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crazyeddie

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Everything posted by crazyeddie

  1. Got another issue, the ships is appearing in the Mission Editor but not appearing when you hit the 'Fly' button, its reverts to the airfield image only, add another ship and that will appear, but no Oak Hill. I cant remember why that happens ?
  2. Admiral - Livery Names, I have sent you a message. Not sure I understand the question, the Liveries are appearing fine. The issue with the flight deck might be related to an error in the description.lua, this line: {"Material #5594", DIFFUSE , "oakh_fd", false}; There appears to be an extra h, a typo perhaps, should that line not read "oak_fd" - There is no texture file called "oakh_fd" in the main textures folder. There is also a texture file called "oak_fd_b" in the main texture folder but that does not appear in the description.lua, is that another error perhaps ? Eddie
  3. Johnathon

    USS Oak Hill - Liveries.  The latest update has 4 of the ships in the class appearing in the Liveries drop down in the Mission Editor, and they all look fine so I dont understand your question ?

    Are you trying to get all of them appearing as different ships by name, one under the other, in the selection options. If that is the question the answer is you cant do that, you have to use one Mod and apply the changes by the Liveries drop downs, that's the only way I know of.

    If you mean you are trying to do something else explain it to me again and I'll help if I can.

    Nice Mod mate, as always.

    Eddie   

     

  4. Thanks SkateZilla, can you tell me which lines in the description.lua are the hazard panels, I'm guessing its something to do with the bano.dds so I just need to identify which lines and I can do the rest. Disregard - Worked it out by trial and error. Difficult to tone those panels down to what I want but I'm working on it. Thanks for your help - again.
  5. Is there any way we can turn the hazard lights off. I know its argument 88 in the description.lua but I dont know how to switch them off permanently ? custom_args = { [88] = -1.0, (I have tried 0.0, 1.0 and -1.0, nothing seems to work) } If you are curious as to why I want to turn them off permanently look at The Blue Angels livery, you will see why !!!
  6. Thanks for that info , I saw another YouTube thread on the same subject a while ago, it turns out that is also rubbish.
  7. Oban's right. Admiral does have one in the pipeline but these things take a lot of work and we have to be patient, he has LOTS of other work in hand already.
  8. I believe it might be true, the Americans have a few to spare (They did some trials with them) and I think they make a version under licence in the US currently, for export.
  9. Would NO be a suitable answer. ?
  10. The Arrestor Hook isnt animated in the edm, so it wont work regardless of what you do. Whoever made the VSN model would have to do that in 3dmax or whatever prog he used the create the mod.
  11. Silly question, I should know but I dont - What is Multithreading ?
  12. When something works for one but not for another I always assume its a conflict with another Mod. Test and trace, sometimes you get lucky but a good place to start is another Mod that does something with smoke, or fire, or dust. Remove them and see what happens. I dont have a problem with smoke from my funnels BUT I dont have any mods installed that affect smoke, fire or dust.
  13. It's still alive and kicking Razor: https://www.digitalcombatsimulator.com/en/files/3307071/
  14. This is as far as I went with the concept, the wrong kind of pod in the right place, but no pylon, for the RAF A330 Voyager. I did cobble together a pylon from another model and created an add on but it looked all wrong, too thin, completely wrong shape. I guess its one of those ideas that will have to go into the pending bin, for now anyway.
  15. That final bit of the wing/engine animation isnt modelled so you can only get a partial fold - if you put the edm into ModelViewr and run the animations you can see what it can (and cant) do. The animation is given a number on the drop down, from that you can make certain things happen in the static liveries. Here is an example of one I did: You can play around with the numbers to get different angles etc but that has to conform to the animations shown in ModelViewer. So you can have doors open, the ramp up or down, blades folded, engine angle changes. If you go outside of the numbers sequence shown in the ModelViewer it wont work. Play around with it to see what you can do. livery = { {"MAM_V22", DIFFUSE , "mam_v22", false}; } custom_args = { [ 0] = 1.0, [ 3] = 1.0, [ 4] = 0.5, [ 5] = 1.0, [ 6] = 0.5, [ 23] = 1.0, -- door [ 38] = 0.9, -- door [ 50] = 1.0, -- [182] = 1.0, -- tail -- [292] = 1.0, -- engines angle [888] = 1.0, -- blades folded [999] = 0.0, -- engines level }
  16. Having the same issue with the A330 Voyager and that pod. That model does not have a pylon and there are no pylon mods so its just me playing with it to see what could be done. (Nothing as it happens - the pod just hangs there - ignored !) Its a coding issue I expect, and that's beyond me.
  17. A KA-6 is a really interesting idea. However: I believe the refuel pod on the RafaleM Nonou is part of the 3d model, not an attached item like a bomb or normal fuel tank, both of which are listed in the pylons section of the lau. I'm not sure how you can replicate that item onto another model (KA6) since there are no refuel pods separately listed within the lua's. That said, if you can find a way to do it let us know, I can see add on's to the A330 to make an RAF Voyager, amongst other possibilities.
  18. Where did you instal them - they should be placed in your Saved Games/DCS.OpenBeta/Mods/aircraft folder, not in the main Mods folder within the game itself.
  19. SH60B - Excellent, nice work. UH60L - The only issue I noticed was the main wheels are in the slightly compressed position when you 'start from ground or start from hot spot' so the helo is hovering above the ground level very slightly. Otherwise also very nice. Well done.
  20. Anybody that uses this ch53 - https://www.digitalcombatsimulator.com/en/files/3316599/ These are the arguments for the CH53 to create a folded static, add/remove door and ramp Gunners, Opening Rear Ramp and Pilots. In this configuration the rear ramp is open, the blades and tail are folded. If you remove the -- the item named will be shown or removed in the static model. custom_args = { -- [ 501] = 1.0, -- Door 1 Gunner -- [ 502] = 1.0, -- Door 2 Gunner -- [ 503] = 1.0, -- Rear Ramp Gunner [ 86] = 1.0, -- Normal Rear Ramp Open -- [ 114] = 1.0, -- Remove Pilots -- [ 403] = 1.0, -- Add Passengers [ 2009] = 1.0, -- Folded Blades and Tail } Thanks to Urbi who showed me how this works.
  21. A few more Brit warships or RFA's would be nice, or some other nations Fleet Tankets and Supply Ships Warships are good of course, but they need supporting.
  22. Many thanks Urbi, I will set mine up in a similar way. Arguments are a bit of a mystery to me still, but I am getting there slowly. Late PM: Did this to all of my skins and made a few slight changes to a couple of the arguments and they look really good.
  23. Hi Urbi - (You know me well !!). That would be a great start, how did you get them to do that, I have tried a few tricks with the lua that didnt work ? Ages ago somebody posted an image of the flight deck of an in game LHA with a row of them - wings and blades folded. I remember thinking at the time it might be a photoshop job but that is what I am really after, the basic static model just takes up far too much space on the deck., and looks completely wrong. Tenacious Eddie
  24. Bump ! Even a blades only folded version would be a help.
    1. flyingscotsman

      flyingscotsman

      Hi Crazyeddie,

                                       Yay! Thanks for that, brings back memories👌

      (Isnt there an emoji with a thumbs up and smile, damned if I can find it)

    2. flyingscotsman

      flyingscotsman

      :thumbsup: This'll have to do, THANKS

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