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Everything posted by Mistermann
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Thanks @DishDoggie
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Fair - I just went though the directions above an using your technique, it told me what I determined by trial and error - the location of the textures. Maybe this viewer tool is the unlock. I didn't use it. As you said, this is all some sort of black art. I have a feeling my description.lua entry is incorrect for the ranks, but, like you, am flying around in the dark. I'll probably just give this a rest. I was able to make changes to the faces on a custom livery. I'd love to do that to the base so ALL the models use my custom heads. Nonetheless, its not like I see them all that much.
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Hummmm - I got it to work, but didn't do any of what @DishDoggie did. Strange. Thanks for responding DD. I found this following thread for the Hind - Here's what I did (right or wrong). Found the BASE Huey textures located in the zip file (uh-1) in this directory C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Bazar\Textures I believe the textures here are what drives the base huey (if this is incorrect, please let me know). The pilot heads are located in the "pilot_UH1_head.dds" - as you can see the 4 faces that makeup the Huey (Pilot/Co-Pilot/Gunners) Using GIMP, I quickly updated the texture to look like this just to test. I then found a custom skin in the downloads and installed into my DCS user files. Loaded it just to make sure it worked. Once I verified it worked, I went into the livery and added the pilot head texture. I updated the description.lua by adding the following line: {"pilot_UH1_head", 0, "pilot_UH1_head.dds",false}; Worked like a charm. See images below: Original Updated So, as a proof of concept, I have shown myself how to update the pilots. Awesome. The sunglasses are an opaque layer and appear to be a little too opaque. They are also misformed because I just pasted a regular image in there instead of a "flattened" one. As an aside, I see the door gunners are First Sergeants. I am skeptical that there were E-8's sitting in those positions very often. I wanted to change their ranks to E-6 (staff sergeant). That's still probably too high, but again, I am just trying to feel around in the dark here. Using the same strategy as above, I found a texture called "pilot_UH1_patch_1_cavalery" that contained the ranks and patches. Seems like the texture I need to update .... So I update it to be this: ... and add the following line to the description.lua {"pilot_UH1_patch_1_cavalery", 0, "pilot_UH1_patch_1_cavalery.dds",false}; BUT in this case, the ranks don't change. Its as though there's some other source for the ranks, OR I have that line above coded incorrectly. Anyone have enough experience here to direct?
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I've searched the forum for this, but can't locate. Sorry if this was asked before. I am looking for the Huey pilot and co-pilot models. I can't seem to locate them. I'd like to take a shot at editing for my personal missions. Would some kind soul please point me to the hidden cache of Huey Pilot goodness? Thanks!
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Thanks @SUNTSAG For anyone wondering, this mod installs into the SAVED GAMES\Mods\tech folder. Drop the folder in the zip file directly into the tech folder and you're good to go. Using a mod manager makes it very simply to turn on/off as needed.
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Thanks @Flappie!!! I don't know what was going on. I just created a quick mission, put a hot Huey on the ground with a cargo unit in front of it. Flew the mission, selected the cargo from the cargo menu and went to the F2 view. Pressed the hook up button, and voila - cargo hooked to Huey. As for the RAlt + "/" .... thanks for being gentle with me!
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After searching the forum and watching several videos (thanks Reapers), I have a few questions on the current state of Huey cargo carrying (OB 2.7.10.19473) I CAN get the Huey to carry cargo, but have some questions regarding process. 1) I have to be on the ground to access the comms menu. This strikes me as odd given I really want to select cargo from a hover or while inbound to cargo area so I can come to a hover over the cargo and hook up. DCS is not giving me the communications menu until I land. Is this because I don't use easy communications possibly? 2) Compounding problem #1, I cannot hook up cargo while on the ground. I can press the cargo hook up button all day long and nothing happens. Once I lift off the ground (after selecting the cargo in the comms menu), I get directions to hover over the cargo and I can press the hook up button and everything works as expected. Has the ability to hook cargo from the ground been removed by chance? Problem #2 isn't really an issue for me if I could select cargo from the air. Any suggestions? Thanks!
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Addon Tents, Watchtower, UH-1-Cargo
Mistermann replied to upuaut's topic in Static/AI Mods for DCS World
You, sir, are a Saint. Thanks for sharing! I am extremely late to this party having picked up the Huey last weekend. I definitely appreciate the opportunity to leverage the hard work from @upuaut. -
Thanks @Rudel_chw - I have that mod, but not activated. Didn't think about a pilot static being included there. I'll have to make that work. OR just use an infantry unit and imagine the pilot has assumed a "grunt mode" (SERE). Which, they actually would. Maybe that's my best route. Thanks!
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@SUNTSAG I realize I am very late to the party here. Just picked up the Huey last weekend and want to make a SAR mission with a real pilot awaiting pickup. My search resulted in this thread. I had high hopes of using your mod as I can't really find any Pilot statics out there. Anyway, the link on the first page is dead. Is this mod still available? If not, does anyone know of a decent pilot static that I can insert into a mission on the ground? It doesn't have to be animated. I can't believe I can't locate anything that represents a downed pilot for SAR missions. I must be missing something. Any guidance is appreciated. Thanks!
