

jib
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Everything posted by jib
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AI Messerschmitt Bf109E Beta released
jib replied to kato217's topic in Utility/Program Mods for DCS World
Yeah this looks cool. I can't wait to get more WW2 content like Sherman tanks ect. This is a great 2nd addition to the WW2 environment for DCS. -
I remember playing the dynamic campaign in Microsoft Combat flight simulator 3 at it was a total grind:( after the first few turns. Kill some ammo dumps, kill some boats, intercept fighters , rinse and repeat. I never got into falcon BMS I laughed at the graphics of the ground models and the on rails feel of the flight dynamics and then quit and uninstalled. I prefer some well planned and balanced missions with some good story and a few different ways to tackle the situation for replayability.
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beczl, I'm surprised to see you in the 32bit option. I hope MIG-21 will work with 64bit:megalol: (I'm sure it will, I bet he uses 32bit for testing)
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Also you can adjust the gain on the night-vision so you can see better. not sure what the default keys are.
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This looks amazing as always from RICARDO! I believe the HD's pits in some of the Russian aircraft in FC3 were brought by ED form RICARDO.
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Thanks Bruce_D I will take a look at them soon.
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The new 3d su25 pit looks so sexy! I'm so excited.
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If anyone wants to try this mod I for SU25-T Night Vision This works great.
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This works great thanks!
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Do you want to upload the mission so I can have a go! Ideas about bugs. Was the wind set on high or Dynamic weather system. I know if it is windy Vikhr can become inacruuate but it is usally just for human players. There is no way to make them land yet, but they should RTB when they get low on fuel yeap the collision mesh doesn't always match the visible terrian. Towers might not have the right colliosn mesh for AI to "see them"
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Thanks Zaelu I will take a look at them.
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G940 Throttle T1 and T3 Buttons Intermittent
jib replied to 's topic in PC Hardware and Related Software
I had to re-solder all the cables in my G940 throttle, it was a real pain in the A** but I didn't want to be without my HOTAS for a few weeks. -
Petition for better FPS optimalization during shoting
jib replied to Kwiatek's topic in Game Performance
There will always be a trade off between FPS and higher graphical fidelity, the partical effects do make it look more life like. We are both running mid range CPU's releases in 2007 (If your signature is up to date) maybe it is time for an upgrade:joystick: -
If anyone like me isn't 100% sure what MIPmaps are Here is Wikipedia zaelu could you attached the files you have changed so we can see the difference ourselves, and no I don't mean the women. :)
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If you look closely I think the turret might have "dug into" the ground (possible the collision model was slightly out) I think the physics engine did an good job considering the extreme circumstances. It would be nice to have the Havok engine or something similar, or better! Maybe in EDGE? but I don't think they have announced any changes to the physic model .
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Going down a mountain at 150 mph in a M1 is always going to end badly
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in 1.2.2 when you activated turret stabilization a red ^ would appear just above the compass in 1.2.3 it does not. 1.2.2 1.2.3 The Stabilization still seams to work if you press the button, but the ^ carrot is not displayed. This makes it hard to tell if it is on or off. Thnaks.
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I found a building which is see through only to the shkval, but not to your "eyes" It confused me greatly that I could't lock onto units with the skhval, until I realized what was happening.(they where the other side of the building but I could still see them) Track Attached it is right near the end of the track just before I had a Crash to desktop, but I don't think that was caused by the building, but you still might want to take a look at it invisible buildings on shkval.trk
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Unable to enter vehicle: Wrong Vehicle type, Hard-coded?
jib replied to jib's topic in 3D Modeling for DCS World
If anyone else was struggling with this issue. If you put in a custom viewoint it seems to let you control a model in CA. __LN.customViewPoint = { "genericAAA", {0, 0, 0 }, }; -
DCS Mods structure : How to create your plugin from scratch
jib replied to Alex Okean's topic in How To Mod for DCS World
Thanks Sliver_Dragon If found the ammo type I was looking for: Thanks to you +1 -
Did you ever fix the back cannon not rotating fully? If you set your angles to 180rad and -180 rad in the .Lua it will have 360 degrees of spin. That should fix it.
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DCS Mods structure : How to create your plugin from scratch
jib replied to Alex Okean's topic in How To Mod for DCS World
I have managed to add the recoil I wanted. It is a bit over the top with the motion atm, I will have to tone it down a bit. It was really easy to do, I just added th recoil annimation to Argument 2 in 3d max and then added this code: to my .DSHK file. I still don't know why the view distance relative to the gun changes when it is rotated :( -
DCS Mods structure : How to create your plugin from scratch
jib replied to Alex Okean's topic in How To Mod for DCS World
I have made a new package and fixed quite a few things. Fixed in this version: Problem | (how I fixed it) 1) Gun_point not fixed to muzzle (Linked the helper point to the muzzle) 2) Model pitch turns in opposite direction (had to redo the Argument 1 keyframes so they where opposite) 3) Model is limited to 45 degrees rotation (changed the first value to 180 4) Make a Custom Sight (changed the Crosshair1.tga in Mods\tech\CombinedArms\Cockpit\Resources , Warning this changes the cross hair sight for all vehicles that use Crosshair1.tga) 5) I would love to model the recoil seen 5) Fixed holes in model (Created missing faces in 3dMax and flipped some others) 6) Changed ammo box angle (in .max model) 7) Corrected shinny textures (Changed reflection value to 0 in the material editor) 8) Smoothed jagged edges (changed smoothing groups in .max) 9) Cleared out some files and code not needed (Combined Arms .dlls) 10) gun firing at 90 degrees to barrel. ( I had to spin the .max model 90 Degrees) Know Bugs: (Cause/Fix) 1) The first ammo clip is 500 rounds then the other magazines are 50 rounds (unknown) 2) The view distance to the model changes as you rotate the model if you set an offset view (unknown) 3) the sight is slightly off target in some parts of the rotation (unknown) 4) it is currently firing 14.5mm rounds when in reality it fires 12.7 mm rounds (unknown) Uploaded Here. Here is the unexported .max file if anyone wants to have a look. -
DCS Mods structure : How to create your plugin from scratch
jib replied to Alex Okean's topic in How To Mod for DCS World
Just for info it was adding this bit of code to the DSHK.lua from my previous post that allowed it to work in CA. I can't wait to get home and play about with it! EDIT: After some testing it was actually this piece of code which makes it controllable in CA __LN.customViewPoint = { "genericAAA", {-1.0, 0.3, 0 }, }; -
DCS Mods structure : How to create your plugin from scratch
jib replied to Alex Okean's topic in How To Mod for DCS World
I am excited because I have managed (by some fluke) to make my DHSK "drivable" with combined arms. it is no where near finished and fires at a right angle to the barrel, but it is a great step in the right direction for me. I have posted the .lua's the .edm and the .max in a zip Edit Uploaded Newer VersionHere. Just copy it to you Mods\tech folder and it will show up as DHSK under armor in the mission editor. I have no time to work on it tonight but will try and polish it up tomorrow.