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Everything posted by crazyeddie
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Blue shadow problem with distance
crazyeddie replied to Valium's topic in Static/AI Mods for DCS World
I thought this was an issue with the thickness of the edm and uneven ground, if its really thin and there is even the slightest uneven bit of ground underneath it then this happens, if you make it a little bit thicker this problem goes away. It's worth a try I would say. -
investigating ai mod aircraft never leave the deck
crazyeddie replied to Hawkeye60's topic in DCS Modding
I also have this issue, with the F4U and Bungo's HMAS Melbourne Mod. If I set it to Launch from Runway - it appears to work as a Cat launch, but that is misleading because Cat 1 is the first launch point on the runway as such, so thats where it will start from. Any subsequent aircraft in that flight will stack up behind No 1 and take off in sequence, from wherever they are on the flight deck. That all works okay. If I set it to Launch from Ramp it will taxi to the Cat normally, it appears to try and get the rear wheel into the trap, powers up, blast screen up, then I also get what is being shown above. Any subsequent aircraft in that flight are stuck wherever they are on the deck in the taxi routes. Up until the last update it would actually take off from the Cat, the blast screen dropped but the aircraft always froze in flight about 30 yds in front of the ship. Any subsequent aircraft in that flight stayed where they were. There are no issues with any Jets on this ship, its a prop aircraft problem. My game is very heavily modified so no point in sending you my logs, but I can verify what is being reported above. -
solved ModelViewer2 crashes when loading edm's.
crazyeddie replied to crazyeddie's topic in General Bugs
Found possible solution - Go into Saved Games folder and delete ModelViewer.2 folder, delete all of it - Start again, let the game recreate the folder, it seems to work if albeit very slowly.- 1 reply
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Last update: Checked I was using the correct MV Shortcut from the MT bin. Tried it with numerous edm's, crashes every time. Removed all Mods, ran repair, no change.
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
See your pm's.- 535 replies
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Soviet repaint for the Samuel Chase ship.
crazyeddie replied to Stratos's topic in Liveries/Skinning
https://www.dropbox.com/scl/fi/21o7yrsi12ckb8uj787kw/Rus-Ice.zip?rlkey=ir2gcyf3m7ghn7f1195fjmmjx&dl=0 -
Soviet repaint for the Samuel Chase ship.
crazyeddie replied to Stratos's topic in Liveries/Skinning
It does not look anything like the original I'm afraid and I have not named it, I dont have any Russian text files, but it should do. https://www.dropbox.com/scl/fi/zfw09fi85rg5fwg2cj5ee/Rus-Ice.zip?rlkey=5n0w0d12vh1lype32htbln59u&dl=0 -
Soviet repaint for the Samuel Chase ship.
crazyeddie replied to Stratos's topic in Liveries/Skinning
Stratos I'll give it a try, I was about to do a 1950's UK RFA Livery for this ship, so, if that works out I'll add that to the plan. -
If i could count the numberr of aircraft mods started for DCS and never finished ... well ... I would need several peoples hands, and some feet too probably !! Its not easy but the best start point seems to be using an existing model, such as suggested by Hawkeye60 above. Lots of guys create from new and lots do it the Hawkeye way. Both work and both create some fine models. It all depends on your skills and knowledge.
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Excellent addition - The Sumner Class were used by Argentina up to and during The Falklands War, all three scrapped soon afterwards. Nice addition for that map.
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Do you have an alternative download site ? I'm getting an empty file every time from the site nominated above. Tried several times, always the same.
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
How the Template looks in the Mission Editor - tacked on to the side of an in game parking area. How that looks in the game - still using the Template for comparisons. Some of the possible option in the Liveries - I have not shown the original LHD - LHA Livery but it is in there beside the others, so nothing is lost. If Massun are happy for me to release this as a small change to their Mod I will do it. There are 18 different Livery options to play with.- 535 replies
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The zip is downloading okay but hard to open. I did open it eventually by changing the properties but the file is empty.
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Cant open the zip file, it says it an archive, whatever that means.
