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DrummerNL

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Everything posted by DrummerNL

  1. Hey guys, I have made some buildings and helipads for DCS, the problem I have with them is that unlike the DCS buildings, they follow the slope of the terrain. This poses a problem for my helipads as they need to be completely horizontal. I know it can be done as, for example, you place the "supermarket" by ED from the static objects in the mission editor on a hill, and it will stay horizontal and not follow the slope of the terrain. Anyone who can help me out with this?
  2. I'm also breaking my head over this... I have made a billboard that I want to light up at night, much like the taxi sign posted above. I've tried pointing a spotlight at it in 3ds max but there are a few issues I have with that. First of all even though I select and set the spotlight to be rectangular in max, it becomes circular in DCS, showing a bright circle on the center of the billboard and not illuminating the rest of it, secondly by pointing the light at the billboard, the illusion of having the billboard itself as the light source is gone. Is there any way to fake this? Is self illumination a thing in DCS and how do fake lights work?
  3. No, the helicopters ops mission is a free mission, I found it in the UH-1 missions. I only have the UH-1 and the gazelle out of the flyable modules and the mission ran fine. Just completed it with the gazelle. You do not have to buy this mission nor need all of the helicopter modules.
  4. Make sure force feedback (ffb) is off in your settings.
  5. DrummerNL

