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Everything posted by SkateZilla
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sorry, typos from typing quick.,
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Controls Visibility of the Groups: Arg0027: Upper tail, Arg1000: Flaps, Arg1001: Nose Upper, Arg1002: Tail Upper, Arg1003: Rear Fuselage Side and Gear Doors, Arg1004: Forward Fuselage Small, Arg1005: Vertical Tail Large This is no 1006 Arg in the Model. Setting all to 1.0 remove's all Borts, Same with Entering Bort 000 then backspacing the 000's off as space empty number is set to the blank texture slot of the number texture.
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honestly, Notepad++, Use Find/replace in files, Enter old Material name, Then new material name, set filter to description.lua, Set Liveries path,(Coremods Hornet Livery Folder or external livery folder if used) Click replace all Do it for the material names for the borts 1 at a time, but replacing in all the files with one click. Done.
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There should be the .exe and the newtonsoftjson.dll they need to be in the same folder. Post the entire Error prompt contents so I can see which file is causing the problem. If you want to wipe the settings file, Start Run %APPDATA%, Go Back from Roaming, then to Local, Skate Zilla Simulations (Might be Skate Zilla Graphics) Delete that folder, re-launch. But until I know what file it's trying to overwrite that's locked I cant really offer any instruction.
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The Sneak pass is used by both USAF Thunderbirds and the USN Blue Angels, Further, they also use the Sneak Pass w/ the F-35 Twice in Naval Airshows. F-35C Team Travels w/ Legacy Flight Team now. 2x F-35Cs Take off, 1 Does Legacy Flight w/ Super Hornet and another (usually F4U), the other flies around out of view. As Legacy Flight does it's last Break in front of crowd, The 2nd F-35C Does a Low Level Sneak Pass from the Left. F-4U and Super Hornet both land, and F-35C Demo Continues w/ F-35C #1 doing the Demo passes, As F-35C #1 Does it's Final Photo Pass or Tactical Pitch (Depending on Weather / time), F-35C Does a reverse High Speed Pass from the Opposite Direction. 3 hr 28 Minute Mark of Video Below. Both F-35s Execute the Carrier Break Pass together and land. The Blue Angels Execute at least 3 Sneak passes in the new routine. The USN Fleet Demonstration used to have 4 Sneak Passes, but since the Legacy Hornets have been removed, the Super Usually does all the roles and usually there's either an E-2x or MH60 Participating, but they removed most of the sneak passes. Seeing as the USAF Pilots I know (about 35+ of them), all know what BMS, DCS, and FS2020 Are. they were prolly dumbfounded that a civilian walked up to them and told them he flies a block 50, to them it's borderline stolen valor, as they likely thought you were trying to impersonate a pilot.
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AM uses SFM, which is a different argument. which has already been mentioned above.
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Honestly, All the First Modules need 3D Model Facelifts, F-86F, MIG-15, UH-1H, MI8, and F-5E. The F-5E is already getting a revamp of sorts, but the others all need it as well.
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App has been in testing for a bit now, But I still have a bit of cleaning up to do, as well as work out deployment options. Initially I said Q1 was the goal, that Goal was set before I incurred a hand injury that limited productivity for the good part of 6 weeks. Some Testers may post preview content before then.
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argbased visibility animation - omni lights
SkateZilla replied to BS_Fighter's topic in 3D Modeling for DCS World
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Use arg of loadout object on Pylon
SkateZilla replied to Tanuki44's topic in How To Mod for DCS World
-- External Pylon Data Pylons = { -- PYLON EXAMPLE -- Pylon(ID, TYPE, Y,Z,X Coords, pylon(1, 0, -2.209,0.02 , -6.78, {use_full_connector_position = true, arg= 308, arg_value = 1.0}, --{use the connector = true/false, Animation Argument #, Default Animation Key Frame / Value { { CLSID = "{6CEB49FC-DED8-4DED-B053-E1F033FF72D3}", connector = "Pylon1", arg_value = 1.0}, --{ CLSID = "{CLSID-FOR-YOUR-WEAPON}", The Assigned Connector Name = "ConnectorName", The Assigned Animation Key Frame / Value] } ), --End Of Pylon Example -
Please Attach the .log file for the App, But I'm pretty sure you moved the app and didn't move the required NewtonsoftJson.dll file with it. Aircraft are added after they are released, anything released after the last build date hasnt been added, this version is the most up to date version until the new re-built version is released.
