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waterman

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Everything posted by waterman

  1. Hi Hawkeye60 It would be nice if the args and special coding was available to trusted Modders i think it would make life easier for all and not making us feel like hackers of some kind. Usually first answer to a problem is dissable all mods - i think prevention is better than cure the frantic forum posts i have seen reinstalls and computer rebuilds - just provide clear arg details and update them please. Its like an update magic roundabout when things are broken and the same issues are repeated. I have the Krupp K5 Leopold Rail Gun as a Railway wagon and also as a Tank as you know and several nice Railway items i have created for Normandy 2 . I have stopped posting any updates to progress are on hold at present. My trains are on the correct track height and DCS trains are sunk into the tracks so any attempt to create a mixed train looks stupid. If DCS update the Rolling stock rail position height for all Locomotives wagons and carraiges for each Map that would be fantastic.
  2. " German Railgun Krupp K5 Leopold " " British Trains - Steam Locomotives - Wagons and Coaches " " Trains that actually run on top of the rails in Normandy 2 " Very Funny how everyone has not noticed the Normandy 2 Trains are sunk into the ground. I had to go solo and fix it i built my own rolling stock. Best thing i ever did.
  3. maybe a texture .dds file name is not correct so it does not match whats in the .edm file try loading model into model viewer and it should show missing texture names - check spelling ? cheers steve
  4. Hi Eight Ball 

    I just updated the stop train.miz  an old version was attached sorry.

    I am doing lots of experiments with DCS trains.

    Your Assets Pack is Awesome.

    Do you have the long flat wagon with the T90 tanks on as an empty wagon ?

    Would be awesome if it was available for trips to resupply depots etc.

    Maybe you could send it to me ?

    Please check out my post in your Assets pack topic about trains theres some interesting stuff .

    thanks

    waterman

     

     

     

     

     

     

    stop train demo.miz

     

    start stop start train.trk

  5. Hi cfrag ***Yes that is what im trying to do*** If you can make that happen that will be great thanks.
  6. Hi cfrag The trains are cloning good now thanks ! I am stuck maybe you might have a simple fix ? " I am trying to spawn a random train with a delayed start and then have it despawn after 200 seconds." I can make it start right away and resporn after 200 seconds. I can make it start with a delay but then i can not work out how to make it despawn . thanks steve
  7. Hi - A strange thing happens when i try cloning a train using a cloner and then try to spawn it - the train always spawns as a tank not a train ?
  8. Downloaded they are Very Nice they look great thankyou !
  9. There are lots of things that need fixing but its a massive simulator and the real money comes in from new Aircraft and new Maps so i guess its hard to dedicate a lot of time on fixing existing problems on old Aircraft and old maps. I agree the flight model fixes are more important , the trains sinking into tracks is not a big issue i still enjoy the trains and you cannot see a problem while flying. Its a great simulator and provides heaps of creative fun. I was informed by cfrag that he had created a method that uses a script to do the ships removal after 5 minutes of fire and smoke its called - Not too shallow at all.miz cheers
  10. Hi cfrag Fantastic thankyou ! just ran the mission that works a treat well done Just a quick question - Do you have any idea how to change the height of the trains in Normandy 2 it looks like they are sunk down to their axles cheers steve
  11. Hi thanks for reply RafaPolit I have tried it using more than one hit and it does not work the ship seams to get locked into its animated sinking and wont deactivate. This works as a fun thing and is good for quick easy action scenes and maybe respawn small tugs etc in the harbour for target practice with no dead ships clutter build up. It only records a hit not a kill. It could have other uses too. It is instant fun give it a try ! cheers steve
  12. Hi - this subject was my first post on these forums and i get my head chewed off ! people have said that the undamaged killed ships sitting there look alive still as targets and guys try to kill them. I am just telling them the method i use to remove them. now they can do it if they want to. just a quick question - the trains on normandy 2 are running like half sunken ships down to their axles - is there a way to fix that ? Or is that correct in the real world ? thanks
  13. Hi The ships in shallow water that sink look like they are still active targets , maybe better if they are gone ! i have a method that works , it seams like the ship goes into a sink sequence when hit 1 time , so it must be deactivated on that shot , a combination of trigger zone and unit hits = 1 and explosion at the zone followed by group deactivate. It will create an explosion when first shot hits ship and then deactivate the group. I only just got back into DCS . Not a bad work around as the ship will be gone on the first hit then explosion and then deactivation and nothing to see here ! see the trk file i have attached - its Normandy 2 on open beta cheers steve ships in harbour wont sink.trk
  14. Hi The ships in shallow water that sink look like they are still active targets , maybe better if they are gone ! i have a method that works , it seams like the ship goes into a sink sequence when hit 1 time , so it must be deactivated on that shot , a combination of trigger zone and unit hits = 1 and explosion at the zone followed by group deactivate. It will create an explosion when first shot hits ship and then deactivate the group. I only just got back into DCS . Not a bad work around as the ship will be gone on the first hit then explosion and then deactivation and nothing to see here ! see the trk file i have attached - its Normandy 2 on open beta cheers steve ships in harbour wont sink.trk
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