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Everything posted by crazyeddie
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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.
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Thanks Silvers, that is good news. :thumbup: I have not had time to try it out for myself but I see great potential with this, Kutznetzov and Liaoning on the same model.
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I will be interested to see if this can be done, as I understood it all this new feature allows you to do is add different ships numbers and names to an existing DCS skin. Let us know how you get on.
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Check you do not have another copy of that same texture in your Bazar/Temptextures folder, possibly from an older SU25T skin mod that you have not deleted, that would upset things.
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Okay, thanks, I'm also in Open beta and I'm doing all the right things I believe but the damn things won't remove. Finally worked this out, it's complicated and relates to JSGME Mods where I have changed the lua attributes of this helo to allow it to land on all ships, that change stopped the pylon option from working. We live and we learn ... now to find a way around that !!
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I see there is a tick box to remove the pylons in the ME for Civilian Mi8's running as AI. I have also read that you have to select an empty weapons load for this to work, AND, if you delete the Mi8.lua and run repair it should sort out any other problems. I tick the box and I select empty but the pylons remain. I untick the box, same again. I have run repair and deleted the lua, the pylons remain. I can't think of anything else to try to get a Civilian Mi8 without the weapons pylons, am I missing something or is this a known bug. ?
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Solved it I think, the engine type was set to "Piston", never seen that before so I change it to this in the lua: typeng = 2, I also changed the mappclass to this, not sure if it makes any difference but it still works okay. }, mapclasskey = "P0091000025", attribute = {wsType_Air, wsType_Airplane, wsType_Intruder, WSTYPE_PLACEHOLDER , "Bombers"}, Categories = {}, It all sound right now and I cannot see any differences in performance etc, so I think that's all that's needed.
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Nice work Stonehouse, its great to have the para facility on this model at last. One question, I am getting jet engine sounds, not prop engines. ? Can that be corrected. ?
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Clearing the trees is easy, use the Remove Scenery Trigger and delete all the trees and Objects within the range circles you want and set it to run at Game Start. Finding the flat ground is not going to be easy for a big runway, anywhere, the new maps are very 'lumpy' everywhere.
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KMS Bismark and RM Roma
crazyeddie replied to crazyeddie's topic in Utility/Program Mods for DCS World
Your versions are both working on my Normandy map now mate, many thanks for sending them. The versions I had was one Mario and I had been updating a while ago and clearly there is something wrong with that version, so I have ditched it and I am now using the ones you sent. Problem solved. Of interest: I know the CVL USS Princeton model was never officially finished and the only way I can get that to work is to remove all of the gun lines from the lua, and it now steams without those. The deck landing, take off and parking data was never completed and that has never worked. Thats a really nice model of the ship, would be great to have that sorted out if anyone has the time to do it, it's a lot of work I know. Likewise the J Class British Destroyers from WW2, really nice little models of the class but no animation with the guns. Would be nice to see those finished off as well. Anyway, many thanks everyone, your help is much appreciated as always.