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UH-1H Attachments Mod
Mistermann replied to Eight Ball's topic in Utility/Program Mods for DCS World
Love your work, @Eight Ball. Thank you for all you do for this community. Searching on "SAR" brought me here. Did you ever get a chance to create this? -
UH-1H Paradise Lost Campaign Info
Mistermann replied to Reflected's topic in UH-1H Paradise Lost Campaign
Never my intent, @Reflected -
You need to check-in with the boat and declare you're inbound. Then again, with a "see you at 10" call. You'll be passed to the tower at that point where they will give you a condition Charlie. Perform you break and call the ball on approach. If you don't properly check in, you get the "no proper comms" message. I am going off memory here, so the steps might be off a bit. The key is to check in and declare inbound and "see you". Give that a shot, @Steel Jaw
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UH-1H Paradise Lost Campaign Info
Mistermann replied to Reflected's topic in UH-1H Paradise Lost Campaign
Just picked up this campaign, so I haven't been through it. However, I did take a quick peek into the OGG file listed above. It is the same file in all the missions. Meaning it plays the same songs in the exact same order. It is the same 13 minutes in each mission. This is a very MINOR nit. I don't think there's any way to change the missions in an official campaign, so my workaround would be to: - Find music and possible radio broadcasts and create an OGG for each mission. Make each about 13 minutes in duration. - Name each OGG with a unique name, so I can tell them apart on my computer - "60s_Radio_m1.ogg", "60s_Radio_m2.ogg", etc. - Open each mission in the campaign using 7-Zip and replace the original radio file with the one I have made. I will have to rename my version to "60s_Radio.ogg" to preserve the coding that Reflected has in his campaign. I'll let you all know how this turns out. -
Original title of this thread - Intro Mission - Blown Away Reflected - sir, your dream of creating a realistic and extremely engaging campaign seems to be a reality. I sincerely hope this is a financial success for you. That being said, I picked up the Huey over the weekend and purchased your campaign based on the "buzz" around the community. I also was pointed your direction by fellow Campaign creator, @Badger633. I ran the opening mission this morning and was blown away by the immersion. I can see why people are so impressed. If the rest of the campaign resembles the first mission, I am in for a real treat! Just want to say thanks for all the HARD WORK you put into this product. Also - I am enjoying your YouTube videos on building missions/campaigns. You rock!
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Got it, @Wizxrd. Thanks for putting this together. Good to know about this capability.
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I'm just 3 months behind @Rudel_chw. Found this when I searched on "STATIC ACTIVATE". I downloaded the mission and see how you're using this. So ... silly question. What's the advantage of this over simply doing late activates and deactivates? I see that I can perform activation/deactivation endlessly - is that the sole purpose of this script? If not, can you help me understand the other aspects of your script @Wizxrd? Does activating/deactivating a static as you demonstrated in the example mission save memory or increase performance because the statics only exist when the plane is in visual? Thanks!
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Hats Off To E.D. Developers For The Improved Static Objects!!!
Mistermann replied to King39's topic in DCS 2.9
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forum search & barometric pressure setting limited to 28.10
Mistermann replied to fitness88's topic in DCS: F/A-18C
Wow - thanks for all the helpful responses! After all these years (30+) flying virtual jets, I clearly never fully understood what that adjustment on the altimeter was all about. Yeah, my mission is using some real radio chatter from Groom Lake as background ambiance when entering the landing pattern. ATC provides all landing aircraft with the Altimeter setting which got me thinking about my mission and IF the 2992 setting was correct. That lead me down the rabbit hole. I tried mimicking the ATC calls with VO work to maintain the immersive illusion of other planes in the airspace. That's what I was trying to do, yes. I mistakenly thought the Baro Altimeter should be set to read 0 at the highest point of the runway. Lightbulb moment, @Bunny Clark The switch to radar is definitely something I always do. I mistakenly thought the difference between my RALT and BALT was the improper setting of my Altimeter. I NEVER bother thinking about that setting, but when I heard all the REAL ATC calls, it made me wonder if I was doing it all wrong. Your comment nailed it for me, thanks!! Most appreciated, @Ourorborus. Okay, so I consider myself more dangerously educated at this point. I can go back to the notion that I can really fly a Hornet. -
forum search & barometric pressure setting limited to 28.10
Mistermann replied to fitness88's topic in DCS: F/A-18C
Thanks - but I am still not following. Looking at the QNH from the Weather portion of the briefing shows this: "2992" is what my barometric pressure is already set to on the Altimeter. When I approach the runway to land, my Altimeter is showing too high an Altitude. I am making an "assumption" here (dangerous, I know). That assumption is I need to dial in the proper numbers into the Altimeter in order to display the proper altitude above ground. So ... using that site mentioned in the previous message I used real world numbers to bring back a QNH as a test to see if that works. Maybe I need to ask my question a different way. How do I know the proper Barometric Pressure setting to dial into the Altimeter so my HUD (BARO) displays the proper altitude when above radar altimeter altitude? Or do I just forget about that and turn on the Radar Altimeter and disregard the HUD altitude when it flips from Radar to Baro? I recognize I may be pushing the boundaries of DCS and simply should not worry about it. Thanks. -
forum search & barometric pressure setting limited to 28.10
Mistermann replied to fitness88's topic in DCS: F/A-18C
Resurrecting this thread a bit. My search of the forum brought me here and I figured I'd post here instead of creating a new thread. I am working on a mission that lands at Groom Lake. The mission generates the QFE automatically and it looks as follows: I am gathering from the commentary earlier in this thread the QFE block doesn't mean anything. When using the website posted by@Balion a few threads above, I get this information for Groom Lake (4500ft ASL). So ... here's my question. In the Hornet, I should update the Altimeter to 3003 from 2992 to properly establish the pressure at Groom Lake and therefore the altimeter will read properly on approach (before I switch to Radar Alt). Right now, when on approach, the BALT is showing an altitude that's much too high. Correct? Thanks for the help! -
For me, its a little more difficult since the images are from different angles and heights. I am leaning towards #2 because the runway threshold lights look a lot better. I can't tell if that's the angle/height difference however. Also, the yellow in the images threw me a bit until I realized it was the reflection of the light off the grass.
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Great idea. I support this request
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First post, @Steel Jaw
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Great call, @Rudel_chw- thank you. Seriously appreciate all you do for this community!
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- mission editor
- sounds
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