-
Posts
530 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Everything posted by Morkva_55
-
После изучения новых edm моделей самолетов (F-15, Су-24) возник вопрос относительно техники создания анимации повреждений. Ранее для этого использовались "обертки" с созданием Visibility Track и назначением аргумента анимации. Теперь же используется какое-то подобие Blend material с соответствующей ч/б картой и анимацией смешивания материалов через Mix Amount с соответствующим аргументом. Прошу разработчиков поделиться информацией.
-
В параметрах материала в свитке [Maps] нужно убрать в ноль Reflection и Glossines. Параметры спекуляра, если нет соответствующих карт, задать как 30/40 для металла. В DCS 1.5 еще сменился способ рендера для материала Glass, появились более явные искажения по Френелю. Zei - я хотел обсудить несколько вопросов, касающихся твоих моделей (именно моделирования, а не получения/использования/распространения). Если возможно дай свой контакт Skype в ЛС.
-
Господа - у кого не пишет Shadow Play нажмите уже LAlt+Enter в игре... :music_whistling: Игра по-умолчанию работает в оконном режиме без рамок, данная комбинация принудительно отправляет ее в Full Screen.
-
Ok, I'm just finished my 19Gb+ download and got same error on DCS World 1.5 and Radeon. Looks like material error in model. Cockpit position also bugged... P.S. NGMODEL: The following exception was caught: Wrong order of texture channels. Update plugins.. A-7E model is obsolete to the new rendering engine, without the source 3D Max file I can't do anything, sorry. I checked our other "private mod" by compiling via latest EDM tool - all work perfectly.
-
I can't replicate this...
-
From inside? Can you make a screenshot?
-
Is there any bug report or sugestion for a new A-7E mod?
-
This mod designed to be installed via JSGME program. All you need is extract the contents of the archive into the _Mods folder. No other action is required. Check [%User Profile%/Saved Games/Dcs/Config/Input] folder and delete obsolete [A7ECorsair] folder if exist.
-
F-14A & MiG-31 Mod Questions
Morkva_55 replied to ruddy122's topic in Utility/Program Mods for DCS World
REMARK: You can use new missile R-37. It does its job even better than AIM-54. Check the loadout... -
IRL A-7E does not require any container for use AGM-88C or AGM-45 missiles. But we have to use it due the avionics of Su-25. So I decided to hide it, by using dummy model.
-
F-14A & MiG-31 Mod Questions
Morkva_55 replied to ruddy122's topic in Utility/Program Mods for DCS World
It's not a mistake in loadout. This was done intentionally. F-15 avionics can operate 11 pylons only. F-14 have 12 pylons. If you attempt to use all the pylons, you will get game crash at mission start as a result... -
Vechicles feel like they have no weight.
Morkva_55 replied to Vandal71's topic in DCS: Combined Arms
Yap. No drift at all IRL... ${1} Link: -
I apologize to everyone for the delay. I was very busy at work. I thought that it makes no sense to torment you in anticipation. So... DCS A-7E MOD version 2.0 Beta (Still in test process) :pilotfly: Both A-7E and A7E2 (SEAD) planes included. This mod IS NOT COMPATIBLE with the old mission due the new plane naming and declaraions. Download JSGME (80.8Mb) A-7E Pilot Manual (NAVAIR 01-45AAE-1 on Google Books) I would be grateful for your comments and advices.
