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Agg

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Everything posted by Agg

  1. I have to agree with Aeroscout, the model seems a bit off. This is meant as constructive critizism, so dont take it the wrong way, but the first thing that strikes me is that the tail section of the aicraft is off, the engine nozzles should be at more of an angle than they are, the part of the tail that's between the engines nozzles and the tail seems to be a bit to thin. As some have pointed out earlier the nose is a bit off, and the "plates" (dont know what they are called) infront of the air intakes are a bit out of shape. And lastly the whole model seems to be more low poly than the one that's allready in the game. Dont be discouraged though, I would say that there are quite a few things to fix on the model, but if you fix these problems I think it could be pretty damn sweet ;) Oh yeah, and one more thing, dont use photos as referance for modeling! They are allmost never dead on, so your model will allways look a bit off because you are building it off of a photo taken at a slight angle. Well, anyway, good luck with the Phantom, looking forward to seeing the finished product.
  2. Ah, that worked, thanks mate :) I thought it had to be a .cdds, and couldnt figure out how to get those to work.
  3. Maybe I should have specified it a bit better, I've built up a nice little test model in 3ds Max, exported it as a .lom-file and imported it into Lock-On, works like a charm, the model shows up just as it is supposed to. But I dont know where to put the textures for my model to make them show up in game, do I have to edit any .cfgs, or is it just a matter of placing them in the right folder?
  4. Okay, so I have been messing around with ED's tools for the last couple of days, and I have no problem getting the model into the game, but I cant seem to figure out how to get the textures to show up in game. So if someone could give me a quick step by step set of instructions on how to do it I would be ever greatfull. Im sure this has been answered earlier, but I couldnt find anything relevant when I searched the forums...
  5. There allready is a great Chinook model in DCS, so no need to make another one ;)
  6. Agg

    Aerosofts F-16 help

    Do you mean clean as in without payload? If so then there is nothing wrong with your installation, there is only supposed to be three clean aircraft (the dutch demo bird, the belgian demo bird and the Thunderbird). If you want to fly a clean F-16 with another paint simply use the Thunderbird model and replace the model of the aircraft you want to fly (remeber to change the aircraft.cfg file as well).
  7. There's no problem landing on them either, you just have to make sure that you dont roll off the edge :P
  8. There isnt really alot of deserts in the Caucasus region, so no, there's no deserts in BS...
  9. Acctually I think it would be best if we left the flyables to ED, the community could focus on making models for det different AI-units, after all, I dont think anyone wants DCS to end up like a combat version of FS with hundreds of half-assed flyable aircraft.
  10. Well, I would say that it's basically beacause the tools have'nt been released yet...
  11. Haha, let me rephrase that, Im no A-10 fan, but I have accepted that it's the next in line :P
  12. How about letting the community decide what the next DCS module would be? Ok, so the next one is Warthog, that's fine and dandy, but as far as I know, there has'nt been made a decision as to which aircraft will follow the A-10. Why not let the community decide? ED could make a poll with the possible candidates, we know there has been done work on the F-16, the Apache and the Hind, so let's say that we could vote for one of the three, and the one that got the most votes would be the next module (after Warthog of course). And just to stay on topic, being Norwegian, and having grown up right next door to one of the RNoAF's "Main Air Stations", I'll allways have a special place in my heart for the F-16, and I'm really hoping to see it in DCS "soon" (even if its just the C-model, and not the MLU).
  13. Yes. of course vectored thrust is real, the F-35 on the other hand, does not have vectored thrust... HAWX could be a fun little game, not realistic, but one might be able to get a couple of hours of entertainment out of it.
  14. Looks decent, but I've never been a big fan of the guys making money off of FS addons, I mean 50 bucks for an addon... Come on, that's basically the same price a full game...
  15. I dont know if it has been mentioned before, but I want birds... Not only would it add to the feeling that you are flying around in a living, breating world, but it would also add a whole new element to low level flying, getting a bird smashed throught the windscreen at 2-300 km\h probably isnt a positive experience :P
  16. Great work Rick, is the afterburner a part of the model?
  17. Nice start on your model, but like GGTharos says, you are kind of trying to reinvent the wheel with this one... There is allready a pretty sweet Apache in DCS.
  18. Ah, great thread, I've had exactly the same problem, and turns out I forgot to turn on the engine anti-ice systems, will try that later :)
  19. Who doesnt? ;) I mean, the only reason that Falcon 4 is still around is simply that the F-16 isnt flyable in Lock-On\DCS :P
  20. Acctually the only thing I want is a flyable F-16, and some nice vapor effects... The fact that Im not able to fly an F-16 in Lock-On\DCS is the only reason that I still have Open Falcon installed. Im not saying that Open Falcon isnt great, it is, but its built around a ten year old game for god's sake, and its really starting to show...
  21. I really liked this mod, great job guys, the only thing bugging me is the fact that the afterburner effects dont line up with the nozzles, is there a way to fix that?
  22. Is it possible in the russian version as well?
  23. Ah, my bad then, I thought this was a thread about things you wanted ED to add in DCS:BS, which seemed a tad late.
  24. I have'nt seen the source code for DCS:BS so I can't really say that its alot of job, it might be very easy to add new features, or it may be a real pain in the ass. But fact of the matter is that making software is alot of back and forth, and adding something at a late stage in the production that you did'nt plan for might very well screw up something you've allready added, so you'll have to go back and fix that, and then that will screw up something else and so forth, see my point? But as I said earlier, I have'nt seen the source code for DCS:BS so I dont know if adding new features is easy or hard, but still I would think that at this point in time they are not going to add anything. We are allready in august and if they are going to get the game out this year it should allready be closed to finished. With that said I agree with alot of the things that you would like to see added, and as far as I can see alot of them will be in the game. Oh, and just to stay on topic, I would like to see improved vapor effects, not just wingtip vortices as we got in Lock-On. Flanker 2 had great vapor effects though.
  25. I dont want to burst your bubble Dr. Mitsos, but if they are going to release DCS:BS this year I dont think they have time to add alot of new features...
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