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
Creating Farps, Parking bays and anything else you would like to have using the basic texture is the easy bit, I have already created a whole load of them, patches of dirt, tarmac, concrete, small squares, large squares - there is no limit to what you could do. The main issue is as I have explained above, lack of a drop down for Liveries in this Mod as it is now However, by making a simple change to the data.lua you can change this to a 'structure', which you can place like all structures, on flat ground of course, which isnt easy for a base this size but it can be done. Massuns edm is really well made for this purpose. There is another small issue with 'structures' - the Massun default texture for this is the helo deck, and that is what you will see when you place it on the ground in the ME. Not easy to place objects on top of that because what you are looking at is the helo deck, not a parking bay or a concrete patch. So, to overcome that I replaced that texture in the main textures folder with this template, and what you see now is in the first image. Placing helos, Hexo's etc, is easier with this template. When your done placing stuff on it select the Livery you want from the drop down and thats what will appear in game, your Livery of choice, not the template. The Massun LHD-LHA deck isnt lost, I just added that as another Livery in the drop down which you can select and it will work as normal. The template is easy to follow, the outside white lines are the limit of the visible area of the deck when its in the game, so you can keep stuff on the deck where you would want it to be, the colour lines point you towards either a large medium or small parking area Liveries which are in the drop downs, but you could do anything you want with it. On some of the Liveries I have added a couple of very small white lines at either end of the texture file which you can line up with the runway edges. In game this template is actually upside down, I have just turned it around for convenience here. Anyway, this is my first bash at this ... I have some other ideas and uses for this texture file.- 535 replies
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
@Hawkeye60 - numparking - I missed that.- 535 replies
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
I really like the sound of that. I had not considered that way of doing it. A question. If you create it as a Farp you say you can spawn on it, does that mean you can spawn 1 x Helo or is there some way to add additional spawn points, say three of four spawn points and how do you tell the code where they are. This is a huge slab of concrete so one spawn point would get very lonely- 535 replies
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
Simply adding a Liveries option was a much simpler solution, but I failed to notice it was an Airfield and Deck Equipment data line until I had done a couple of Liveries and realised there is no liveries option available there. I have changed my Mod to do that but its up to the maker to sanction the changes to his mod for others to use - I'm not diving into that bearpit again, I still bear the clawmarks from last time - sorry.- 535 replies
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
Sadly more difficult than I thought, this platform is only available under the 'Airfield and Deck Equipment' option. It is not available as a 'Structures' option. The Airfield and Deck Equipment option has no facility within the game to add liveries, (but Structures does). To make this Livereis Mod work the Mod maker would have to agree to implement and add this to the Structures data list, and that is his choice so to do, not mine to make. There is no way forward until that happens, if it happens. Creating additional Liveries would be very simple to do I have already done a couple and they work fine but I had to butcher the Mod to make it work. Again not something I am going to release, other guys Mods are hallowed ground and 'there be dragons' !! Sorry.- 535 replies
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
Something like this perhaps:- 535 replies
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Massun92´s Asset Pack - Official (update march 2024)
crazyeddie replied to Massun92's topic in Static/AI Mods for DCS World
Hmmm ... that should be easy enough to modify, or create a livery for it. I will see if I can do something with that.- 535 replies
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PUCARA IA-58 FMA ARGENTINA free mod
crazyeddie replied to pastranario3's topic in Flyable/Drivable Mods for DCS World
Running this Mod as AI it seems to be seriously underpowered. With a full bomb load it hardly ever gets off the runway, exploding at the end every time. It is suggested that it can carry 500lbs on each wing pylon plus 2200lbs on the centreline. I can get it to take off if I use a VERY long runway and a very light load (say 2 x 500lbs bombs), but the chances of getting this off the ground carrying anything more is nearly impossible. Given it was designed for rough airstrips that does not seem right. Is that just a limitation of the Mod AI and its being worked on, or is my information wrong ? (I did see these things for real in 1982 and they were flying off grass airstrips then, I cant recollect what they had slung underneath then except it went bang rather loudly when it hit the ground !) -
reported earlier Ships funnel smoke system changed
crazyeddie replied to crazyeddie's topic in Object Bugs
Yes, we have had that discussion and its appreciated many of the modern types produce very little if any smoke. Strangely enough I have served on a Brit type with gas turbines and when they flashed that thing up the sh*t coming out of the funnel had to be seen to be believed, but once it was up and running it was smokeless. Good point though. -
reported earlier Ships funnel smoke system changed
crazyeddie replied to crazyeddie's topic in Object Bugs
Many thanks Flappie, I hope they revert to the original way of doing it otherwise all ships mods are going to be 'no smoking' zones