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Ghostrida9

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Everything posted by Ghostrida9

  1. Don't care about more Airfields, just fix the ground Detail on all allready existing airfield according to real life maps. Right now they all look extremely outdated. Maybe shops and gas stations in cities would be nice too. So it can more be called Sinai map, right now it's more fictional Sinai map. Sure we'll never get a ground detail that accurate like MSFS but i got my hopes up.
  2. Thank you, very busy right now with some other things in life but still working on models and stuff. The major problem as mentioned before is the mostly incorrect or missing ground Detail. That makes it pretty difficult. Not a fan of placing a relevant building somewhere in the grass.. Also the Height map on OVDA is wrong.. but anyway.. some of the many OVDA Airbase models based on real images/satellite.
  3. Don't know if this is mentioned @OnReTech but it seems the problem is only with the New F-15E Model, it's not placed correctly in the center inside the HAS, the HAS Model itself is correct, no problem with the F-15C. So it might be a bug of the New F-15E Module not Sinai map..
  4. I hope that you can add higher and more accurate ground textures, (based on real satellite images), to all airfields and clear all the small objects from the 'brighter' areas, as in real life, those areas are roads, buildings, or parking lots. Please remove all bushes, rocks, and grass from those areas. It would greatly assist modders like myself. If you can also add the missing roads to those spots, that would be even better, but it's not necessary in my opinion. @OnReTech Example:
  5. @Ebphoto Thank you, and yes i agree so far i think the Sinai map has potential, but still 85% of the Airfield buildings are wrong or missing. But i try to show with the project that its possible..and i hope that with a coming update many of the Ground textures will be fixed, regarding the small stuff like where concrete is, where grass is and so on. Fingers crossed it would make the whole work much easier. The "Chopper" areas are next. Added some missing "ground" (concrete spots) (I still hope that @OnReTech will do this), High mast light poles, buildings and "Tarmac Boxes", all based on bing maps and some pictures/youtube videos i could find about this area in real life.. All work in progress, as you can see some buildings don't have textures yet. #Telnof #Airbase #Chopper
  6. Thank you all for your patience. A lot has been happening in my life lately, and I had to divert my attention to other matters. However, I wanted to provide you with an update on Tel-Nof. I've temporarily halted work on Ovda Airbase due to an irritating obstacle positioned exactly where the shelters are located. Unfortunately, the scenery remove object tool doesn't currently allow me to remove it without affecting parts of the shelters, which is quite frustrating. I hope that @OnReTech will address this issue, along with some ground details overall for all airfields, and yes this obstructive "object" doesn't exist in real life anyway. As for a release date or specific plans @Ebphoto, I don't have any at the moment. I'm continuously working on this project, experimenting with various elements, and I may need assistance from the community or developers in the future. It's a one-man show on my end, with no team involved. Regarding Tel-Nof, there's a significantly oversized shelter where the 118th squadron "Night Riders" shelter should be located. Pictures explain themselfes. I've created the shelter so far with real life dimensions and some rare pictures i could find. The collision shell model is kinda "unique" so objects can be placed inside the Hangar, at least up to some point. All work in progress... #shelter #telnof #tel-nof #airbase #118th
  7. seems like i can answer it myself, i changed the AOA_take_off to 0.20 in the VNAO_T45 lua. I don't know if that does the trick but 2 ship KI Take Off from Tel-Nof AB went flawless this time..
  8. Hi, I've not checked all the 47 pages but is there a fix that the KI won't crash when taking off? This thing needs a 10km runway it seems.. i guess it's just a proper modification of a lua script.. One
  9. Basic question: is there a tool or software to open/edit clipmap files. Would love to start editing/replacing the Nevada map ground textures with much higher quality ones. I know it would be a long shot and alot of work but anyway, just asking. A Nevada 2.0 that comes at least a bit closer to nowadays graphics would be pretty nice. One
  10. working on Tel-Nof Tower.. the standard tower seems to be on every Airfield right now, seems like the tower is also placed at the wrong spot, at least on Ovda and Tel-Nof AB.. (I'm not looking into other Airbases at this moment, to bussy with Tel-Nof and Ovda) Tel-Nof Tower...work in progress #TelNof #tower #airbase
  11. @flybull yes, erasing stuff that is not there in real life, and much more individual buildings that are actually there in real life... so the bases will look much better and much more realistic. All airbases would need some work thats for sure. maybe 3 to 5MB of individual objects for each airbase and a couple more textures so the bases will loose that "abandom airfield" look. A big problem of all DCS maps so far..
