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Everything posted by waterman
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DML - Mission Creation Toolbox [no Lua required]
waterman replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hi Cfrag Thanks for the massive update I am just updating to your DML 2.0 files on my system. I noticed that on GitHub artilleryUI.lua used to have cfx infront as in cfxartilleryUI.lua. Also same for artilleryZones.lua , cargoManager.lua , cargoReceiver.lua. Just giving you a heads up in case it creates problems with people trying to find the correct lua files to include ? cheers steve -
The free german krupp k5 railgun is created by trolosqlfod https://sketchfab.com/3d-models/railway-gun-howitzer-73c19fe0cc4943948da076762682b4da I edited the 3d model a lot and animated it and got it up and running in DCS.
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cfrags Fantastic DML is super powerful - i used it to create random trains on a timetable around london in Normandy 2 ( well cfrag told me what to do ! ). Just a few boxes ( Lego Bricks ) that interact with each other and theres a simple railway sequence operating. 100 % recomend you learn the DML way of controlling things its fantastic. Also make sure you download the updates as cfrag is always working on the project. Thankyou for your wonderful work cfrag !
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Hi Slippa I still have all of the projects and thanks for your input and Eddie`s advise on the Krupp k5 German rail gun topic. I removed the topic as there are more important bunfights going on stuttering etc issues that i do not wish to add to. The issue is the DCS trains need to be adjusted to the the computer controlled route height in each map. Theres another option . British Railway Network is you only select trains - Locomotives - Wagons - and coaches that are the correct height but theres no british trains anyway . But if i release mine the next update may stuff them up ! The Krupp K5 German railgun is the exception as it pretends to be an on road Tank and has a limited dedicated track and turntable. The Krupp K5 railgun can also be pulled around on Enemy tracks so whats going to pull it at the correct height My british Locos No thats stupid ? The only solution is i build the Krupp Twin Diesels to the same track height to haul the Rail gun out of its tunnel or to a new location as part of a train on the other side of the English channel . Some food for thought is - the railgun has rotating wheels - the Twins have rotating wheels so they are good for MT as theres no valvegear or noticable spokes etc . However Steam Loco Valvegear and wheels do not animate in MT but are fine in ST.
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Thanks Strikehawk That will come in handy thanks - also the Enemy Ground Ai now shoot at trains and will kill them. We are now getting some good interaction with the trains i am getting excited again about DCS thanks ED.
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Hi Can you please have a look at the trains on the Normandy 2 map. They are sunk down to their axles looks like the track height routes are too low ? Maybe its easy or a big job to fix height on Map - however a simple fix is to duplicate the existing trains and set them higher in the 3d software then export the EDM files and rename with N2 in front of each item. I cannot do this for the DCS EDM files as they cannot be imported into Blender. I make my own DCS trains it works no problem its a simple fix to a very very bad look for the Simulator. thanks steve
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investigating Normandy 2.0 and multithreading performance issue
waterman replied to Midgard117's topic in Bugs & Problems
You can turn the Traffic off and then create a few of your own in the ME. Thats why i was developing my low poly British Trains. -
Also details are in this thread . Thankyou
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Thankyou
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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.
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" 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.
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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
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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
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DML - Mission Creation Toolbox [no Lua required]
waterman replied to cfrag's topic in Scripting Tips, Tricks & Issues
Fantastic thats it thanks. -
DML - Mission Creation Toolbox [no Lua required]
waterman replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hi cfrag ***Yes that is what im trying to do*** If you can make that happen that will be great thanks. -
DML - Mission Creation Toolbox [no Lua required]
waterman replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 -
DML - Mission Creation Toolbox [no Lua required]
waterman replied to cfrag's topic in Scripting Tips, Tricks & Issues
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 ? -
WWII Cargo and Transport Ships.
waterman replied to Hawkeye60's topic in Static/AI Mods for DCS World
Downloaded they are Very Nice they look great thankyou ! -
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
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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
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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
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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
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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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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