Jump to content

Homelander

Members
  • Posts

    235
  • Joined

  • Last visited

Everything posted by Homelander

  1. Dear @NineLine, Based on the current state of negotiations, on a scale from 0* (completely unrealistic) to 10 (absolutely certain), how likely do you think it is that the F-15E SE will be further developed by RB? Thank you in advance. Cheers Homelander aka. F-15E SE fanboy *
  2. You made my day. I've been wondering all this time why no updates to the Blender plugin have been uploaded since October 7, 2024.
  3. F/A-18C Hornet | Fictional Japanese JASDF 60th Anniversary Livery Fictional Japanese JASDF 60th Anniversary (Black Panthers) 8th Tactical Fighter Squadron (F-2A / F-16) Livery for the F/A-18C Hornet The RoughMet and Normal Maps have been adjusted or completely recreated. Special Features: 8K textures (jet) Custom helmet design and oxygen mask (HMD, NVG, and default) Custom pilot patches Custom tires Custom CMS dispenser Custom pylons and rails Custom metal meshes Custom anti-slip coating Custom covers and ladder TGP pods (AN/AWW-13, AN/AAQ-28 Litening and AN/ASQ-228 ATFLIR) Custom fuel tanks And many more exciting graphic details to discover! https://www.digitalcombatsimulator.com/en/files/3342619/
  4. In den kommenden Tagen werde ich euch mit Liveries und 3D-Modellen versorgen, dass euch die Ohren schlackern ! Hier ist mein Thread: Meine Uploads: https://www.digitalcombatsimulator.com/en/files/filter/user-is-Homelander/apply/ Natürlich gibt es keine unsauberen Übergänge zwischen den Bauteilen, wie man sie in manchen Liveries findet. UPDATE: 22.12.2024: neuer Anstrich "F/A-18C Hornet | Fictional Japanese JASDF 60th Anniversary Livery" online.
      • 2
      • Like
  5. Homelander and Space Mutt Industries proudly present to you my liveries and 3D models (to follow later). Ka-50 Black Shark 3 | Fictional Japanese JASDF Livery Fictional Japanese JASDF Livery for the DCS KA-50 Black Shark 3 The RoughMet and Normal Maps have been adjusted or completely recreated. Special Features: • Custom pilot uniform and helmet design • Custom tires • Custom rotor • Custom fuel tanks • Custom IR deflectors • All weapon pods have been color-matched to perfectly complement the aircraft's livery. Special attention was given to achieving seamless transitions between the individual UV islands. The graphics may not be redistributed and/or modified without my explicit permission https://www.digitalcombatsimulator.com/en/files/3342615/ Ka-50 Black Shark 3 | Fictional Israeli IDF Livery Fictional Israeli IDF Livery for the DCS KA-50 Black Shark 3 The RoughMet and Normal Maps have been adjusted or completely recreated. Special Features: • Custom pilot uniform and helmet design • Custom tires • Custom rotor • Custom fuel tanks • Custom IR deflectors • All weapon pods have been color-matched to perfectly complement the aircraft's livery. Special attention was given to achieving seamless transitions between the individual UV islands. The graphics may not be redistributed and/or modified without my explicit permission Cheers Homelander https://www.digitalcombatsimulator.com/en/files/3342616/
  6. Dear Community, Every time I export a 3D model from Blender [currently: Blender 4.2.1 LTS] using the official Blender plugin from ED [currently: edm_tools_blender_plugin-241504.zip], I encounter the following issues: The Roughmet texture is not listed under textures in the model viewer. The textures in the model viewer are simply scaled down. Normally, the main texture (excluding glass surfaces) has a resolution of 4096 x 4096. When I check the mapping box, the UV map does not appear. In the model viewer, mipmaps are scaled down, causing the UV map to no longer align with the texture, resulting in red edges (red is used for visualization). Section of the uv-map in blender: In my graphics software, I have extended the borders by 8 pixels around the UV seams to allow for enough tolerance. Seam margin of 8 Pixel (vector graphics program): When I zoom out on my model in Blender, no red edges are visible, meaning the UV map and textures match. The exact same issue occurs with all other 3D models I’ve exported from Blender. Screenshot Blender 3D viewport (Render): I suspect an error with the export plugin. Can anyone explain why these errors are occurring? Thank you in advance. Cheers Homelander
  7. Have you tried this option in the EDM plugin tab? This is the latest version of the plugin: edm_tools_blender_plugin-240105.zip https://files.eagle.ru/mods/edm_blender_plugins/
  8. Problem Solved The crashes were due to the BLENDER_EEVEE_NEXT render. Since I had checked the "Import settings" box when installing the latest version of Blender, incompatible settings from Blender 4.0 were imported. These settings ultimately led to the crashes. The latest Eagle Dynamics plugin now works with the most recent version of Blender (4.2.1 LTS).
