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Everything posted by Ghostrida9
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Kindly ensure that the grass is significantly shorter on all airfield, its the return of the "plus knee high" killer grass which is far from beeing accurate. Might be nice for a horror movie but not a flight sim... it's at most just foot-high. And NO, turning the grass OFF is not an option.. THANX
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Gütersloh Airbase Project (Screenshots & resources)
Ghostrida9 replied to Ghostrida9's topic in DCS: Cold War Germany
Thanks @Manschy, @flanker1 Thanks, time will tell, it's all interesting but i try to do the whole base, and since 99% of the buildings is incorrect... you get my point, it takes aloooot of time. Small update, worked hard to get the correct brownish concrete bunker texture done in Photoshop -
Gütersloh Airbase Project (Screenshots & resources)
Ghostrida9 replied to Ghostrida9's topic in DCS: Cold War Germany
Yes @Manschy, i have a very busy and crazy life, sooner or later it will not work without a donation page seriously. its a tremendous effort to create all this... RAF Brüggen... nice... @Tengah it all depends, there's 80% undone of Gütersloh for now so... lets wait and see how people react, support and what UGRA Media does... again the Aircraft shelters are of no use right now since you can not use that parking spot nomore, they need to implement the shelter... or ED makes the KI "smarter". I have a personal connection to RAF Brüggen. Back then, some of my relatives lived just 35 kilometers (22 miles) from the Brüggen Airbase. The full story is too long to tell, but it came to a swift and sorrowful end. Yes, I was that little boy in the mid-90s, standing by the fence of RAF Brüggen with his bicycle and analog camera, watching the Tornados fly with awe, often until the very end of the day’s operations. A world that no longer exists. memeories long ago..I never went back. Anyway... Ugra created way way to many buildings around the gates, every Airbase has 1 Maingate and maybe a second gate that might open for some type of maneuvers/operations. (I had to laugh when i saw the eagle head on the western gate ) The rest are "Crash gates". I created one, nit detail, each gate might have its own number.. i think i found an easy way.. fences and guard booth are from older projects, then i finished the model for the "bunker" type building which is located in the western and southern shelter area, plus simple model for one of the office type buildings, more to follow... -
Gütersloh Airbase Project (Screenshots & resources)
Ghostrida9 replied to Ghostrida9's topic in DCS: Cold War Germany
Thanks alot, @zsoltfireman No the GR 7 will not be part of this project, i would need 20 years probably, happy enough that we got a Harrier allready in the sim, to many flyables allready anyway IMHO. More focus on landscape and all that please !!! Thanks for the Videos, i found some nice drone footage too, and nice work @Manschy will probably come back to you sooner or later. Again this all will take a lot of time. For Now, i think i found the right military RAF green building/concrete/plaster type texture i guess, and started to work on the buildings in the western shelter area.. -
Bought this map 2 days ago. First off, thank you for doing this, UGRA! I know I'm early with this, since a lot will hopefully be added or fixed, but anyway, here we go again... I decided to get back into modding as much as possible. I know I never really finished what I started back then, but I can say I learned a lot. This time it feels different, because it's Germany — I live here on the westide if germany, grew up here, and know many of the bases since I was a little kid in the early '90s. So there's a personal connection to it to some degree. (Even if LA is my second home.) This isn't meant to bash anyone, but I did pay $55 for this map, so yeah — while I don't expect much accurate cities or villages (it's not possible without satellite data or AI generating detailed roadmaps and building placements), I do at least expect the airbases to be accurate. Right now, RAF Gütersloh looks like a civilian airport, with 99% inaccurate buildings. Also, the shelters are wrong — too many colorful buildings and so on. It's fun to have a bike at all the main gates, but I'd prefer accuracy over little details like that. So, I decided to start this project. And yes, it will take time and resources — I'm on my own doing this. More about that later. This is just a start — models are not finished yet, it's all work in progress. The only thing that's finished right now is the shelter concrete texture. Sad thing already: the AI gets scared when you place something "over" their "heads" — jets automatically choose the next available ramp start spot to take off from, even though the shelters don't even have a collision shell yet. Choosing ground start is no option since the Harrier go full speed and just crash somewhere.. very buggy So the idea with Shelters is, to some degree, useless until one of the following happens: - UGRA Media adopts my hardened shelter model, - or they create their own, - or ED tweaks the AI so they're less "scared". (Also hoping the scenery remove object tool gets enhanced too.) enough talk for now... very early stages shots
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I hope that we don`t get knee high grass on airports/airbases again, and i hope that Orbx use accurate satellite images on airports and airbases with at least accurate placed vegetation and access ways to buildings. I know that they can not create every single building accurate and it will be some copy/paste stuff again but moders like me can at least create those missing buildings and replace inaccurate stuff with the scenery removal tool. All other DCS Maps failed miserably regarding all this issues, and i bought all of`em. Hope is up for Kola Map..
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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.
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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.
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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:
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@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
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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
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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..
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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
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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
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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
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Adding HAS parking spots for F15E/I in Hatzerim AFB
Ghostrida9 replied to Knight of the North's topic in Wishlist
@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.. -
Adding HAS parking spots for F15E/I in Hatzerim AFB
Ghostrida9 replied to Knight of the North's topic in Wishlist
@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. -
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..
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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
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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