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tribbin

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About tribbin

  • Birthday 01/29/1984

Personal Information

  • Flight Simulators
    DCS
  • Location
    Netherlands
  • Interests
    DCS
  • Occupation
    Reaping Phantoms
  • Website
    https://www.youtube.com/@PhantomReapingFagotSquad

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  1. Never mind; I got it working! You can overload any texture file that is part of the livery. It just happens to be that there are not yet any modded Fulcrum pilots in the DCS liveries. For anybody searching for the solution: Open the model that you want to mod in the modelviewer2. Regenerate LUA: Alt+Ctrl+Shift+G Read the LUA to see the names you need to map. Without this, I could not have found out that `Pilot_MIG29_Helmet_Visor` would be the name for `Pilot_MIG29_Glass`. name = "PRFS" --order = 0 livery = { -- Built-in mirror renderer {"MiG29_Cpt_mirror_L", 0, "mirrors0", true}; {"MiG29_Cpt_mirror_M", 0, "mirrors1", true}; {"MiG29_Cpt_mirror_R", 0, "mirrors2", true}; {"mig29a_ext01", 0, "mig29a_tex1_vvs", false}; {"mig29a_ext02", 0, "mig29a_tex2_vvs", false}; {"mig29a_ext03", 0, "mig29a_tex3_vvs", false}; {"mig29a_ext04", 0, "mig29a_tex4_vvs", false}; {"mig29a_ext05", 0, "mig29a_tex5_vvs", false}; {"mig29a_ext05_BN", 0, "mig29a_tex5_vvs", false}; {"mig29a_ext05_BN", DECAL, "mig29a_ext_bn1_vvs", false}; {"mig29a_ext06", 0, "mig29a_tex6_vvs", false}; {"mig29a_ext07", 0, "mig29a_tex7_vvs", false}; {"mig29a_ext08", 0, "mig29a_tex8_vvs", false}; -- Plastic {"mig29a_ext09", 0, "mig29a_ext09", false}; -- Pilot {"Pilot_MIG29_Helmet_Details", 0, "Pilot_MIG29_Helmet_Details", false}; {"Pilot_MIG29_Body", 0, "Pilot_MIG29_Body", false}; {"Pilot_MIG29_Helmet_Visor", 0, "Pilot_MIG29_Glass", false}; {"Pilot_MIG29_Helmet_Shell", 0, "Pilot_MIG29_Helmet_Shell", false}; }
  2. Apparently it is a MiG-29 Fulcrum specific problem, as I compared it to the Tomcat and that does allow me to change the pilot/helmet.
  3. For the MiG-29 Fulcrum, the pilot can only be customized as part of the cockpit(-view), so it is not customizable for external views. Other aircraft have the pilot/helmet/... as part of the aircraft livery so it can be customized. I made this (https://forum.dcs.world/topic/380055-support-for-full-liverypilotcockpit-mod-in-user-folder-without-breaking-pure-textures/ topic before I knew it was a MiG-29 Fulcrum specific problem.
  4. I mean, we can make our livery neon purple and not trigger pure textures. We can change the cockpit and pilot too, but not for outside perspective. The issue I made is about the inconsistencies in how you can and can not mod stuff.
  5. For us it is just for our squad members and our screenshots and video recordings. Other people will see the default grey liveries. https://www.youtube.com/@PhantomReapingFagotSquad
  6. e.g. In our squad we have all installed this skin. The livery can be installed in your user-folder and will be available as an additional livery, therefore not breaking pure skins and servers decide for themselves what they allow and don't allow, so on Enigma's/Heatblur's and other servers we can use it. For the MiG-29 Fulcrum It is even possible to change the pilot (e.g. change helmet) as an extra cockpit option (besides English/Russian/...) without breaking pure skins, but that will not be visible from outside the cockpit-view, e.g. when making recordings. So there are more skinnable aspects to the game in various directories with different rules. That should be much easier.
  7. Having custom skins for a squad is quite tedious and when fully implemented, every player even has to make changes to texture files that will break 'pure textures' so you can't play on multiplayer servers. It should not just change how you see yourself in the cockpit, but also how others (which have the same mod) see you, without changing core DCS files. Update: I have been able to package the livery and pilot clothing as a mod in the user folder. But regarding the pilot clothing for external views, there is no option to change it without breaking the texture check.
  8. Hmmm... seems like the modules (like my link) in the wrong category were removed? Didn't get any notification or explanation there.
  9. Yeah, it really looks like a random mapping was used from mig29a_tex1_vvs.dds around the wind shield.
  10. So the front-side of the canopy bow is using (seemingly random) textures that cross other visible parts. It picks up the white from textures at the nose (between the red and gray). Therefore it is impossible to get a clean look if you have a contrasting color there. https://www.digitalcombatsimulator.com/en/files/3347023/
  11. Works for me in VR. The 'hitbox' to click is a bit small though, especially as there are no other components around they could make it larger.
  12. People (like me) are uploading their user files under the same 'Unit' as the Flaming Cliffs version, making it impossible to filter on the compatible module. https://www.digitalcombatsimulator.com/en/files/3347023/
  13. Made a new topic, as this is a different issue than in the other RSBN-related topics. Both RSBN and PRMG work just fine for me, but automatically switching between the two does not work for me. I attached a video that shows that if I set it to auto, the glide slope thingy disappears. Even if I complete a full landing on auto, it never switches to the glide slope thingy. auto_does_not_work.mp4
  14. Cool, I have set it up for Gudauta (two-way) now and everything works. But when the switch in my previous screenshot is set to 'auto', it seems to never switch to landing-assist mode. If I flip the switch manually it does work, but the description in the cockpit says that it should switch over automatically. What are the conditions for the MiG-29 to switch over to landing mode? Update: just checked again. At some point the 'beacon' circle disappears, but only when I manually set it to landing mode, do I get the glide slope.
  15. You mean it has to be programmed for the group in the mission editor? But that does not seem to be available for dynamic spawns?
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