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crazyeddie

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Everything posted by crazyeddie

  1. You could theoretically create a runway texture file and place it on a map but it would have to be placed on a completely flat section of map, and those areas are as rare as hens teeth on the current maps. So while possible, I doubt you could make it useable for a taxiway, the aircraft would probably explode, or the wheels collapse, or it would stick in the mud because it did not recognise that bit of map as being a taxiway That has been my experience of trying to do that.
  2. That's a complete deck, pre painted using modern software I expect. But that's the effect I'm after to put on my Eye Candy Mod decks, to give them a bit more 'life'.
  3. Thanks Skate, sadly my old software is PhotoImpact10, ancient stuff I have been using for the last 15 years, its does not stretch to that sort of facility and I'm too old (and retired) to pay out for anything else. I was hoping somebody might have created something in the past that they would let me use, I seem to remember way back in the early days of LFC2 somebody did a decent template in psd format for skid marks, can't find it now.
  4. Anybody got a tga file with some skid marks on it that I can adapt and add to my Carrier Fleet, I'm upgrading everything and my old software is not up a decent representation of some heavy duty skidmarks on a big deck. tga, png, anything I can capture copy or paste might be helpful.
  5. The runway and Taxi way textures are inside the Caucasus maps files in the in game Mods folder (not in the Saved Games Mods). Somewhere in vfstextures I think. I have tried altering some of those files but I end up with a black texture every time, no idea why that is happening yet. I think my software is not up to the job, its a very old version of PhotoImpact. You are on the right track there mate, just keep experimenting with the skins and you can make any building into something else, its great fun.
  6. Yes, perfectly No (Not allowed) On the western edge of Dartmoor National Park. When I say not allowed what I mean is its made up from just about every other Mod out there and I would need permission from all of the owners to use their models and skins, many of which I have butchered to suit my own needs. One of the owners is dead and another two have made it clear that their work is not to be reissued, its for private use only. I have to respect that. What I am showing you is what can be done with the latest Caucasus Map if you gather all the Mods around you that are out there, use the new facilities the game has to remove things, and add on your own stuff to create what you want. You can get the old edm files for the buildings from an old 1.5 version of the game, its all in the bazar folder, which you can modify to your hearts content. PS: I did issue a large collection of buildings Mod when 2.1 came out but there was no interest in that at the time and lots of it stopped working after 2.5, so I deleted that and started again about 8 months ago. What you see is 8 months work, and I am always trying out new Mods etc, its all part of the fun of the game for me.
  7. There are a few excellent mods out there that you can use to enhance existing airfields and towns, coupled with the facility to remove structures, objects and trees, you can virtually replace a whole airfield and start again if you are prepared to do the work, it is very time consuming. I have changed 6 of what I consider the best airfields on the new Caucasus Map to suit what I want from the game, the rest I have just blocked to stop them being used as diversions etc. I recommend the VP Buildings and Airfield Mod, that is the best there is out there and worth every minute of the time he put into making it. You can also add on numerous vehicles and other stuff. Here are three of my NATO airfields, not real, not meant to be anything other than what they are, an invention. I created these using existing buildings from DCS 1.5, my own textures, and all those other wonderful Mods out there, some of which I have changed to suit my own purpose and keep the mods in my game down to small manageable sizes, so I am never going to release this as a mod, its not allowed. One word of caution, the more stuff you add the longer it takes to load up, my completed map is a VERY slow loader, even on my top end machine, but its fun to fly on.
  8. Parachutists ... lots of them, a complete stick for a C130/C17 would be fantastic.
  9. I think it can be done but its a much more complicated process now. The files for the buildings are in the Caucasus folder in Mods (The In Game Mods) in the vfstextures files, and you must be able to covert tif.dds files. Many of the files are in different sizes and you have to convert them all, in all sizes, its a lot of work. I had a go at converting some ground texture files and failed miserably, all I get is large swathes of black land textures, but Mustang has had some success with his land Mod so it can be done. My software is VERY old and I'm not going to buy anything like new, I'm too old for that now. My gut feeling is ED have made the buildings much less conspicuous in order to make the game run better for the low end computer players, which I understand, but if you have a high end machine and the right software I imagine you could do it. Its over to you young bucks to get it done.
  10. 3 x Ships: Stennis - Hovers off to port side and stays there forever, never lands Vinsen - Will not land on it at all, diverts to nearest airfield. Ticonderoga - Hovers in the superstructure (?) then slides back to the deck, lands about 15m behind the actual deck in mid air. Was reported a long time ago I believe, but has never been addressed or fixed.