  12. Textures, collision shells, parking lots added.. in game test... (Tel-Nof AB) #Telnof #airbase
  13. @OnReTech should create a model for the shelter you posted, it has 6 parking spots and it's also seen in the northern part of Tel-Nof AB, at least in reality. In DCS its a empty spot with 4 parking spots right now.. hope they fix all the airbases and airfields ground detail before they even think about to create missing airfields.
  14. Thanks, removing trees takes a few minutes with terrain removal tool @flybull. The hard work is to make this places look like accurate and active airbases. Yes i know @352ndOscar and thanks again. I'm working on the tower area (Tel-Nof AB), pictures explain themselfes. The most time consuming work is by far the creation of the ground model with some accurate ground textures (parking lots, access was etc). this could surely be done in a much faster and easier way with the terrain editing tool @OnReTech. I've also wrote them about this issue. I might should post it in the "Wish list" forum too. Next step should be to add accurate texture layers, adding the light poles and using the "scenery removal tool" again in DCS to replace this whole area. Adding "night textures" later..
  15. Sorry my mistake @SkateZilla i really thought you're one of ED employees. Anyway, back to the topic. I decided to simultaneously work on Tel-Nof and Ovda Airbase. I love the desert for one, and two, many buildings are kinda similar and just might vary in small details, size, or appearance. Sure, there are office-type buildings and stuff that are more unique, but I'll look into them step by step. It all takes time. The goal is to give every airbase or airfield a more real individual look like in real life. Right now, they all look very similar to me, regarding buildings and detail. On Ovda Airbase, the whole civilian part is yet missing too, also the tower is placed completely wrong @OnReTech. For now, I fixed one of the storage buildings and added the revetments that are everywhere on Ovda Airbase. All work in progress #Ovda
  16. Thx @flybull@Raisuli. My idea would be to enhance all airfields, it's a long shot and a lot of trial and error, and only with the help of OnReTech and ED this could become the first map with a much more realistic detail regarding airfields. I sayed it once i'll say it again, removing stuff that is not there in real life and adding stuff that is there. Most annonying right now for me is the small stuff (grass,stones, bushes) it makes my work much much more difficult, It would be a tremendous amount of help if ED @SkateZilla can add this small feature to the Scenery remove Object zone (Trigger Zone -> Remove small stuff, grass, stones, bushes..) I've allready requested this feature in the ME wish list ! Back to topic, i keep on working on the northern part of Tel-Nof.. the cars are from different mods. Sure it would've been easier if @OnReTechwould have added the road and parking lot allready.. but anyway. All WORK IN PROGRESS Proof that it's possible @OnReTech
  17. Hi Team of ED, please add the option to Erase grass, small stuff like stones and bushed to the "Scenery Remove Object zone" I need this for my ongoing project and i think many could use this feature without erasing grass from the whole map which is not an option One..
  18. There're 2 areas where they store the Drop Tanks at Tel Nof AB.. in DCS Standard so far we only have this "building" again... so i had to try around.. #airbase #telnof #F15E
  19. BIGGER UPDATE on the northern part of Tel Nof AB , added Light poles, Bushes, Walls, protection, another Bunker model, Ground protection, Guard booth you name it.. all work in progress...enjoy
  20. Working on missing buildings that should also replace wrong buildings based on real satellite images, a lot more variation is needed to make the bases look "up to date" and not abandoned. I hope that the access ways, missing concrete spots, and roads will be added. As stated before, grass, bushes, and stones would be completely removed from those spots. Good for performance, good for realism.
  21. I've created some stuff quickly and you can see what i mean by: removing all the stones, bushes, and grass from these areas in the second screens @OnReTech I could provide a picture where all the places are allready marked where to remove the grass, bushes and stones for the whole of Tel Nof AB. Like i said i would do it myself if i would have access.
  22. Thanks you all. A small update and test concerning a lesser-important area in the southern region of Tel Nof Air Base. Such areas exist in abundance across all airbases, regardless of the map. I believe it is possible to enhance these areas with more details to deepen the immersion and realism in DCS, without compromising performance. This could involve removing all the stones, bushes, and grass from these areas and instead add concrete, roads, or parking spots for vehicles. These additions would also benefit Combined Arms but also showcase the potential for achieving authentic levels of detail in airbases, airfields, and airports—key locations within DCS. Sadly I don't have access to the Terrain editing tool, i would do it myself with joy. One example: Reality and DCS:
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