    Bronze Star

    The ranking system is based on flight hours and is as following: Second Lieutenant: 0 First Lieutenant: 15 Captain: 30 Major: 60 Lieutenant Colonel: 120 Colonel: 240
  6. Finally got the collision to work, turns out the collision mesh has to be quite large to work. I fixed this by adding a few meters of collision mesh under ground level. Now everything works and I can start creating some more detailed models and textures. Thanks for all the help and suggestions!
  7. Thanks, so I've been doing it right the whole time but my model seems to be too small for the collision model to work... (I don't use DCS TOOL, I just had the same problem as Ghostrida with the collision.) You say you scaled the model 500%, I just tried that and now my collision works so thank you for that. It's just that I now have a huge helicopter trailer that is nowhere near the size of the real thing. Does this mean collision models don't work for small objects? The max file I sent you has the correct size, did you get the collision to work without scaling it 500%?
  8. Those green squares are helper dummies to create the LOD's. @SVKSniper, my models export with LOD's and, according to modelviewer, working collision shells. It's just that the game still lets me fly and drive right through the model. Today I tried to fire some rockets at my model and to my surprise the debriefing screen showed me that I somehow hit my static object. So I assume that can only mean that at least some part of my model is detecting weapon collision. Do I need to add special names or something else to make it register getting collisions from airplanes? And do I need to do anything special to make it so I can land a helicopter on my dolly/trailer without falling through it? Could it be the hierarchy in 3ds max that needs to be specific?
  9. @Ghostrida9, Today I switched to 3ds Max 2017 and was able to export my models without crashing while the user defined properties were applied directly to the mesh. I also get the collision mesh to show up in modelviewer now. Bad news is... the game seems to completely ignore the collision mesh. I can still drive / fly through the model and can not land a helicopter on it. I tried 2 ways; -Everything in one edm file. LODS and Collision = no collision in game. -Geometry in one edm file, collision in a separate edm file and made a custom .lods file where I assigned both edm files... = still no collision in game. It's driving me slightly crazy right now.. :(
  10. Ghostrida9, going through the same trouble as you, I found out what has been causing the crash when exporting. You need to use helper dummy's linked to your geometry in 3ds max and the user defined properties should be defined in those. I got my models to export again with the TYPE = "collision_shell"; property assigned. Bad news is that I can still fly right through my models so the collision doesn't work. We might be one step closer now though. Here's a link to a youtube video, although it's old, that explains using dummy helpers: Maybe someone here can tell me if there is a way for me to see in modelviewer wether the collision mesh has actually exported with the rest of the model? Does the collision mesh need a specific name and does it need a material map? Even better, if someone could tell me if there are any additional steps to get the collision to work? Thanks in advance!
  11. I get the same eroor / crash when I try to export the model with a collision shell. When you say "have the renderable mesh and collision mesh together when exporting." do I have to combine the 2 meshes in some way?
  12. Thanks but it's not the modeling i need help with, it's the exporter and the needed LUA scripting to get a static object to appear in the mission editor. A tutorial on that would be very useful.
  13. Hi SUNTSAG, I absolutely love your video's so far. I was hoping, instead of a mission editor video, you could make a tutorial on how to create static objects for DCS. It has been mentioned before on these forums, but even showing how to create and import a textured cube would help people on their way to start creating. Here's hoping you'd be interested in doing this. Cheers!
  14. I would also be very interested in a simple tutorial as described by Ghostrida9. Just show me how to import a textured cube to DCS. I'm aching to use my modeling skills for this sim but I just can't find a good, simple and up-to-date tutorial on adding static objects.
  15. Thanks for your reply Sanbato but I'm not talking about the co-pilot taking control of the helicopter but the Viviane camera system. In multicrew the co-pilot can no longer slew the targeting camera left and right, only up and down. This is in the M version and with the latest version of the open beta.
  16. Taking a break from flying the F-18 a friend and I booted up the good old Gazelle in multicrew. I was hosting and acting as pilot, friend was acting as mission commander / weapons officer. We noticed, even though all keybindings were correct and the "second stick" option was off, he could only slew the camera up and down, not left to right. Everything seemed to work fine for him in singleplayer though. Anyone else noticed this what I presume is a bug? Another thing I noticed was on the minigun version. I was flying, friend was behind the gun. He could move the gun but even though master arm was on, he could not fire.
  17. Hi, I've ordered the jetseat last night and read the above in your FAQ. Now I just recently copied my DCS open beta to a new SSD and I was wondering if someone could explain to me the steps to edit the registry so that the software will use the new DCS folder instead of the (still existing) original. Thanks in advance!
  18. The ranking system is based on flight hours and is as following: Second Lieutenant: 0 First Lieutenant: 15 Captain: 30 Major: 60 Lieutenant Colonel: 120 Colonel: 240
  19. Could be that you are experiencing what is called ground effect. Helisimmer.com explains it quite well in this article: https://www.helisimmer.com/articles/ground-effect/ Also note the very well written tutorials on all stages of helicopter flight on that site as well.
  20. Hi guys, I'm working on a mission where I want a radio message to be sent a minute after I fire my minigun on the gazelle. Is there any way to detect wether the gun has fired and set that as a condition for a trigger? To paint the picture of what I'm trying to achieve: The (multiplayer) mission is to aid a ship radioing to a coastal station that a number of skiff's are approaching him. Fearing they might be boarded, a gazelle is called in to scare off the potential pirates. At some point the gazelle crew gets permission to fire off warning shots in front of the moving skiffs using the minigun. Up to this moment I've got everything working as it should. After the warning shots have been fired off, I want to trigger a radio call, saying the warning shots have had no effect and requesting permission to use lethal force. (ogg file) Anyone here who can help me out with this?
  21. Awesome so far, I completely agree with the statements above though. It would be even better if the gun was decoupled from the "camera" for VR. Also I do sort of miss the ability for AI Gazelles to engage targets with the minigun. Other than that, outstanding work, I really like the unrestricted view in this version. :)
  22. I used to be able to play the campaign in co-op with a friend as gunner but for some reason, since 2.5 I can not seem to select any role in the role selection screen in multiplayer. Only have this problem with the Gazelle (multiplayer)campaign missions. Anyone else?
  23. Hey guys, I was hoping you could help me with this one. For a CSAR mission I'm trying to have the downed pilot transmit a morse code and have the Gazelle crew home in on the signal. For some reason I can not get the ADF needle to catch on to it though. Pilot is transmitting on 299Mhz AM, when I tune other radios to that frequency I actually hear the morse code. I just can't get the ADF to receive it. Any ideas? The needle never points to it. EDIT: Ok, stupid me, just found out it should me Khz instead of Mhz in order to receive...
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