  11. Its a very complex game, its always changing and evolving, so if you make a Mod you have to be be prepared to keep updating it just to keep up with the game changes. Look at the number of Mods that last only a few months then either don't work any more, won't work any more, or are not updated and become useless. I cannot remember the number of Mods I have binned over the years, including a lot of my own, but its well into double figures. That's a simple fact of life, its how the game is, if you make Mods you have to be prepared to support it. I opted out.
  12. Superb, also my favourite skin. I made a very poor copy of this for the old F18 model which I placed on my Eye Candy Carriers Mod, this is so much better. Looking forward to it.
  13. Have you seen the new F18C Pilot in AI, it looks like he is playing with himself as he taxi's out to the runway, his left hand is thrashing away like a demented one eye's piccolo player. How much more animated do you want ?
  14. I have all three on mine, and Steel Beasts Pro Edition, with room to spare.
  15. The DCS Ships are allocated within the countires.lua, so adding them to a new 'country', or 'coalition' is quite easy, as you already know. I do this using a small JSGME Mod that I have set up for myself, but each update tends to make small changes to the core lua so you have to be very careful to check what has changed each time. The problem you have identified comes from non DCS ships. In that case you have to go to the Mod itself, find the lua for that ship within the mod and look for a line that looks like this: GT.Countries = { "France",}; This line means this ship will only show up under France. To change that simply do this, add some dashes, that stops the game reading that line so now this ship will show up in every country, by default. ----GT.Countries = { "France",}; Some of the Mods are very complicated, you might have to look really hard to see where that element of the allocation is within an lua.
  16. Until somebody actually sinks one of them its hard to tell, Tirpitz was sunk with Tallboys, lots of them, and I'm guessing a modern carrier will be harder to sink with conventional small weapons, so its going to take something with huge destructive power to cripple the internal structures and roll one of them over. Such weapons are around, or soon will be.
  17. If you have enough space instal them both, Beta and Stable, then you can run stable to see what is "finished" and Beta to see what is being planned and tried out. When they have tweeked it to their satisfaction and its deemed 'finished' it goes to a Stable update. If they are both on the same machine, and using the exact same settings, you are going to get a pretty good idea what your machine can cope with, and what its struggling with, in both versions, so it will be easy to decide what to play for fun, and what to play around with for information and learning.
  18. I have the same issues, and I have tried all the known solutions to no avail. I have both Beta and Stable set up, running on the exact same settings, stable runs perfectly with excellent fps and multi aircraft and vehicles on a very heavily modified map, Beta freezes all the time even using a basic map with just 2 aircraft on it. It takes time to fix things so I run Stable for fun for now and use beta to see what is going on, it will get better I'm sure.
  19. Just tried this out to see how the new ship looks, she looks nice. However, using 4 old F18C's tried out the launch procedures in AI. Start in Ramp and Hot Parking 1st Aircraft moves to the Cat and Launches, after doing a bit of a tour of the deck ! 2nd Aircraft moves a few feet and stops, never to move again. 3 and 4 do nothing. 1st Aircraft just fly's around in circles forever. Start in Runway: All launch in sequence, but the game freezes every few seconds so all I see is the run along the deck, a long freeze, the aircraft 100 ft from the ship, another long freeze, aircraft 200ft from the ship, another long freeze etc etc. Any attempts to speed the game up or slow it down just makes matters worse. Thought you would like to know.
  20. This issue is still there, any chance it will be resolved, I find it a bit annoying after so much work to deconstruct then reconstruct several airfields to my own Map Mod requirements, which I will have to do again if its a permanent feature.
  21. Thanks Strut, I tried all that, using variations on the colour, shades etc. Skate I always run my rig maxed out, apart from the following, Heat Blur, Lens Effect, Depth of Field, and I dont know how to turn Deferred Shading off, so it must be on. The only model it is affecting is the Buccaneer that has been around for a while, I posted an image of that problem here: https://forums.eagle.ru/showthread.php?t=209620 Just noted - Deferred Shading is still available in Stable, I have only just installed that. All of the problems above were found in Beta.
  22. Yep, just compared the stable to the beta and there are fewer trees in certain places in the beta, its just a few but in each case a very noticeable omission. Any logical reason for this, I thought they had it about right it terms of sizes and volume.
  23. I think the numbers of trees has been reduced, in some of my missions where there were trees, where I wanted trees, now there are none. The larger trees appear to have been cut dramatically in and around airfields.
  24. Has anyone else noticed. Since the last update the number of trees appears to have been reduced, where there were trees now there are none. The larger trees appear to have mostly disappeared, Its a bit random, but I'm sure there are fewer of them. Not a good move in my view, the scenery is looking quite bare now.
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