-
Does anyone know how to declare the gun pod container? I could declare shells, gun and the gun pod container but can't get pod to shoot. --GPU-5A Gun Pod declaration -- GAU13_30_HE Shell declare_weapon({category = CAT_SHELLS, name = "GAU8_30_HE", user_name = _("GAU8_30_HE"), model_name = "tracer_bullet_A-10", mass = 0.360, -- Bullet mass round_mass = 0.700, -- Assembled shell cartridge_mass = 0.360, -- Empty shell explosive = 0.360, v0 = 950.0, Dv0 = 0.0060, Da0 = 0.0017, Da1 = 0.0, life_time = 31.0, caliber = 30, s = 0.0, j = 0.0, l = 0.0, charTime = 0, cx = {0.5,0.80,0.90,0.080,2.15}, k1 = 5.7e-09, tracer_off = 1.5, tracer_on = tracer_on_time, smoke_tail_life_time = 0.5, scale_tracer = 0, cartridge = 0, scale_smoke = barrel_smoke_level, smoke_opacity = barrel_smoke_opacity, name = "30mm HE", }) -- GAU13_30_AP Shell declare_weapon({category = CAT_SHELLS, name = "GAU8_30_AP", user_name = _("GAU8_30_AP"), model_name = "tracer_bullet_A-10", mass = 0.360, -- Bullet mass round_mass = 0.700, -- Assembled shell cartridge_mass = 0.083, -- Empty shell (+ link if links are stored as well) explosive = 0.0000, v0 = 1080.0, Dv0 = 0.0060, Da0 = 0.0017, Da1 = 0.0, life_time = 31.0, caliber = 31, s = 0.0, j = 0.0, l = 0.0, charTime = 0, cx = {0.5,0.80,0.90,0.080,2.15}, k1 = 5.7e-09, tracer_off = -100, tracer_on = tracer_on_time, smoke_tail_life_time = 0, scale_tracer = 0, cartridge = 0, scale_smoke = barrel_smoke_level, smoke_opacity = barrel_smoke_opacity, name = "30mm AP", }) function GAU_13 ( tbl ) tbl.category = CAT_GUN_MOUNT tbl.name = "GAU_13" tbl.display_name = "GAU_13" tbl.supply = { shells = {"GAU8_30_AP", "GAU8_30_HE"}, mixes = {{1,1,1,1,2}}, -- count = 353, } if tbl.mixes then tbl.supply.mixes = tbl.mixes tbl.mixes = nil end tbl.gun = { max_burst_length = 100, rates = {2400}, recoil_coeff = 0.5*1.3, barrels_count = 1, } if tbl.rates then tbl.gun.rates = tbl.rates tbl.rates = nil end tbl.ejector_pos = tbl.ejector_pos or {0.0, 0.05, 0.0} tbl.ejector_dir = tbl.ejector_dir or {0, -1, 0} tbl.supply_position = tbl.supply_position or {0, -0.3, -1.5} tbl.aft_gun_mount = false tbl.effective_fire_distance = 2200 tbl.drop_cartridge = 203 tbl.muzzle_pos = {0,0,0} -- all position from connector tbl.azimuth_initial = tbl.azimuth_initial or 0 tbl.elevation_initial = tbl.elevation_initial or 0 return declare_weapon(tbl) end local GPU_5A = { category = CAT_PODS } declare_weapon(GPU_5A) declare_loadout( { category = CAT_PODS, CLSID = "{GPU-5A}", Picture = "guv.png", displayName = _("GPU-5A Gun Pod"), attribute = {wsType_Weapon,wsType_GContainer,wsType_Cannon_Cont,WSTYPE_PLACEHOLDER}, wsTypeOfWeapon = {wsType_Weapon,wsType_Shell,wsType_Shell_A,[b][color=Red]----???----[/color][/b]}, Cx_pil = 0.0020, Count = 3, Weight = 841, shape_table_data = { { name = "GPU-5A"; file = "gpu-5a"; life = 1; fire = { 0, 1}; username = "GPU-5A"; index = WSTYPE_PLACEHOLDER; }, }, Elements = { { DrawArgs = { [1] = {1, 1}, [2] = {2, 1}, }, Position = {0, 0, 0}, ShapeName = "gpu-5a", }, }, } )
-
Refueling is only possible by specifying the WorldID of the existing aircraft... But in this case will be used flight model from that aircraft. In other words - it isn't worth the trouble. I am currently tweaking SFM flight model. In old mod version A-7E fly like an F-16. In new version: -Increased non inducted drag (real data). -Corrected thrust data curve (real data). -Increased air brake drag. -Reduced parameters of angular velocities and accelerations. -Reduced AOAdop. -Max MIL at 95% of thrust input. -AB detent at 99% of thrust input (at mach 0.0-0.2 only). -Take off from an aircraft carrier now impossible at the maximum/overweight load (19050 kg.) due to the impossibility that IRL. ... an so on...
-
Repaint of external cockpit textures.
-
Real one with its own fm and targeting data. Mk-82 AIR also available. BLU-107B MATRA Durandal (remodelled and rewrited). Just in case of field vulching...
