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Everything posted by crazyeddie
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How do you plan to drive your Harrier up the sloping side ?????
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Vehicle Upgrade Pack 1 for DCS:World
crazyeddie replied to beczl's topic in Utility/Program Mods for DCS World
Beczl stopped Modding for this game a long time ago, this Mod was originally in .lom format and was converted to .edm format (with his agreement) to work in 1.2, but was not compatible with 1.5 and upwards, and nobody has the original 3dmax files to convert them. You cant convert them from the edm files, you need to 3dmax files, and Beczl has never said he would provide the 3dmax files, so I cant see any of these models ever being made compatible with DCS2.5. There are many threads about it, the question reappears ever year or so. -
Got to be one of the most striking paint jobs from that era, its' certainly my favourite for the F14. Nice work mate, well done.
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Mission Editor View when creating new mission.
crazyeddie replied to crazyeddie's topic in Mission Editor Bugs
MANY thanks Rudel, I have been around this game for many years and I missed that, I thought it was something silly I had forgotten ... and it was. Thanks mate, much appreciated. -
MAP, ALT and SAT view in the Mission Editor not showing the actual object, just its blue/red label, the object is there in flight but unable to see anything other than the label when creating a new Mission so impossible to place anything accurately. The small window on the bottom right is showing the actual object when selected.
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In her fixed wing time she had a 984 radar (Dustbin) on top of the bridge, when she was converted to a Cdo Carrier they replaced that with the 965Q Radar (Single Bedstead). The 965 types were common to most UK warships of that time and continued in use right up until she was sold on to India. Modelling a 965 radar would take forever I imagine, it was well named !!
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Ranger79 Base Objects Pack (Hesco's + others)
crazyeddie replied to Ranger79's topic in Static/AI Mods for DCS World
I think its a problem with the collision shell, if you look at it in the latest ModelViewer its absolutely enormous, probably about 5 sq km or more, with another box moving around it, I have no idea what the second box is or what it does but the collision box must be the cause, and from what I understand you will need the max files to be able to sort that out. So its borked, and I think it will stay that way unless Ranger sorts it out. -
Ranger79 Base Objects Pack (Hesco's + others)
crazyeddie replied to Ranger79's topic in Static/AI Mods for DCS World
So, you can get Air Force One to work without clogging up the rest of your airfield, can you tell me how you did it ? -
Ranger79 Base Objects Pack (Hesco's + others)
crazyeddie replied to Ranger79's topic in Static/AI Mods for DCS World
I have noticed that if you place AF1 on any airfield, or even near it, it shuts the whole thing down, nothing will taxi, move, take off or land. Just that one edm in the pack, must be a HUGE collision box but no collision file allocated. If anyone knows of a solution to this let us know, that aircraft is superb in game, if we could but use it. -
Joey 4 x LCVP Mk2 hanging from those davits, 2 each side, bow ramp facing forward. Whilst she was essentially a Harrier Carrier by then she still had her 4 LCVP's and still carried a small Royal Marines Amphibious Assault Group manning those boats and other supporting RM elements (Inc me in 845 Sqn). Sadly no decent images of the LCVP positions to give you but there are a couple in here from my time in her. http://www.flickriver.com/photos/davids_world_2011/sets/72157627059894591/
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Pylons - Aligning Weapons
crazyeddie replied to crazyeddie's topic in Utility/Program Mods for DCS World
I dont think it tilts the weapon, it just 'hooks' the weapon to the pylon in the same alignment based on where the 'connectors' are on the model, I think rotation is achieved by other arguments, but I'm not sure what all those arguments are or what they do, yet ! pylon(2, 1, -2.8(X), -0.13(Y) , -3.55000(Z) X gives you Position forward or back + or - for fwd and back Y gives you Height above or below centre line + and - for up and down Z gives you position away from the centre in a lateral direction + or - for right and left The rest is still a bit of a mystery to me, if anyone has a good tutorial on that let me know. -
Pylons - Aligning Weapons
crazyeddie replied to crazyeddie's topic in Utility/Program Mods for DCS World
Just insert this line in each pylon: pylon(2, 1, -2.8, -0.13 , -3.550000, { use_full_connector_position = true, }, { { CLSID = "{}" }, -- weapon name } ), -
Pylons - Aligning Weapons
crazyeddie replied to crazyeddie's topic in Utility/Program Mods for DCS World
Thanks guys, I dont have 3dmax and I wondered if there was an easy way using the coding in the lua. I know how to determine pylon positions and put weapons on them, the CLSID Codes and the whole x y z axis thing etc. My problem is a particular weapon, I can get it to hang under the pylon but the front hook is lower than the rear hook so it looks like it is about to fall off the pylon, nose first. I was just trying to adjust its angle to get both hooks level under the pylon. Its cosmetic really, nothing serious. Edit - Okay, disregard, I have worked it out, thanks for your help guys. -
I'm trying to change the angle of weapons on some pylons, just by a very small amount so that the missile looks like it is attached to that pylon and not hanging off it at a weird angle. Nose down tail up if you get my drift. Is there an argument that allows you to do this.
