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Everything posted by crazyeddie
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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.
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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.
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New mods for old modules
crazyeddie replied to TWC_SLAG's topic in Utility/Program Mods for DCS World
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. -
anyone thinking about VF 185 Dambuster Chippy Ho!"
crazyeddie replied to LcSummers's topic in F/A-18C
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. -
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 ?
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Which Version of DCS World will you stay with?
crazyeddie replied to iKyrThraad993i's topic in DCS 2.9
I have all three on mine, and Steel Beasts Pro Edition, with room to spare. -
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.
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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.
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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.
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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.
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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.
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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.
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Bump Folder Variations after last update.
crazyeddie replied to crazyeddie's topic in Liveries/Skinning
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. -
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.
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[FIXED INTERNALLY] Static Object <10 mile Visibility Distance
crazyeddie replied to SonofEil's topic in General Bugs
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. -
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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Bump Folder Variations after last update.
crazyeddie replied to crazyeddie's topic in Liveries/Skinning
Can't figure this one out, sorry. Nothing I do to the textures makes any difference, I have tried every combination of changes I know and nothing makes any difference. I have noticed its only affecting older models where a .bump file is applied so I'm inclined to think its something to do with 3dmax and how that works, but I have no knowledge of 3smax so I'm clutching at straws. Up to the last update it was all fine, so something in the way the game reads or creates shadows has changed and I wonder if that is affecting it. If I work it out I'll let you know. -
Its the blue colour .bump.dds files. Didnt have any problems with these skins before the last update.
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I have some older models with excellent skins, using the bump texture files. Since the last update most of those skins are now either dark in colour or light in colours, but no 2 are the same so on a single skin I can have several different shades of the same colour on a single skin, and I mean VERY different shades. Its only happening with skins using .bump files. I cant find a cure for it either, yet !!!!!! I have tried removing the bump files, changing their colour, light and dark, adding the bump files to the skin description - nothing works. Anybody got any idea why this has suddenly happened ?
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Bump Folder Variations after last update.
crazyeddie replied to crazyeddie's topic in Liveries/Skinning
Thanks Skate, will try that, a similar problem with Hawkeye's B28 was resolved that way. -
Has anyone else noticed that since the last update (24 May) any of the older add on aircraft that use bump files there is a considerable colour difference being cast by some of those bump files, making the skin differences across one aircraft very extreme, light coloured wings and dark coloured tail for example, etc etc. Remove the bump file and that difference goes, but you are left with a slight hint of the missing texture file underneath which is noticeable close up. Cant figure out why this has just happened, or how to correct it, yet.
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A couple of small problems with this model. There is a residual German number skin showing up on the Starboard rear airframe, quite large so you can't not see it. The yellow Formation strips are a bit of a mess, the aircraft would look much better if you just removed those and left the painted versions that are already on all of the skins. Because this is such an old Tomcatz model you cannot remove those using the usual empty.dds file system in the lua, it will have to be done in the edm.
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Understood, when they have time, many thanks mate.
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Here is a small miz file to show what is happening. I am finding a similar problem in around 4 other locations around the map, so far. Images and log file included. https://www.dropbox.com/s/age8amdr4ziufrj/triggerzone.ZIP?dl=0
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There is something weird going on with trees. I have removed lots of objects from my maps using the Remove Scenery Trigger option, and up to now it just removed the buildings leaving the trees which is what I want, now the trees are disappearing as well. I have not altered the trigger zone option to include everything (ALL), and its not related to any other objects, so its the Trigger Zone stuff that is screwing with it. You appear to be getting the exact opposite of that !!!!