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Night Owl

ED Beta Testers
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About Night Owl

  • Birthday 08/15/1991

Personal Information

  • Flight Simulators
    DCS
  • Location
    Switzerland
  • Interests
    Historically realistic missions, especially ww2
  • Occupation
    Mission developer behind the 4YA Project Overlord missions, skin maker
  • Website
    projectoverlord.co.uk

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  1. Not completely sure if it's comprised in your list, but a massive advantage of the MV for creating complex and high quality liveries is also the ability to view single channels and raidly switch between them. Only with such a functionality can you in my view create optimal roughmets and normals.
  2. As everyone who has previously made complex liveries will agree, making a high quality livery without access to the model viewer is practically unfeasible, since it would take much more time and effort and would necessarily end up with a worse result. While I can understand the need for filr encryption and that it may take a while to implement a decent solution, I cannot comprehend the decision to launch a livery competition at this state, despite the issue not having been resolved yet and despite the previous claims that a solution was been searched. Since I would anyways not have participated in this competition, the best thing I can do to support this valiant protest is to remove my liveries from the user files. This a few of us livery creators have done today, as a temporary measure while we wait for a satisfactory solution. Players can of course continue to access said liveries through the discord link. I do hope that the strong community reaction today helps in showing ED management the importance of finding a solution.
  3. Thanks for the explanation. Yes indeed, it should be self-evident that roughmets, normals etc. are needed aswell.
  4. It was my understanding that with provided template, description lua and an adapted model viewer it would work. Is that not the case?
  5. I don't think you need to be too worried for the longer term future. From a programming point of view it would be very easy to make a model viewer that reads encrypted files. I am quite confident they will make one
  6. The thing is you really need a 1 to 1 model for livery making, down to the position of each rivet. I don't see another option than to make the model viewer work with the encrypted edm files. Or simply keep things like they were for 15 years, working fine without encrypted models.
  7. I also have to agree with the absolute need for a module viewer to make liveries. Making liveries without a model viewer may work for the kind of simple standard liveries composed of simple colour shapes, but not at all for higher quality, more work-intensive liveries. I'd also add that given the rather poor quality or diversity of many of the default liveries, the work of community skinners is paramount to the DCS experience.
  8. So neither of the belts we have in DCS is accurate for the time period. CM is probably more historical than HE
  9. Hey @Reflected here you have an excerpt of the German weapons handbook (Dienstvorschrift). Dated June 1944 nullFor a 190 in the West, you would thus have: For the 20 mm: - 1x Minengeschoss (HE) - 1x Incendiary tracer (HEI-T) - 1x Armour piercing incendiary (API) For the MG131: - 1x HEI-T - 1x AP-T or API-T For the MK 108: - 1x HE - 1x HEI-T
  10. The issue is reported internally at ED
  11. @Rex There is a pretty good online ressource for the German airfields in France here https://www.ww2.dk Most of the airfields which are on the German side of the map were not used at all in summer 1944. The only ones we have on the map which were used as primary air bases with air units stationned there are: Guyancourt Villacoublay Saint-Andre Evreux Cormeilles Creil Beauvais Lonrai Of the others, some were used as forward rearming and refueling, or emergency landing fields, but not before end of June 44. Carpiquet, Lessay, Goulet, Tricqueville, Bernay, Feecamp, and many others were not used at all in 44.
  12. You can use custom kneeboards. It just won't be a dynamic map that's linked to your home base, like the default map.
  13. You can call net.get_player_list also from the mission scripting environment, if it fails (I assume it would) you would know that the mission runs in single player. That could be a way to easily determine
  14. You can just set the slots to client, even if used as single player, and it will give you the desired event. By selecting player you define that there is just one player which spawns at exactly mission start, so any birth event is pointless. But in general you can't expect to have the same scripts work both in single player and multiplayer. Several things work differently in multiplayer
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