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When using Mission Editor the game is refusing to close down on Exit, reverts to black screen and freezes. Having to use Task Manager to close it down. Log attached. This is an intermittent error, happening approx once in every 5 runs of the game. crazyeddie.ZIP
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NOW AVAILABLE: Community A-4E-C Mod
crazyeddie replied to Merker's topic in Utility/Program Mods for DCS World
Anybody else getting this - USS Stennis, catches wire at deck level, rises to about 12 ft at max wire stretch, drops wire, nose dips into deck and it moves along like this to its parking spot, turnes, reverses and goes level, parks, still 12 ft above the deck. Tried it with other Mod Carriers in game, removed those to see if it was a conflict with those, same issue in all cases. Can't see any obvious reason for this to happen, any ideas ? -
I have removed all of my Ship Mods from the download site, and ED appear to be slowly removing any subsequent references to them on here. I have written and e mail evidence to support every Ship Mod I have uploaded in the past, and I usually included that evidence it in the ReadMe just to be certain users knew where they came from and what licences and restrictions applied. In 2 cases I corresponded at length with ED to clarify those approvals and they accepted both at the time, 1 Mod was made by another member of this site and he also confirmed his approval on here, so the current action appears to be somewhat randomly applied and without due diligence. Such is life, their game their rules, onwards and upwards.
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Joey - Try this: Bahrain Freighter into your Saved Games/Mods/tech folder Bahrain into your Saved Games/DCS.Liveries folder The skins are just four WIP that I am playing with inc a military one as default.
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Joey You have to place the Bahrain folder with the skins in it into your Saved Gamed Liveries folder, it wont work if you stick it in the Model Folders in Saved Games Mods. I have no idea why it wont work in the actual model folder, another weird DCS inconsistency.
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Hawkeye and I had this conversation a long time ago, he did the Bahrain Freighter for me at that time (from the same CadNav source) and we had a lot of trouble getting the ship finished in the way I wanted it. Like all modders he wanted to work on his own projects, so we only ever managed what you see today. My eye for detail is a bit too demanding for some and these conversions take a lot of time and skill to do to a high standard, so not everyone wants to get involved, sadly. I have raised this idea several times in recent years, but nobody is interested.
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Yes, that is an issue, this model is actually a bit undersized, it needs to be grown by about 1/8 as well. It can be made to look a little better than it is, but really it needs a complete rework and I do not have 3dmax and I can't do it with what I have. I could not raise any interest in converting any of the other free models from CadNav, so I gave up on that project, here is a couple of examples of what they have and it would be great to see some of this stuff in the game, bad sadly not enough interest in models of this quality.
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That's interesting, your skins are following the exact same pattern as mine but you have put them into your Saved Games Liveries folder, I was trying to get them to work inside the actual Mod Folder, and it was not working that way. Many thanks for that Eight Ball, I know what to do now. :thumbup: PS: I made a very simple mistake with my lua file, so simple it makes Homer Simpson look intelligent ... DOH !!!!!!!!!!!!!!!!!!!!!!!!!!!! All these years playing around with the game files and the stupidest little mistake tripped me up.. I used the edm extractor to list the textures files by name and forgot to change it from bahrain.lua to description.lua, so I had copied the same mistake into every texture file. Thanks guys, another lesson learned, possibly !! I'm going to mess around with this ship now and see if I can create some better looking seagoing freighters with a bit of rust and weathering on them.
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Yes. I'm doing a simple mod to see how it works but getting nowhere with it. I'm using the Bahrain freighter as my testbed, it only has a few textures to change and I have created many Mods over the years so I'm pretty sure everything is correct, I have even changed things to be Not Correct to see if that made any difference. I have run out of ideas. Normally the game will see a new paint scheme even if it wont load or you make a mistake in the lua but I'm not even getting that.
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I can't get this to work with any of the ships I have in my Saved Games Mods Folder, the game is not recognising the Liveries. I'm pretty certain my Liveries instal is correct, the Ship/Mod is appearing in the game but no choice of paint jobs/Liveries. All I am getting is a default option. How did you get it to work Silvern ?
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Same here, best way to pinpoint that tricky wee bit of skin that you just can't find. Start off splitting the skin in 4 different colours, isolate the qtr its in and do the same again until you get it.