Jump to content

Eight Ball

Members
  • Posts

    2375
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by Eight Ball

  1. Thanks! It's possible using the same method. Way above my skill level right now. I'd like to make some gear for a SAR/Medevac version tho. No, unfortunately I have to make a different model for the M134. It's next on the to do list I think it's possible in theory but it's going to look ugly with the ammo boxes feeding the miniguns because I assume they are part of the same 3d model.
  2. edit: see first post
  3. Almost done This should be doable too, I'll look into it
  4. Yes, the doorgunners are unaffected. I'm going to polish it a lil bit more and it'll be ready
  5. DOWNLOAD Installation: 1. Place the "UH-1H Attachments" folder in "C:\Users\%username%\Saved Games\DCS.openbeta\Mods\tech" or "C:\Users\%username%\Saved Games\DCS\Mods\tech" depending on which version of DCS you are using 2. Place the "UH-1H.lua" in "C:\Users\%username%\Saved Games\DCS.openbeta\MissionEditor\UnitPayloads" (Make a backup of the original file, it contains all your custom payloads for the UH-1H). 3. (optional) place the liveries in C:\Users\%username%\Saved Games\DCS.openbeta\Liveries\uh-1h (2 liveries allowing you to dynamically add or remove the default pylons. See this video for how to use: https://www.youtube.com/watch?v=nchMOhnO45g Usage: - The attachments must be loaded in the mission editor, unfortunately they will not show up in the ingame rearming menu. - You can add a serie of custom args at the end of a livery description.lua to open/close the doors or remove/add the default pylons. in this example, both cargo doors will be open and the default pylons will not show up. custom_args = { [43] = 1.0, -- Left Cargo Door: 0 = Closed / 1 = Open [44] = 1.0, -- Right Cargo Door: 0 = Closed / 1 = Open [1000] = 1.0, -- Default Pylons: 0 = On / 1 = Off } Note: the AI will close their doors at mission start. As far as I know this is hardcoded. If you want the AIs to fly with their doors open you should place an enenmy unit near the spawn point and tweak the ROE accordingly. Alternatively, you can also use the 000 Pylons OFF livery to remove the default pylons once the mission has started: - There are grey variants of the M60, M134 and Rockets pylons. In order to use them you have to add this to the livery description.lua: {"m134_pylons", DIFFUSE, "m134_pylons_grey_diff", true}; -- miniguns pylons {"rocket_pylons", DIFFUSE, "rocket_pylons_grey_diff", true}; -- rockets pylons {"Material.005", DIFFUSE, "pylons_grey", true}; -- M60 pylons {"Material.004", DIFFUSE, "pylons_grey", true}; -- M60 pylons - There is a multicam variant for the modern infantry, edit the livery description.lua and add this: {"Topmat.001", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Topmat.002", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Topmat.003", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Topmat.004", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Bottommat.001", DIFFUSE, "us_modern_bottom_multicam_diff", true}; {"Bottommat.002", DIFFUSE, "us_modern_bottom_multicam_diff", true}; {"Bottommat.003", DIFFUSE, "us_modern_bottom_multicam_diff", true}; {"Bottommat.004", DIFFUSE, "us_modern_bottom_multicam_diff", true}; example with a generic description.lua, adding the custom args, grey pylons and multicam infantry: livery = { {"civ_uh1_main_dam", 0, "uh1", false}; {"civ_uh1_tail_dam", 0, "uh1_tail", false}; {"civ_uh1_main", 0, "uh1", false}; {"civ_uh1_tail", 0, "uh1_tail", false}; {"uh1_main_dam", 0, "uh1", false}; {"uh1_tail_dam", 0, "uh1_tail", false}; {"uh1_main", 0, "uh1", false}; {"uh1_tail", 0, "uh1_tail", false}; {"uh1_cov", 0, "uh1_cover", false}; --entries for the UH-1H Attachments Mod below: {"m134_pylons", DIFFUSE, "m134_pylons_grey_diff", true}; -- miniguns pylons {"rocket_pylons", DIFFUSE, "rocket_pylons_grey_diff", true}; -- rockets pylons {"Material.005", DIFFUSE, "pylons_grey", true}; -- M60 pylons {"Material.004", DIFFUSE, "pylons_grey", true}; -- M60 pylons {"Topmat.001", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Topmat.002", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Topmat.003", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Topmat.004", DIFFUSE, "us_modern_top_multicam_diff", true}; {"Bottommat.001", DIFFUSE, "us_modern_bottom_multicam_diff", true}; {"Bottommat.002", DIFFUSE, "us_modern_bottom_multicam_diff", true}; {"Bottommat.003", DIFFUSE, "us_modern_bottom_multicam_diff", true}; {"Bottommat.004", DIFFUSE, "us_modern_bottom_multicam_diff", true}; } custom_args = { [43] = 1.0, -- Left Cargo Door: 0 = Closed / 1 = Open [44] = 1.0, -- Right Cargo Door: 0 = Closed / 1 = Open [1000] = 1.0, -- Default Pylons: 0 = On / 1 = Off } Special thanks to Tobi for the blender edm exporter aswell as Upuaut, Grajo and Rato65
  6. Thank you! Hopefully one of these days I get around finishing it ---
  7. Place the liveries (for any aircraft) in C:\Users\%username%\Saved Games\DCS\Liveries in this case: C:\Users\Sim\Saved Games\DCS\Liveries\uh-1h Create both the "liveries" and "uh-1h" folders if necessary
  8. v6.5 is out: https://www.mediafire.com/file/zlomy27s47edtix/Hercules_ver_6.5.zip/file
  9. Hi Didier, Maybe this mod might help, check this post in particular:
  10. Gorgeous livery leethy! Any reason why you've used .png instead of .dds for the diffuse?
  11. (the following applies to both community mods and DLC assets packs) DCS sets out to cover more than 70 years of warfare, it's ludicrous to expect ED to flesh out all these eras with air, ground and naval units, free of charge. No matter how vehemently a part of this community is opposed to assets packs and feel entitled to get them at no cost, there isn't a reality in which refusing to buy a product gets you said product for free. But in the long run the current system will benefit neither the anti assets packs nor the pro assets packs. The first group is locked out of a serie of servers and SP missions/campaigns because they dont own a DLC while the 2nd group has less content to enjoy because server admins/mission designers are concerned about accessibility. I discovered yesterday that the Aerobatic Online folks were running a modded server which doesn't require you to have any mods installed in order to join. The missing mods are replaced with placeholders models. Right now there are some limitations but if such a system could be expanded and become the norm, both for assets packs and mods, it seems to me everybody would win.
  12. The Australian Bushranger didn't have flex miniguns tho, they were fixed forward firing. What we have in DCS is a bit of a frankenstein system. see page 5: https://www.radschool.org.au/Books/Bushranger2.pdf
  13. It looks like the folks from the Aerobatic Online servers have found a workaround. I joined their modded server this afternoon and the mods you dont have are replaced with placeholders: I assume there are some limitations right now, since the Su-27 isnt really the closest thing to a MB-339 but this might be something ED could look into. Enabling a config file for modders or server admin to define which placeholder to use for missing mods (or...assets pack?) allowing anyone to join any server.
  14. F2 is a floating cam, F4 is "attached" to the aircraft. Like a gopro if you wish
  15. I mean, I know there're still there but you have to be ridiculously close to the crew to enjoy them. Even just sitting on the cat is too far to see the highest LODS. I understand the need for optimization but this is a really weird decision. AFAIK there isnt a single other unit in DCS that suffer from such a drastic lods reduction. It's also curious you've decided to nuke the deck crew lods, which are right under our nose, but the seamen one's which sits in the bubble or the island remain unchanged How it used to be: How it is now:
  16. Never get tired of the F-14's rear end
  17. If you're talking about the F4 view (in which case it's Right Ctrl + Right Shift + Numpad), It works only with planes and helos. You must be spawned in an aircraft in order to use it tho, it wont work if you're in spectator role
×
×
  • Create New...