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Everything posted by -Rudel-
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reported Landing gear desync in multiplayer
-Rudel- replied to LtDevRupesh's topic in Bugs and Problems
There were no Desync issues during testing. This bug creped up after release. No way of telling at the very last moment of release. In any case...it has been reported many days ago. -
There's only so much I can do. The pilot sits high in the cockpit, but all the labels are on a 4K textures. Have you zoomed in with Num * to see them better?
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I'm currently working on adjusting PBR values on all black surfaces. Compare the auxiliary panel to the wall. null
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Not possible. ED needs to add that function in core. In the mean time, I'm still working on this. It's not a simple to setup, and it's a new feature for 3rd parties
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Tiny Tims scooting off through the propeller
-Rudel- replied to Bremspropeller's topic in Bugs and Problems
We know It's reported, and awaiting support from ED- 1 reply
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Not a bug
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You need to assign a key
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It's damaged, not really a bug. With that said, I've already submitted a possible fix by increasing the area life from 50 to 150. I don't know when it will be released in a patch yet.
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It's using the exact same textures as the external pilot. The IBL and ILV setting are still being tweeked
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The Corsair is not using EDs new damage model system. It is still in testing. Once ED are happy with their result, jets will get it....afterwards, 3rd parties
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Cannot fire HVAR & Tiny Tim rockets in Training Missions
-Rudel- replied to GeoS72's topic in Bugs and Problems
@Reflected -
At the moment, this is intended, to prevent the animation of the flap rods from breaking. DCS does not use Inverse Kinmatic Solvers for complex animations. So we have temporarily did this, until we can find a solution that allows the animation to look correct without breaking it.
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Not any time soon, sorry. I did provide clean and dirty versions with and without markings in the liveries' folder to use as a base though
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The FOV was actually larger before closed open beta. We were told to adjust the view so the pilot body's neck area could not be easily seen.
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Except for the new boots and head/face......You'd be surprised that the artist that made that pilot is the one that made the F-14 pilots.....ohhhhhh almost back in 2014/15ish Definitely outdated, but there might be updates, if time and money allow
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"default" textures are 4K "default 2K" are resized smaller from 4K "default 2K albedo and roughmet only" is the same as above, but the normals are still 4K for a crisper look in lighting "default 2K albedo only" is the same as "default 2K, but normals and roughmets are 4K for a more crisper look in lighting
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No aerodynamics? Cannot interact with environment
-Rudel- replied to GTFreeFlyer's topic in Bugs and Problems
The autopilot is not suppose to be in the release. It was used for dev purposes -
Programming maybe, but considering the -4 has a floorboard and boxy panels, I personally think it wouldn't take as long from the art side.
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White illuminating parts in the cockpit - how?
-Rudel- replied to loscsaba86's topic in 3D Model and Cockpit
I suspect Rodz88 using a custom cockpit livery.....however, he is also using the reshade program that could be brightening up emission type textures. His pinned comment shows which mod he is using. -
When we were Leatherneck Simulations with Cobra: The Viggen started with the Swedish team Master Arms, and we recruited the entire team. The F-14 was also in development under us, along with a planned Iwo Jima map, assets and F4U-1D. Cobra didn't leave because we had too much work or put strain on us. That's a private matter any ways. Novak and Roland provided programming help for the Viggen, while their main focus was the F-14. Me & Cobra were tackling all three aircraft. in various parts.
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Beczl Studios was practically a community mod, that Eagle Dynamics invited to be a 3rd Party for, as grounds for testing the adaptability of the SDK, and future partnerships. During the Kickstarter days, it was just two people. Laszlo and Novak. Eventually, Rolandero, Cobra and I joined the team, and the rest is history. Much of the cockpit 3D is in its original FC2 form. Cobra remade the textures and updated a few objects such as the seat belts, some knobs, etc. I remade the external textures, and remade the entire airframe with only the landing gear, and engine turkey feathers in its original FC2 form. Eventually the ASP and windscreen in the cockpit too. Laszlo now writes books about Soviet weaponry and even created some 3D models available on turbosquid. https://www.turbosquid.com/Search/Artists/beczl Some people in the community are still around today: