same with my post: Sent from my SM-N960F using Tapatalk
  22. Afaik its up to the third party, and i believe they are not too interested
  23. I wonder if there also would be a possibility to have a "Sattelite" option
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