-
New external lighting done! Due to the absence of connectors in the 3D model had to completely rewrite the code for binding light sources by XYZ coordinates. This is actually PITA process... Now all Spot, Omni and Strobe light sources in the right places and work as intended in two modes: Anticollision an NAV. VIDEO
-
Got Mk-82 Snakeye back to life. Targeting in CCRP & CCIP now work!
-
There will be two versions of the mod: Attack/Bomber with A-10A cockpit and SEAD/Bomber with Su-25T cockpit.
-
First one. ------------------------------------ Download link was removed intentionally. The new version of mod will be not compatible with older one, and you have to update yours missions as well. Now plane declared as A-7E in the mission editor. All new weapon got new CLSID also. Main data file clean up. All texture converted to dds and distributed to relevant archives. New weapon models: MK-81, MK-83, M-117, 330 Gal. Droptanks, AAR-45. New TER and MER loadouts: 2/4/6 both right/left wing configurations. To do: REALISTIC payloads. Mod in test now. It takes more time than previously anticipated. Download link will be available to the end of this week, approximately.
-
Yes, some kind of... It's actually Texas Instruments AN/AAR-45 LANA FLIR Pod. This model replace Mercury Pod for A-7E SEAD mod with Su-25T cockpit. Heavy loadout. 12*M-117 + 2*330 Gal. droptanks.
-
-
Ok, seems like it's time to revive this thread... I'm found some way to animate all the light sources in my model. It's a little "hackish" method but who cares... In DCS it is possible to create five COLLECTION of exterior lighting sourses: 1 = WOLALIGHT_STROBES ~~ Does not work for SFM planes in my case. 2 = WOLALIGHT_SPOTS 3 = WOLALIGHT_NAVLIGHTS 4 = WOLALIGHT_FORMATION_LIGHTS 5 = WOLALIGHT_TIPS_LIGHTS ~~ Does not work for SFM planes in my case. This COLLECTION includes declaration of LIGHT TYPES: spotlight stroblight omnilight argumentlight And we can setup up to five modes of lighting operations: 1. NO LIGHT at all. Shut off/Engage mode. 2. ANTICOLLISION lights ON - by setting to the light argument for taxing light [208] and put it in the WOLALIGHT_SPOTS Collection. Modes engaged by pressing [Alt+L] on the ground. 3. POSITION lights ON - by declaration WOLALIGHT_NAVLIGHTS collection with the different types of lighting sources. Modes engaged by pressing [Ctrl+L] on ground or in flight. 4. NAV/FORMATION lights ON - by declaration WOLALIGHT_FORMATION_LIGHTS collection with the different types of lighting sources. This mode engages automatically since you are take off and in the NAV avionics mode. This mode disangaged then you pressed keys 2-6 - ie go into combat mode. 5. POSITION and NAV lights ON or CHRISTMASS TREE mode - engaged then you are in flight, in NAV mode by pressing [Ctrl+L]. It can be used at landing approach or at start sequence. This is my Light_Data code with some comments. All declared light (strob/omni/spot/arg) works with no issues. lights_prototypes[F_16A] = { typename = "collection", lights = { --[[ Disabled / Does not work with SFM planes! [WOLALIGHT_STROBES] = { typename = "collection", lights = { -- Tail Anticollision Light {typename = "natostrobelight", connector = "Top_Tail_Strob_Light", argument = 193, period = 1.2, phase_shift = 0}, } }, --]] [WOLALIGHT_SPOTS] = {typename = "collection", -- Position lights controllable by [Alt+L] lights = { -- Landing Lights {typename = "spotlight", connector = "Landing_Spot", argument = 209, dir_correction = {elevation = math.rad(-2)}, }, -- Taxi Lights {typename = "spotlight", connector = "Taxi_Spot", argument = 208, dir_correction = {elevation = math.rad(3)}, }, } }, [WOLALIGHT_NAVLIGHTS] = {typename = "collection", -- Lights controllable by [Ctrl+L] lights = { {typename = "collection", lights = { {typename = "collection", lights = { -- Left Position Strobe Light (red) {typename = "omnilight", connector = "Left_Position_Light", color = {0.99, 0.11, 0.3}, argument = 190, }, -- Right Position Strobe Light (green) {typename = "omnilight", connector = "Right_Position_Light", color = {0, 0.894, 0.6}, argument = 191, }, -- Tail Position Light {typename = "omnilight", connector = "Tail_Position_Light", color = {1, 1, 1}, argument = 192}, }, }, {typename = "collection", lights = { -- Tail Anticollision Light (white) {typename = "natostrobelight", connector = "Tail_Strob_Light", color = {1.0, 1.0, 1.0}, argument_1 = 193, period = 1.2, phase_shift = 0, }, -- Left Tail Light (white) {typename = "omnilight", connector = "Left_Ident_Light", color = {1.0, 1.0, 1.0}, argument = 194}, -- Right Tail Light (white) {typename = "omnilight", connector = "Right_Ident_Light", color = {1.0, 1.0, 1.0}, argument = 195}, }, }, {typename = "collection", lights = { -- Left Tail Logo Floodlight {typename = "spotlight", connector = "Left_Ident_Spot", color = {1.0, 1.0, 1.0}, intensity_max = 3.0, angle_max = 0.8, argument = 194, }, -- Right Tail Logo Floodlight {typename = "spotlight", connector = "Right_Ident_Spot", color = {1.0, 1.0, 1.0}, intensity_max = 3.0, angle_max = 0.8, argument = 195, }, } }, {typename = "collection", lights = { -- Left Intake Position Light (red) {typename = "omnilight", connector = "Left_Intake_Position_Light", color = {0.99, 0.11, 0.3}, argument = 205, }, -- Right Intake Position Light (green) {typename = "omnilight", connector = "Right_Intake_Position_Light", color = {0, 0.894, 0.6}, argument = 206, }, }, }, } }, -- End of Position Lights Block }, }, [WOLALIGHT_FORMATION_LIGHTS] = {typename = "collection", -- Formation lights controllable by game engine [Nav Mode] lights = { {typename = "collection", lights = { -- Left Formation Light (red) {typename = "omnilight", connector = "Left_Formation_Light", color = {0.99, 0.11, 0.3}, argument = 200}, -- Right Formation Light (green) {typename = "omnilight", connector = "Right_Formation_Light", color = {0, 0.894, 0.6}, argument = 201}, {typename = "omnilight", connector = "Tail_Formation_Light", color = {1,1,1}, argument = 202}, }, }, {typename = "collection", lights = { -- Top Formation Light (white) {typename = "omnilight", connector = "Top_Formation_Light", color = {1.0, 1.0, 1.0}, }, {typename = "argumentlight", argument = 203}, -- Bottom Formation Light (white) {typename = "omnilight", connector = "Belly_Formation_Light", color = {1.0, 1.0, 1.0}, }, {typename = "argumentlight", argument = 204}, }, }, -- UARRSI light {typename = "argumentlight", position = {-0.753, 0.789, 0.0}, color = {1, 1, 1}, argument = 22}, } }, --[[ Disabled / Does not work with SFM planes! [WOLALIGHT_TIPS_LIGHTS ] = {typename = "collection", lights = { -- Left Tail Floodlight {typename = "spotlight", connector = "Left_Ident_Spot", color = {1.0, 1.0, 1.0}, angle_max = 0.75, argument = 211, }, -- Right Tail Floodlight {typename = "spotlight", connector = "Right_Ident_Spot", color = {1.0, 1.0, 1.0}, angle_max = 0.75, connector = "MAIN_SPOT_PTR_02", argument = 210, }, } }, --]] }, }
-
For F-15C Pilot ...DCS World\Bazar\World\Shapes\pilot_f15_00.edm ...DCS World\Bazar\Textures\f-15.zip Textures: pilot_f15_00_a.bmp.dds pilot_f15_00_b.bmp.dds pilot_f15_helmet.bmp.dds pilot_f15_patch_65a_sqdn.tga.dds pilot_f15_parachute.bmp.dds Material name: pilot_F15_00_body pilot_F15_00_helmet pilot_f15_parachute pilot_f15_patch livery = { {"pilot_F15_patch", 0 ,"f15_decol_empty",true}; {"pilot_F15_00_body", 0 ,"pilot_f15_00_a",true};