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You dont have to revert builds to run ST, just run the ST EXE, If the mod doesnt work even with the ST Exe, then it's not a MT Problem, but a Mod Compatibility problem.
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it's relevant globally, You can Run them chips at 8,000MHz DDR5, But it don't mean squat if the CAS Latency is at 20 CL, Meaning the Ram is only Accessed every 20 Clock Cycles... You can likely take that Same DDR5-6000 CL38 Stick Drop it to 6000Mhz CL30 and get significantly better performance. ie: Latency time (ns) = CL x [1000 ÷ (CLOCK CYCLES)] ≒ Delay in NS So : Latency time (ns) = 30 x [1000 ÷ (6000 ÷ 2)] ≒ 9.99 ns Latency time (ns) = 38 x [1000 ÷ (6000 ÷ 2)] ≒ 12.66 ns
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Not to even mention the glue residue being left behind from the tape gunking everything up even more... The plate was genius.
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I'm Well Aware of the Specs and System Requirements for DCS, I've been testing DCS and Modding DCS for over a decade. Recommended DCS VR Req. 16GB of SYSTEM RAM & Discrete 1080+. This Assumes all 16 GB of System Ram is available and you have another 10+ GB of VRAM. The PS5 does Not have that, it has a Single Shared Pool of 16GB, and the larger the mission, the more Memory the System will want, the less the GPU will have, and the GPU will want more for the Larger VR Frame Buffer. Simply Put, the PS5 cannot handle DCS.
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You Prolly knew my Father, who was in VF-101 from 1988 to 1995, he was an AE1, worked on Tomcats before retiring after 20 yrs. Still got my VF-101 T-Shirt from the early 90s...
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I'll Break this down Politely. 1. the GPU is Equivalent of a RX6600M Overclocked, That GPU would Run DCS at the Lowest settings 1080p w/ no MSAA (But it would look horrible when compared to other Games on PS5, Ace Combat, WT, etc etc), Don't even think about VR. 2. the Console Utilizes 16GB GDDR6 Total Memory, Shared between the CPU and GPU. When's the last time you tried to run DCS on anything less than 16GB of Ram, because out of that 16GB, the system would likely only get 4GB, DCS would have a stroke w/ only 4GB to Pool, Even 8 GB would be problematic, assuming the system will allow an 8GB Split for System and GPU Pipeline. 3. PS5's OS Doesn't run MSVC Libraries nor DirectX, DCS's Libraries are written and compiled on Microsoft Visual C, which is not part of PS/OS DCS's Graphics are written on DirectX11_0, which is not part of PS/OS Nor does the Custom Oberon GPU Block (CXD90044GB) Support DirectX at All. 4. The GPU Performance is Overstated, as most Reviews try to pass it off as a RTX2080 level performance, please tell me how rDNA2 can match an RTX2080 at 1/3 the TDP, The Specs have it in line w/ the RX6600M, there's no way an RX6600M can match a RTX2080, zilch. At that's assuming your PS5 is New (November 2022 Revision), Running the Oberon PLUS APU w/ the increased GPU Power, and not the old Oberon APU. 5. 9 Gb/sec is also an exaggeration, the PCIe4 M.2 in the PS5 Gets 5.5 Gb/sec Sequential. I've done repairs and teardowns of dozens of PS5s, and a few of the new ones w/ the Oberon Plus APU, I'm well aware of the hardware capabilities. So to Summarize Not.... Going... To... Happen..
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The Console Version of MSFS Has Lower Limits, just ask India Fox Techo, how much they had to remove from their F-35 due to those limits. DCS Was never meant to appeal to console players, Point Blank. Trying to use MSFS or WarThunder as a comparative example doesn't work.