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Eight Ball

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Everything posted by Eight Ball

  1. Nope. ED called dibs on the UH-60. Good news is the flight model, 3d and 2d will be most likely be really good. Bad is news is it's probably half a decade away...
  2. Awesome liveries @crazyeddie, thank you! I will incorporate them in the next update. In the meantime, here is the link for those interested: CrazyEddie's Liveries for CAP Vehicles (drop in Saved Games\DCS\Liveries) The issue with MV and the EU log truck is odd but its UV is the same as the EU box truck.
  3. All his liveries are available here: https://my.hidrive.com/share/lwer0.o024#$/DCS_Skins
  4. @DishDoggieThis mod has always been standalone. I have removed any mention of upuaut's mod from the first post because it's seems to confuse people. I just tried it and it seems to work. Well, I had a CTD the first time but then it worked. Oh and Stratos pointed out to me a few weeks ago that you cannot hide the default pylons on AI helos anymore. So enjoy it while it lasts because sooner or later it's going to be broken for good.
  5. I tested these scenarios and those are just CA quirks, not specific to my vehicles. 1. Use the radio menu to briefly change the formation (I think the default is column so pick any other formation). This should get them moving, you can then switch back to the column formation. do note that they leave a relatively large interval between vehicles. You might also have to repeatedly asked them to "follow leader". 2. Another CA quirk. If the vehicle was given waypoints in the mission editor and you take direct control of it, it will wipe the waypoints. Autopilot wont work. If you occupy a tactical commander slot, give waypoints to vehicle and then take direct control of it, the waypoint will still show on the F10 map but the autopilot wont work. What you need to do is first take control of the vehicle and then give it waypoints. Now you can toggle the autopilot on and off No plans for women drivers. I know someone is working on a civilian "infantry" unit. I have forwarded your request. No ETA tho
  6. @Arrow11Glad you like it --------------------------------------------------- Available in the first post
  7. Short breakdown of the above video: No politics. Other than being interesting in and of itself I just thought it might be useful for mission designers, video makers, etc.
  8. I see, I'll make a alternate animation for the next update.
  9. It's odd because pretty much at the same time, Kate (ED's COO) was saying the opposite on discord: Looking at both comments I assume Kate uses "plan" in a more literal way. They want to do it but at the moment they don't have a well defined slot for it on their internal roadmap and wont dedicate resources to it until the engine is capable of supporting such a map.
  10. @Elphaba You can pause the animation with a trigger: @AvgeekJoe@Svelerdijk Sorry but I have already way too much on my plate with the civilian vehicles, the ships and some other projects I'm collaborating on. I do have a "Generation Kill" Humvee pack in the pipes but there's still a lot of work to be done. ------------------ The first wave of civilian vehicles is nearing completion. Still some polishing and cleaning up to do but it should be ready soon.
  11. Maybe if I were to find a decent free model. I have a lot on my plate already tho, so it wouldn't be a priority.
  12. Glad to see you on the forums @Massun92, I love your pack. Very much a must have for me at this point
  13. @ElphabaYes, I'm aware of that. Those vehicles have been fixed and are now part of my upcoming civilian vehicles pack. I wont update the ones already released individually because they use some shared textures with other vehicles and the lua or now integrated with the rest of the pack.
  14. Still WIP'ing the lightbars I couldn't find "one preset fits all" for day/night/low light but fortunately I can alter the brightness by modifying the beacons' relflector roughmet. So you will be able to select the appropriate brightness simply by selecting a livery.
  15. @hellion make sure the historical mode is turned off. The little clock icon on the bottom toolbar
  16. @RWC Thank you! Happy new year to you too! -------- Making progress with the lightbars. They are finally visible at a distance. Still a fair amount of tweaking to smoothen the transition between the LODs (right it's very obvious) but slowly getting there
  17. I meant animate a mesh, in Blender. I think the play animation function is for static object? ------------------ New generic bridge for the drivable ships
  18. As far as I'm aware you can't animate object in DCS. You animate bones to which you parent said objects.
  19. @Elphaba For the static objects on sinking ships it's a limitation of the sinking animation implementation. No way around it as far as I know. For the flashing lights it's how DCS works. For some reason when the vehicle is stopped the light "object" stops rotating eventhough if you look closely you can actually see the beacon itself is still rotating. The speed of the vehicle shouldn't impact the rotation speed of the beacons tho, it rotates the same wether the vehicle is moving at 1km/h or 100km/h. Just today I found a new way of adding lights to vehicles and I'm confident it should fix that issue as well as make the lights visible from futher away but I still need to test it.
  20. More drivable ships coming soon Even with some weapons, thanks to Currenthill
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