

aussieboy
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[DCS: Huey] Create new skin
aussieboy replied to Mushu's topic in Utility/Program Mods for DCS World
For the main rotor file name uh_1_blade.tga.dds: Add the below entry to your description file. {"uh1_rotor_alfa", 0, "uh_1_blade.tga",false}; -
[DCS: Huey] Create new skin
aussieboy replied to Mushu's topic in Utility/Program Mods for DCS World
Wouldn't it be: True = it's in the textures .zip assigned in the graphics.lua False = it's in the description folder Why I say that, the UH-1 Army standard has only true entries in the description and no textures are in the liveries folder. Whilst the UH-1 Israel Army description has only one entry that is assigned as false and this corresponds to the only texture in the liveries folder. -
[DCS: Huey] Create new skin
aussieboy replied to Mushu's topic in Utility/Program Mods for DCS World
It's lives in DCS World\Bazar\Textures\uh-1.zip Also, I believe it should read true instead of false for the main textures? The _dam represents the damage texture not the main texture. True means it's visible when the game loads. {"uh1_main_dam", 0, "uh1_cf.bmp", true}; {"uh1_tail_dam", 0, "uh1_cf_tail.bmp", true}; Below is a screen pointing to the tail rotor -
Flyable Helicopters Mod, DCSW 1.2.2
aussieboy replied to sammy's topic in Utility/Program Mods for DCS World
Saludos Stratos, I thought you would be flying the Hind already, any word when you will release it? -
There's some weird stuff in the damage.lua, like damage_use_shield = true, what's that about? Sounds like something out of Star Trek ;^) Also the section damage_total_damage = 3.0, is that for all the planes and helos? Oh, the more I look the more questions I want to ask.
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I'm still relatively new to DCS so this could be wrong but I think it relates to the damage boxes in the 3D model. To break the entries down: oh58d_cells_properties[0] = {critical_damage = 4, args = {161}} Green is the model name and part# as referenced in the list at top of the damage.lua Red, amount of damage it can sustain before something falls off or you get shoot down. Some parts will have an extra section named deps_cells, I think these parts fall off when the particular part reaches it critical damage amount. Blue is 3D model argument # of the damage box. Again this could be wrong and someone else may be able to shed more light on it. Correction: The args are the animation ID # for the damage part
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I don't think there is any documentation, trial and error would be the only way at this stage. I'd really like to see ED release an SDK to encourage 3rd party developers.
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Take a look at the damage.lua found in DCS World\Scripts\Aircrafts\_Common folder. Using the OH-58 as an example it has 7 entries starting with oh58d_cells_properties[0] the 0 represents the nose center, you can cross reference the property # to the list towards the top of the page. You should be able to take the OH-58 in one shot if you hit the engine, well it's right engine according to the damage.lua.
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Just curious if anyone knows if rotor_height is measured from the ground or from the COG, or the top of fuselage? Also is rotor_pos the base of the shaft?
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Flyable Helicopters Mod, DCSW 1.2.2
aussieboy replied to sammy's topic in Utility/Program Mods for DCS World
hmm, good question I'm not really sure as I don't play online. I think everyone needs to have the mod but don't quote me on that.:D -
The F-16's use a different method for liveries then the C-130 et al. The key is the ID#, which I've highlighted in red below. livery = { } name = "usaf f16 standard-1" id = 4 countries = { "USA", } What you'll notice is that ID# is in the textures name example: f-16c-paint-def-r4.bmp.dds These increase sequentially so the next available ID# is 11 and the description entry would look like this livery = { } name = "NAME of repaint" id = 11 countries = { "USA", } and the textures name would be: f-16c-paint-def-r11.bmp.dds
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Product Type Survey (forum vote)
aussieboy replied to TimeKilla's topic in DCS World 1.x (read only)
+1 I don't use, or ever plan to use social media. Votes in which ED would like user feedback should be conducted here not @ FB which really has nothing to do with simulation. Sure echo what's here on FB but not the other way around. :doh: my 2 cents -
For the F-18C input to work correctly I had to rename the input section in the entry.lua. If written like F/A-18C it has issues because the "/" tells it to create a folder named "F" and a sub-folder A-18C. I don't fly in game mode so I only have one entry but here's what mine looks like. InputProfiles = { ["F-18C"] = current_mod_path .. '/Input/F-18C', }, BTW, to enable the A model add the below to the db_countries.lua cnt_unit( units.Planes.Plane, "F/A-18A");
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Flyable Helicopters Mod, DCSW 1.2.2
aussieboy replied to sammy's topic in Utility/Program Mods for DCS World
No problem at all, glad to help. -
Flyable Helicopters Mod, DCSW 1.2.2
aussieboy replied to sammy's topic in Utility/Program Mods for DCS World
The OH-58 missiles work fine, just make sure you enable the master arm. I've attached the mainpanel_init.lua if required. -
Flyable Helicopters Mod, DCSW 1.2.2
aussieboy replied to sammy's topic in Utility/Program Mods for DCS World
If your view doesn't look like the screenshot below replace the CH-47 mainpanel_init.lua with the one attached. I'll take a look at the OH-58, the missiles should work but again I'll need to double check. -
Flyable Helicopters Mod, DCSW 1.2.2
aussieboy replied to sammy's topic in Utility/Program Mods for DCS World
I'll take a look, I redid most of them so I'll have to check a couple of things first and report back. -
For all those very tired 3rd party devs..
aussieboy replied to milviz's topic in How To Mod for DCS World
Great works guy's, I hope this allows me to convert my old FS models over to DCS without the pain of reanimating everything. -
Flying AI type aircraft in 1.2.4?
aussieboy replied to JetlinerX's topic in Utility/Program Mods for DCS World
I finally managed to make the F-117 flyable. I should be able to do the rest now.