  9. @tobi Do you know of a way to create LODs in Blender, aside from exporting multiple models and referencing them in a .lua file? PS: Are you planning to implement the LOD export in your plugin?
  10. @tobi and @mkel2010 As I mentioned in the first post, this is the official Eagle Dynamics plugin for Blender, which you can download here: https://files.eagle.ru/mods/edm_blender_plugins/ --- Tobi's plugin works flawlessly with Blender 3.6! Unfortunately, this plugin does not support LODs, so I decided to try the official plugin from ED. --- Download the official plugin and give it a try. In the zip file, you'll find a manual (located in the "manual" folder) as well as pre-made 3D models (located in the "Learning_Demo" folder), which come with animations, lighting, and more.
  11. Problem solved Every time I attempt to export a 3D model using the Eagle Dynamics EDM plugin, Blender crashes. I have tested this with plugin versions "edm_tools_blender_plugin-239340.zip" and "edm_tools_blender_plugin-239341.zip" on Blender versions 3.6, 4.0, and 4.2. Additionally, attempting to export models from the Learning_Demo folder also results in Blender crashing. Blender does not show me any error messages and no crash reports are generated. OS: Windows 10 64-Bit.
  12. In the short term you can make this work with lua editing presets, also be advised alot of the new fuze settings arent working right for mk 80 LD bombs. I have updated the Lua code, described the changes, and linked the new .lua file in the post below. Enjoy! https://forum.dcs.world/topic/351882-the-fuze-option-for-multiple-bombs-per-rack-is-not-available/#comment-5463362 Maybe someone from Eagle Dynamics will take a look at it and it will be released with the next patch.
  13. Hello Harrier fans I have adapted the file AV8BNA_Weapons.lua in the path "...DCS World OpenBeta\CoreMods\aircraft\AV8BNA\Weapons" so that you can now also use the FUZE settings for racks with multiple bombs. I only tested it in single player. I have made the following changes, which are listed below. The code to be adapted can be found between lines 501 to 580 This part has been replaced by this customized part (blue text) : Old part: bombs_data = { ["MK-81"] = {name = "Mk-81", mass = 260.0*lb_to_kg, wsType = {4, 5, 9, 30}, Cx = 0.000130, picture = "mk82.png"}, ["MK-82"] = {name = "Mk-82", mass = 510.0*lb_to_kg, wsType = {4, 5, 9, 31}, Cx = 0.000160, picture = "mk82.png"}, ["MK-82_Snakeye"] = {name = "Mk-82 Snakeye", mass = 550.0*lb_to_kg, wsType = {4, 5, 9, 79}, Cx = 0.000186, picture = "mk82AIR.png"}, ["MK-82AIR"] = {name = "Mk-82 AIR", mass = 544.0*lb_to_kg, wsType = {4, 5, 9, 75}, Cx = 0.000186, picture = "mk82AIR.png"}, ["ROCKEYE"] = {name = "Mk-20 Rockeye", mass = 505.0*lb_to_kg, wsType = {4, 5, 38, 45}, Cx = 0.000265, picture = "Mk20.png"}, ["CBU-99"] = {name = "CBU-99", mass = 505.0*lb_to_kg, wsType = {4, 5, 38, 302}, Cx = 0.000265, picture = "Mk20.png"}, ["MK-83"] = {name = "Mk-83", mass = 985.0*lb_to_kg, wsType = {4, 5, 9, 32}, Cx = 0.000225, picture = "mk83.png"}, ["GBU-12"] = {name = "GBU-12", mass = 612.0*lb_to_kg, wsType = {4, 5, 36, 38}, Cx = 0.000365, picture = "GBU12.png"}, ["GBU-16"] = {name = "GBU-16", mass = 1092.0*lb_to_kg, wsType = {4, 5, 36, 39}, Cx = 0.000410, picture = "GBU16.png"}, ["GBU-38"] = {name = "GBU-38", mass = 564.0*lb_to_kg, wsType = {4, 5, 36, 86}, Cx = 0.000350, picture = "GBU38.png"}, ["GBU-54"] = {name = "GBU-54(V)1/B", mass = 558.0*lb_to_kg, wsType = "weapons.bombs.GBU_54_V_1B", Cx = 0.000350, picture = "GBU54.png"}, } New part: bombs_data = { ["MK-81"] = {name = "Mk-81", mass = 260.0*lb_to_kg, wsType = {4, 5, 9, 30}, Cx = 0.000130, picture = "mk82.png" , settings = Get_Combined_GUISettings_Preset("MDRN_B_A_GPLD") }, ["MK-82"] = {name = "Mk-82", mass = 510.0*lb_to_kg, wsType = {4, 5, 9, 31}, Cx = 0.000160, picture = "mk82.png" , settings = Get_Combined_GUISettings_Preset("MDRN_B_A_GPLD") }, ["MK-82_Snakeye"] = {name = "Mk-82 Snakeye", mass = 550.0*lb_to_kg, wsType = {4, 5, 9, 79}, Cx = 0.000186, picture = "mk82AIR.png" , settings = Get_Combined_GUISettings_Preset("MDRN_B_A_GPHD") }, ["MK-82AIR"] = {name = "Mk-82 AIR", mass = 544.0*lb_to_kg, wsType = {4, 5, 9, 75}, Cx = 0.000186, picture = "mk82AIR.png" , settings = Get_Combined_GUISettings_Preset("MDRN_B_A_GPHD") }, ["ROCKEYE"] = {name = "Mk-20 Rockeye", mass = 505.0*lb_to_kg, wsType = {4, 5, 38, 45}, Cx = 0.000265, picture = "Mk20.png" , settings = Get_Fuze_GUISettings_Preset("MDRN_CC_A_Mk20") }, ["CBU-99"] = {name = "CBU-99", mass = 505.0*lb_to_kg, wsType = {4, 5, 38, 302}, Cx = 0.000265, picture = "Mk20.png" , settings = Get_Fuze_GUISettings_Preset("MDRN_CC_A_Mk20") }, ["MK-83"] = {name = "Mk-83", mass = 985.0*lb_to_kg, wsType = {4, 5, 9, 32}, Cx = 0.000225, picture = "mk83.png" , settings = Get_Combined_GUISettings_Preset("MDRN_B_A_GPLD") }, ["GBU-12"] = {name = "GBU-12", mass = 612.0*lb_to_kg, wsType = {4, 5, 36, 38}, Cx = 0.000365, picture = "GBU12.png" , settings = Get_Combined_GUISettings_Preset("Paveway_II") }, ["GBU-16"] = {name = "GBU-16", mass = 1092.0*lb_to_kg, wsType = {4, 5, 36, 39}, Cx = 0.000410, picture = "GBU16.png" , settings = Get_Combined_GUISettings_Preset("Paveway_II") }, ["GBU-38"] = {name = "GBU-38", mass = 564.0*lb_to_kg, wsType = {4, 5, 36, 86}, Cx = 0.000350, picture = "GBU38.png" , settings = Get_Combined_GUISettings_Preset("MDRN_B_A_PGM_TWINWELL") }, ["GBU-54"] = {name = "GBU-54(V)1/B", mass = 558.0*lb_to_kg, wsType = "weapons.bombs.GBU_54_V_1B", Cx = 0.000350, picture = "GBU54.png" , settings = Get_Fuze_GUISettings_Preset("MDRN_B_A_PGM_TAILONLY") }, } I have made the following additions to this section (red text) : local function bru_42_3x_bombs(element, clsid) local bomb_variant = bombs_data[element] or bombs_data["MK-82"] local num_weapons = 3 local data = { category = CAT_BOMBS, CLSID = clsid, Picture = bomb_variant.picture, wsTypeOfWeapon = bomb_variant.wsType, displayName = _(num_weapons.." "..bomb_variant.name), attribute = {wsType_Weapon,wsType_Bomb,wsType_Container,WSTYPE_PLACEHOLDER}, Cx_pil = bru_42_cx + num_weapons * bomb_variant.Cx, Count = num_weapons, Weight = bru_42_mass + num_weapons * bomb_variant.mass, Weight_Empty = bru_42_mass, Elements = bru_42_ls(element), settings = bomb_variant.settings } declare_loadout(data) end local function bru_42_2x_bombs(element, clsid, left) local bomb_variant = bombs_data[element] or bombs_data["MK-82"] local num_weapons = 2 local _side = " *\\*" if left then _side = " */*" end local data = { category = CAT_BOMBS, CLSID = clsid, Picture = bomb_variant.picture, wsTypeOfWeapon = bomb_variant.wsType, displayName = _(num_weapons.." "..bomb_variant.name .. _side), attribute = {wsType_Weapon,wsType_Bomb,wsType_Container,WSTYPE_PLACEHOLDER}, Cx_pil = bru_42_cx + num_weapons * bomb_variant.Cx, Count = num_weapons, Weight = bru_42_mass + num_weapons * bomb_variant.mass, Weight_Empty = bru_42_mass, Elements = bru_42_ls_2(element,left), settings = bomb_variant.settings } declare_loadout(data) end local function bru_42_2x_side_bombs(element, clsid, left) local bomb_variant = bombs_data[element] or bombs_data["MK-82"] local num_weapons = 2 local data = { category = CAT_BOMBS, CLSID = clsid, Picture = bomb_variant.picture, wsTypeOfWeapon = bomb_variant.wsType, displayName = _(num_weapons.." "..bomb_variant.name .. " *-*"), attribute = {wsType_Weapon,wsType_Bomb,wsType_Container,WSTYPE_PLACEHOLDER}, Cx_pil = bru_42_cx + num_weapons * bomb_variant.Cx, Count = num_weapons, Weight = bru_42_mass + num_weapons * bomb_variant.mass, Weight_Empty = bru_42_mass, Elements = bru_42_si_2(element, left), settings = bomb_variant.settings } declare_loadout(data) end Greetings Homelander AV8BNA_Weapons.lua
  14. A Razbam module that does not support FUZE settings has nothing to do with this thread? Quite a bold claim you're making here. As a customer, it is important to me whether a completed module can be adjusted by ED or if only Razbam can correctly implement the FUZE settings.
  15. Can Eagle Dynamics customize the AV-8B Harrier module to use the FUZE settings on racks with multiple bombs? Here is the link to the bug report I've created in the forum:
  16. Hi Folks If you use multiple bombs on one rack, the FUZEs cannot be adjusted (Mission Editor). Thank you in advance. Cheers Homelander
  17. Witty and factual commentary on your part.
  18. At 50°C outside temperature, George can't keep the Apache in a hover without armament. I don't know if it's just the temperature or the George AI. Here is a track file: helo temp.trk
  19. @Floyd1212 The Apache sinks right at the start of the mission. The airspeed is set to 0. Take a look at the track. PS: If the Apache is armed, then even as a pilot I can't keep it in the air at all.
  20. @NineLine, @BIGNEWY I would even pay another $50 if the F-15 SE is further developed by ED. Could EA possibly conduct a survey to find out who is willing to pay extra to finish developing the jet with all the announced features?
  21. Neither the AG nor AA radar works for me. Has Razbam also implemented a self-destruct button? I hope that the F-15 SE does not end up on the scrap heap. That would be a shame. If all the announced features are implemented, it will be one of the most versatile jets in DCS.
  22. I'm not really familiar with the flight characteristics of helicopters. But what I don't understand is that George can't keep an Apache hovering at 50°C without armament. However, with a Ka-50, this poses no problem, even when fully armed. Here is a trackfile. helo temp.trk
  23. The temperature has a very large influence on the AH-64D in DCS. Setting the temperature to 50°C causes the Apache to crash like a wet sack. Is this intentional? I don't know. @BIGNEWY Do you know more about this?
  24. Use the long ALQ-184 for the CFT Mod, which is then invisible. The normal ALQ-184 and ALQ-131 will still be visible. ...CFT Mod 3.1.4\_SwapScripts
×
×
  • Create New...